Misc Lua fixes/enhancements
approach_s32 now stays within 32 bits Fixed SOUND_ARG_LOAD Added OBJ_COL_FLAGS_* Added reset_rumble_timers Added get_hand_foot_pos_* Added get_water_surface_pseudo_floor Adjusted new hooks to be called at the appropriate times
This commit is contained in:
parent
2758b92f41
commit
c58702df93
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@ -28,10 +28,12 @@ in_files = [
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"src/game/object_list_processor.h",
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"src/engine/graph_node.h",
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"levels/level_defines.h",
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"src/game/obj_behaviors.c",
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]
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exclude_constants = {
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'*': [ '^MAXCONTROLLERS$', '^AREA_[^T].*', '^AREA_T[HTO]', '^CONT_ERR.*', '^READ_MASK$', '^SIGN_RANGE$', ]
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'*': [ '^MAXCONTROLLERS$', '^AREA_[^T].*', '^AREA_T[HTO]', '^CONT_ERR.*', '^READ_MASK$', '^SIGN_RANGE$', ],
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'src/game/obj_behaviors.c': ['^o$'],
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}
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include_constants = {
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@ -50,7 +50,7 @@ in_files = [
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override_allowed_functions = {
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"src/audio/external.h": [ " play_", "fade" ],
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"src/game/camera.h": [ "set_.*camera_.*shake", "set_camera_mode" ],
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"src/game/rumble_init.c": [ "queue_rumble_"],
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"src/game/rumble_init.c": [ "queue_rumble_", "reset_rumble_timers" ],
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"src/pc/djui/djui_popup.h" : [ "create" ],
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"src/game/save_file.h": [ "save_file_get_" ],
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"src/pc/lua/utils/smlua_model_utils.h": [ "smlua_model_util_get_id" ],
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@ -249,16 +249,22 @@ function approach_s32(current, target, inc, dec)
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current = target
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end
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end
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-- keep within 32 bits
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if current > 2147483647 then
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current = -2147483648 + (current - 2147483647)
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elseif current < -2147483648 then
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current = 2147483647 + (current - (-2147483648))
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end
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return current;
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end
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--- @param bank number
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--- @param playFlags number
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--- @param soundID number
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--- @param priority number
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--- @param flags2 number
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--- @param flags number
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--- @return number
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function SOUND_ARG_LOAD(bank, playFlags, soundID, priority, flags2)
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if flags2 == nil then flags2 = 0 end
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return ((bank << 28) | (playFlags << 24) | (soundID << 16) | (priority << 8) | (flags2 << 4) | 1)
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function SOUND_ARG_LOAD(bank, soundID, priority, flags)
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if flags == nil then flags = 0 end
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return (bank << 28) | (soundID << 16) | (priority << 8) | flags | SOUND_STATUS_WAITING
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end
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@ -251,18 +251,24 @@ function approach_s32(current, target, inc, dec)
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current = target
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end
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end
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-- keep within 32 bits
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if current > 2147483647 then
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current = -2147483648 + (current - 2147483647)
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elseif current < -2147483648 then
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current = 2147483647 + (current - (-2147483648))
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end
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return current;
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end
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--- @param bank number
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--- @param playFlags number
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--- @param soundID number
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--- @param priority number
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--- @param flags2 number
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--- @param flags number
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--- @return number
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function SOUND_ARG_LOAD(bank, playFlags, soundID, priority, flags2)
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if flags2 == nil then flags2 = 0 end
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return ((bank << 28) | (playFlags << 24) | (soundID << 16) | (priority << 8) | (flags2 << 4) | 1)
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function SOUND_ARG_LOAD(bank, soundID, priority, flags)
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if flags == nil then flags = 0 end
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return (bank << 28) | (soundID << 16) | (priority << 8) | flags | SOUND_STATUS_WAITING
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end
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@ -3750,6 +3756,21 @@ NPT_SERVER = 2
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--- @type NetworkPlayerType
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NPT_CLIENT = 3
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--- @type integer
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OBJ_COL_FLAGS_LANDED = (OBJ_COL_FLAG_GROUNDED | OBJ_COL_FLAG_NO_Y_VEL)
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--- @type integer
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OBJ_COL_FLAG_GROUNDED = (1 << 0)
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--- @type integer
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OBJ_COL_FLAG_HIT_WALL = (1 << 1)
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--- @type integer
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OBJ_COL_FLAG_NO_Y_VEL = (1 << 3)
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--- @type integer
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OBJ_COL_FLAG_UNDERWATER = (1 << 2)
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--- @type integer
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ACTIVE_FLAG_ACTIVE = (1 << 0)
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@ -3414,6 +3414,19 @@ function queue_rumble_data_object(object, a0, a1)
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-- ...
