sm64coopdx/docs/lua/hooks.md

8.5 KiB

Lua Reference

Hooks

Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in functions allow Lua to trigger SM64 code.

Supported Hooks


hook_behavior

hook_behavior() allows Lua mods to override existing behaviors or create new ones.

Parameters

Field Type Notes
behaviorId enum BehaviorId Set to nil to create a new behavior
objectList enum ObjectList
replaceBehavior bool Prevents the original behavior code from running
initFunction Lua Function (Object obj) Runs once per object
loopFunction Lua Function (Object obj) Runs once per frame per object

Returns

Lua Example

function bhv_example_init(obj)
    obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
    network_init_object(obj, true, nil)
end

function bhv_example_loop(obj)
    obj.oPosY = obj.oPosY + 1
end

id_bhvExample = hook_behavior(0, OBJ_LIST_DEFAULT, bhv_example_init, bhv_example_loop)

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hook_chat_command

hook_chat_command() allows Lua mods to react and respond to chat commands. Chat commands start with the / character. The function the mod passes to the hook should return true when the command was valid and false otherwise.

Parameters

Field Type
command string
description string
func Lua Function (string message) -> bool

Lua Example

function on_test_command(msg)
    if msg == 'on' then
        djui_chat_message_create('Test: enabled')
        return true
    elseif msg == 'off' then
        djui_chat_message_create('Test: disabled')
        return true
    end
    return false
end

hook_chat_command('test', "[on|off] turn test on or off", on_hide_and_seek_command)

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hook_event

The lua functions sent to hook_event() will be automatically called by SM64 when certain events occur.

Hook Event Types

Type Description Parameters
HOOK_UPDATE Called once per frame None
HOOK_MARIO_UPDATE Called once per player per frame at the end of a mario update MarioState mario
HOOK_BEFORE_MARIO_UPDATE Called once per player per frame at the beginning of a mario update MarioState mario
HOOK_ON_SET_MARIO_ACTION Called every time a player's current action is changed MarioState mario
HOOK_BEFORE_PHYS_STEP Called once per player per frame before physics code is run MarioState mario
HOOK_ALLOW_PVP_ATTACK Called when one player attacks another, return true to allow the attack MarioState attacker, MarioState victim
HOOK_ON_PVP_ATTACK Called when one player attacks another MarioState attacker, MarioState victim
HOOK_ON_PLAYER_CONNECTED Called when a player connects MarioState connector
HOOK_ON_PLAYER_DISCONNECTED Called when a player disconnects MarioState disconnector
HOOK_ON_HUD_RENDER Called when the HUD is being rendered None
HOOK_ON_INTERACT Called when mario interacts with an object MarioState interactor, Object interactee, enum InteractionType interactType, bool interactValue
HOOK_ON_LEVEL_INIT Called when the level is initialized None
HOOK_ON_WARP Called when the local player warps None
HOOK_ON_SYNC_VALID Called when the current area is synchronized None
HOOK_ON_OBJECT_UNLOAD Called when any object is unloaded Object unloadedObject
HOOK_ON_SYNC_OBJECT_UNLOAD Called when any networked object is unloaded Object unloadedObject
HOOK_ON_PAUSE_EXIT Called when the local player exits through the pause screen, return false to prevent the exit boolean usedExitToCastle
HOOK_GET_STAR_COLLECTION_DIALOG Called when the local player collects a star, return a DialogId to show a message None
HOOK_ON_SET_CAMERA_MODE Called when the camera mode gets set, return false to prevent the camera mode from being set Camera, integer mode, integer frames

Parameters

Field Type
hook_event_type HookEventType
func Lua Function (...)

Lua Example

The following example will print out a message 16 times per frame (once for every possible player).

function mario_update(m)
    print('Mario update was called for player index ', m.playerIndex)
end

hook_event(HOOK_MARIO_UPDATE, mario_update)

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hook_mario_action

hook_mario_action() allows Lua mods to create new actions or override existing ones.

Parameters

Field Type
action_id integer
func Lua Function (MarioState m)
interaction_type enum InteractionFlag

Lua Example


ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)

function act_wall_slide(m)
    if (m.input & INPUT_A_PRESSED) ~= 0 then
        local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
        m.vel.y = 72.0

        if m.forwardVel < 20.0 then
            m.forwardVel = 20.0
        end
        m.wallKickTimer = 0
        return rc
    end

    -- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
    mario_set_forward_vel(m, -1.0)

    m.particleFlags = m.particleFlags | PARTICLE_DUST

    play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
    set_mario_animation(m, MARIO_ANIM_START_WALLKICK)

    if perform_air_step(m, 0) == AIR_STEP_LANDED then
        mario_set_forward_vel(m, 0.0)
        if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
            return set_mario_action(m, ACT_FREEFALL_LAND, 0)
        end
    end

    m.actionTimer = m.actionTimer + 1
    if m.wall == nil and m.actionTimer > 2 then
        mario_set_forward_vel(m, 0.0)
        return set_mario_action(m, ACT_FREEFALL, 0)
    end

    -- gravity
    m.vel.y = m.vel.y + 2

    return 0
end

function mario_on_set_action(m)
    -- wall slide
    if m.action == ACT_SOFT_BONK then
        m.faceAngle.y = m.faceAngle.y + 0x8000
        set_mario_action(m, ACT_WALL_SLIDE, 0)
    end
end

hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)

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hook_on_sync_table_change

hook_on_sync_table_change() allows Lua mods to react to sync table changes.

  • syncTable parameter must be a sync table, e.g. gGlobalSyncTable, gPlayerSyncTable[], or one of their child tables.
  • field parameter must be one of the fields in the SyncTable.
  • tag parameter can be any type, and is automatically passed to the callback.
  • func parameter must be a function with three parameters: tag, oldVal, and newVal.
    • tag will be the same tag passed into hook_on_sync_table_change().
    • oldVal will be the value before it was set.
    • newVal will be the value that it was set to.

Parameters

Field Type
syncTable SyncTable
field value
tag value
func Lua Function (