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end
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--- @param m MarioState
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--- @return nil
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function reset_rumble_timers(m)
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-- ...
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end
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--- @param m MarioState
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--- @param a0 integer
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--- @return nil
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function reset_rumble_timers_2(m, a0)
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-- ...
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end
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--- @param capPos Vec3s
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--- @return integer
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function save_file_get_cap_pos(capPos)
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@ -3476,12 +3489,38 @@ function collision_find_surface_on_ray(startX, startY, startZ, endX, endY, endZ)
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-- ...
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end
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--- @return Surface
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function get_water_surface_pseudo_floor()
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-- ...
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end
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--- @param actFlags integer
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--- @return integer
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function allocate_mario_action(actFlags)
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-- ...
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end
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--- @param m MarioState
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--- @param index integer
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--- @return number
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function get_hand_foot_pos_x(m, index)
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-- ...
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end
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--- @param m MarioState
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--- @param index integer
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--- @return number
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function get_hand_foot_pos_y(m, index)
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-- ...
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end
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--- @param m MarioState
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--- @param index integer
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--- @return number
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function get_hand_foot_pos_z(m, index)
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-- ...
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end
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--- @return integer
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function get_network_area_timer()
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-- ...
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@ -26,6 +26,7 @@
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- [enum MarioHandGSCId](#enum-MarioHandGSCId)
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- [network_player.h](#network_playerh)
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- [enum NetworkPlayerType](#enum-NetworkPlayerType)
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- [obj_behaviors.c](#obj_behaviorsc)
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- [object_constants.h](#object_constantsh)
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- [object_list_processor.h](#object_list_processorh)
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- [enum ObjectList](#enum-ObjectList)
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@ -1316,6 +1317,17 @@
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<br />
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## [obj_behaviors.c](#obj_behaviors.c)
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- OBJ_COL_FLAGS_LANDED
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- OBJ_COL_FLAG_GROUNDED
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- OBJ_COL_FLAG_HIT_WALL
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- OBJ_COL_FLAG_NO_Y_VEL
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- OBJ_COL_FLAG_UNDERWATER
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[:arrow_up_small:](#)
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<br />
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## [object_constants.h](#object_constants.h)
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- ACTIVE_FLAG_ACTIVE
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- ACTIVE_FLAG_DEACTIVATED
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@ -613,6 +613,8 @@
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- [queue_rumble_data](#queue_rumble_data)
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- [queue_rumble_data_mario](#queue_rumble_data_mario)
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- [queue_rumble_data_object](#queue_rumble_data_object)
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- [reset_rumble_timers](#reset_rumble_timers)
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- [reset_rumble_timers_2](#reset_rumble_timers_2)
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<br />
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@ -630,11 +632,15 @@
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- smlua_collision_utils.h
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- [collision_find_surface_on_ray](#collision_find_surface_on_ray)
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- [get_water_surface_pseudo_floor](#get_water_surface_pseudo_floor)
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<br />
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- smlua_misc_utils.h
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- [allocate_mario_action](#allocate_mario_action)
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- [get_hand_foot_pos_x](#get_hand_foot_pos_x)
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- [get_hand_foot_pos_y](#get_hand_foot_pos_y)
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- [get_hand_foot_pos_z](#get_hand_foot_pos_z)
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- [get_network_area_timer](#get_network_area_timer)
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- [hud_hide](#hud_hide)
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- [hud_show](#hud_show)
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@ -11411,6 +11417,47 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [reset_rumble_timers](#reset_rumble_timers)
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### Lua Example
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`reset_rumble_timers(m)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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### Returns
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- None
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### C Prototype
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`void reset_rumble_timers(struct MarioState* m);`
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[:arrow_up_small:](#)
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<br />
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## [reset_rumble_timers_2](#reset_rumble_timers_2)
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### Lua Example
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`reset_rumble_timers_2(m, a0)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| a0 | `integer` |
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### Returns
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- None
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### C Prototype
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`void reset_rumble_timers_2(struct MarioState* m, s32 a0);`
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[:arrow_up_small:](#)
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<br />
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---
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# functions from save_file.h
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@ -11609,6 +11656,24 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [get_water_surface_pseudo_floor](#get_water_surface_pseudo_floor)
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### Lua Example
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`local SurfaceValue = get_water_surface_pseudo_floor()`
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### Parameters
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- None
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### Returns
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[Surface](structs.md#Surface)
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### C Prototype
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`struct Surface* get_water_surface_pseudo_floor(void);`
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[:arrow_up_small:](#)
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<br />
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---
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# functions from smlua_misc_utils.h
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@ -11635,6 +11700,69 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
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<br />
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## [get_hand_foot_pos_x](#get_hand_foot_pos_x)
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### Lua Example
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`local numberValue = get_hand_foot_pos_x(m, index)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| index | `integer` |
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### Returns
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- `number`
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### C Prototype
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`f32 get_hand_foot_pos_x(struct MarioState* m, u8 index);`
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[:arrow_up_small:](#)
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<br />
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## [get_hand_foot_pos_y](#get_hand_foot_pos_y)
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### Lua Example
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`local numberValue = get_hand_foot_pos_y(m, index)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| index | `integer` |
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### Returns
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- `number`
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### C Prototype
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`f32 get_hand_foot_pos_y(struct MarioState* m, u8 index);`
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[:arrow_up_small:](#)
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<br />
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## [get_hand_foot_pos_z](#get_hand_foot_pos_z)
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### Lua Example
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`local numberValue = get_hand_foot_pos_z(m, index)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| m | [MarioState](structs.md#MarioState) |
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| index | `integer` |
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### Returns
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- `number`
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### C Prototype
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`f32 get_hand_foot_pos_z(struct MarioState* m, u8 index);`
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[:arrow_up_small:](#)
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<br />
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## [get_network_area_timer](#get_network_area_timer)
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### Lua Example
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@ -227,17 +227,22 @@ char gSmluaConstants[] = ""
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" current = target\n"
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" end\n"
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" end\n"
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" -- keep within 32 bits\n"
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" if current > 2147483647 then\n"
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" current = -2147483648 + (current - 2147483647)\n"
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" elseif current < -2147483648 then\n"
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" current = 2147483647 + (current - (-2147483648))\n"
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" end\n"
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" return current;\n"
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"end\n"
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"--- @param bank number\n"
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"--- @param playFlags number\n"
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"--- @param soundID number\n"
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"--- @param priority number\n"
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"--- @param flags2 number\n"
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"--- @param flags number\n"
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"--- @return number\n"
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"function SOUND_ARG_LOAD(bank, playFlags, soundID, priority, flags2)\n"
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" if flags2 == nil then flags2 = 0 end\n"
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" return ((bank << 28) | (playFlags << 24) | (soundID << 16) | (priority << 8) | (flags2 << 4) | 1)\n"
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"function SOUND_ARG_LOAD(bank, soundID, priority, flags)\n"
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" if flags == nil then flags = 0 end\n"
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" return (bank << 28) | (soundID << 16) | (priority << 8) | flags | SOUND_STATUS_WAITING\n"
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"end\n"
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"id_bhvStarDoor = 0\n"
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"id_bhvMrI = 1\n"
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@ -1391,6 +1396,11 @@ char gSmluaConstants[] = ""
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"NPT_LOCAL = 1\n"
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"NPT_SERVER = 2\n"
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"NPT_CLIENT = 3\n"
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"OBJ_COL_FLAG_GROUNDED = (1 << 0)\n"
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"OBJ_COL_FLAG_HIT_WALL = (1 << 1)\n"
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"OBJ_COL_FLAG_UNDERWATER = (1 << 2)\n"
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"OBJ_COL_FLAG_NO_Y_VEL = (1 << 3)\n"
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"OBJ_COL_FLAGS_LANDED = (OBJ_COL_FLAG_GROUNDED | OBJ_COL_FLAG_NO_Y_VEL)\n"
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"ACTIVE_FLAG_DEACTIVATED = 0\n"
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"ACTIVE_FLAG_ACTIVE = (1 << 0)\n"
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"ACTIVE_FLAG_FAR_AWAY = (1 << 1)\n"
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@ -7263,6 +7263,32 @@ int smlua_func_queue_rumble_data_object(lua_State* L) {
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return 1;
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}
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int smlua_func_reset_rumble_timers(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
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struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
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if (!gSmLuaConvertSuccess) { return 0; }
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extern void reset_rumble_timers(struct MarioState* m);
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reset_rumble_timers(m);
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return 1;
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}
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int smlua_func_reset_rumble_timers_2(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
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struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
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if (!gSmLuaConvertSuccess) { return 0; }
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s32 a0 = smlua_to_integer(L, 2);
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if (!gSmLuaConvertSuccess) { return 0; }
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extern void reset_rumble_timers_2(struct MarioState* m, s32 a0);
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reset_rumble_timers_2(m, a0);
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return 1;
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}
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/////////////////
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// save_file.h //
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/////////////////
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@ -7396,6 +7422,15 @@ int smlua_func_collision_find_surface_on_ray(lua_State* L) {
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return 1;
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}
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int smlua_func_get_water_surface_pseudo_floor(UNUSED lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
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smlua_push_object(L, LOT_SURFACE, get_water_surface_pseudo_floor());
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return 1;
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}
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////////////////////////
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// smlua_misc_utils.h //
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////////////////////////
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@ -7411,6 +7446,45 @@ int smlua_func_allocate_mario_action(lua_State* L) {
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return 1;
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}
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int smlua_func_get_hand_foot_pos_x(lua_State* L) {
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if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
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struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
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if (!gSmLuaConvertSuccess) { return 0; }
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u8 index = smlua_to_integer(L, 2);
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if (!gSmLuaConvertSuccess) { return 0; }
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lua_pushnumber(L, get_hand_foot_pos_x(m, index));
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return 1;
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}
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||||
|
||||
int smlua_func_get_hand_foot_pos_y(lua_State* L) {
|
||||
if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
|
||||
|
||||
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
|
||||
if (!gSmLuaConvertSuccess) { return 0; }
|
||||
u8 index = smlua_to_integer(L, 2);
|
||||
if (!gSmLuaConvertSuccess) { return 0; }
|
||||
|
||||
lua_pushnumber(L, get_hand_foot_pos_y(m, index));
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int smlua_func_get_hand_foot_pos_z(lua_State* L) {
|
||||
if(!smlua_functions_valid_param_count(L, 2)) { return 0; }
|
||||
|
||||
struct MarioState* m = (struct MarioState*)smlua_to_cobject(L, 1, LOT_MARIOSTATE);
|
||||
if (!gSmLuaConvertSuccess) { return 0; }
|
||||
u8 index = smlua_to_integer(L, 2);
|
||||
if (!gSmLuaConvertSuccess) { return 0; }
|
||||
|
||||
lua_pushnumber(L, get_hand_foot_pos_z(m, index));
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int smlua_func_get_network_area_timer(UNUSED lua_State* L) {
|
||||
if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
|
||||
|
||||
|
@ -8765,6 +8839,8 @@ void smlua_bind_functions_autogen(void) {
|
|||
smlua_bind_function(L, "queue_rumble_data", smlua_func_queue_rumble_data);
|
||||
smlua_bind_function(L, "queue_rumble_data_mario", smlua_func_queue_rumble_data_mario);
|
||||
smlua_bind_function(L, "queue_rumble_data_object", smlua_func_queue_rumble_data_object);
|
||||
smlua_bind_function(L, "reset_rumble_timers", smlua_func_reset_rumble_timers);
|
||||
smlua_bind_function(L, "reset_rumble_timers_2", smlua_func_reset_rumble_timers_2);
|
||||
|
||||
// save_file.h
|
||||
smlua_bind_function(L, "save_file_get_cap_pos", smlua_func_save_file_get_cap_pos);
|
||||
|
@ -8778,9 +8854,13 @@ void smlua_bind_functions_autogen(void) {
|
|||
|
||||
// smlua_collision_utils.h
|
||||
smlua_bind_function(L, "collision_find_surface_on_ray", smlua_func_collision_find_surface_on_ray);
|
||||
smlua_bind_function(L, "get_water_surface_pseudo_floor", smlua_func_get_water_surface_pseudo_floor);
|
||||
|
||||
// smlua_misc_utils.h
|
||||
smlua_bind_function(L, "allocate_mario_action", smlua_func_allocate_mario_action);
|
||||
smlua_bind_function(L, "get_hand_foot_pos_x", smlua_func_get_hand_foot_pos_x);
|
||||
smlua_bind_function(L, "get_hand_foot_pos_y", smlua_func_get_hand_foot_pos_y);
|
||||
smlua_bind_function(L, "get_hand_foot_pos_z", smlua_func_get_hand_foot_pos_z);
|
||||
smlua_bind_function(L, "get_network_area_timer", smlua_func_get_network_area_timer);
|
||||
smlua_bind_function(L, "hud_hide", smlua_func_hud_hide);
|
||||
smlua_bind_function(L, "hud_show", smlua_func_hud_show);
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "types.h"
|
||||
|
||||
#include "src/engine/surface_collision.h"
|
||||
#include "game/mario_step.h"
|
||||
|
||||
#include "pc/lua/smlua.h"
|
||||
#include "smlua_collision_utils.h"
|
||||
|
@ -160,3 +161,7 @@ struct RayIntersectionInfo* collision_find_surface_on_ray(f32 startX, f32 startY
|
|||
find_surface_on_ray(orig, end, &info.surface, info.hitPos);
|
||||
return &info;
|
||||
}
|
||||
|
||||
struct Surface* get_water_surface_pseudo_floor(void) {
|
||||
return &gWaterSurfacePseudoFloor;
|
||||
}
|
||||
|
|
|
@ -112,4 +112,6 @@ extern struct GlobalObjectCollisionData gGlobalObjectCollisionData;
|
|||
|
||||
struct RayIntersectionInfo* collision_find_surface_on_ray(f32 startX, f32 startY, f32 startZ, f32 endX, f32 endY, f32 endZ);
|
||||
|
||||
struct Surface* get_water_surface_pseudo_floor(void);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -38,4 +38,19 @@ bool warp_to_castle(s32 aLevel) {
|
|||
u32 allocate_mario_action(u32 actFlags) {
|
||||
actFlags = actFlags & (~((u32)0xFF));
|
||||
return actFlags | ACT_FLAG_CUSTOM_ACTION | gLuaMarioActionIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
f32 get_hand_foot_pos_x(struct MarioState* m, u8 index) {
|
||||
if (index >= 4) { index = 0; }
|
||||
return m->marioBodyState->handFootPos[index][0];
|
||||
}
|
||||
|
||||
f32 get_hand_foot_pos_y(struct MarioState* m, u8 index) {
|
||||
if (index >= 4) { index = 0; }
|
||||
return m->marioBodyState->handFootPos[index][1];
|
||||
}
|
||||
|
||||
f32 get_hand_foot_pos_z(struct MarioState* m, u8 index) {
|
||||
if (index >= 4) { index = 0; }
|
||||
return m->marioBodyState->handFootPos[index][2];
|
||||
}
|
||||
|
|
|
@ -13,4 +13,8 @@ bool warp_to_castle(s32 aLevel);
|
|||
|
||||
u32 allocate_mario_action(u32 actFlags);
|
||||
|
||||
f32 get_hand_foot_pos_x(struct MarioState* m, u8 index);
|
||||
f32 get_hand_foot_pos_y(struct MarioState* m, u8 index);
|
||||
f32 get_hand_foot_pos_z(struct MarioState* m, u8 index);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -9,8 +9,10 @@
|
|||
#include "pc/debuglog.h"
|
||||
|
||||
static struct Object* spawn_object_internal(enum BehaviorId behaviorId, enum ModelExtendedId modelId, f32 x, f32 y, f32 z, LuaFunction objSetupFunction, bool doSync) {
|
||||
// prevent spawning objects before area is synchronized
|
||||
if (gNetworkPlayerLocal == NULL || !gNetworkPlayerLocal->currAreaSyncValid) { return NULL; }
|
||||
if (doSync) {
|
||||
// prevent spawning objects before area is synchronized
|
||||
if (gNetworkPlayerLocal == NULL || !gNetworkPlayerLocal->currAreaSyncValid) { return NULL; }
|
||||
}
|
||||
|
||||
const BehaviorScript* behavior = get_behavior_from_id(behaviorId);
|
||||
if (behavior == NULL) {
|
||||
|
|
|
@ -5,15 +5,17 @@
|
|||
#include "pc/debuglog.h"
|
||||
|
||||
void network_send_sync_valid(struct NetworkPlayer* toNp, s16 courseNum, s16 actNum, s16 levelNum, s16 areaIndex) {
|
||||
if (toNp == gNetworkPlayerLocal && !toNp->currAreaSyncValid) {
|
||||
network_player_update_course_level(toNp, courseNum, actNum, levelNum, areaIndex);
|
||||
smlua_call_event_hooks(HOOK_ON_SYNC_VALID);
|
||||
}
|
||||
bool wasAreaSyncValid = toNp->currAreaSyncValid;
|
||||
|
||||
// set the NetworkPlayers sync valid
|
||||
toNp->currLevelSyncValid = true;
|
||||
toNp->currAreaSyncValid = true;
|
||||
|
||||
if (toNp == gNetworkPlayerLocal && !wasAreaSyncValid) {
|
||||
network_player_update_course_level(toNp, courseNum, actNum, levelNum, areaIndex);
|
||||
smlua_call_event_hooks(HOOK_ON_SYNC_VALID);
|
||||
}
|
||||
|
||||
if (gNetworkType == NT_SERVER && toNp == gNetworkPlayerLocal) {
|
||||
// the player is the server, no need to send sync valid
|
||||
gNetworkAreaSyncing = false;
|
||||
|
@ -61,14 +63,15 @@ void network_receive_sync_valid(struct Packet* p) {
|
|||
return;
|
||||
}
|
||||
|
||||
if (np == gNetworkPlayerLocal && !np->currAreaSyncValid) {
|
||||
bool wasAreaSyncValid = np->currAreaSyncValid;
|
||||
np->currLevelSyncValid = true;
|
||||
np->currAreaSyncValid = true;
|
||||
|
||||
if (np == gNetworkPlayerLocal && !wasAreaSyncValid) {
|
||||
network_player_update_course_level(np, courseNum, actNum, levelNum, areaIndex);
|
||||
smlua_call_event_hooks(HOOK_ON_SYNC_VALID);
|
||||
}
|
||||
|
||||
np->currLevelSyncValid = true;
|
||||
np->currAreaSyncValid = true;
|
||||
|
||||
// inform server
|
||||
if (fromGlobalIndex != gNetworkPlayerServer->globalIndex) {
|
||||
LOG_INFO("informing server of sync valid");
|
||||
|
|
Loading…
Reference in New Issue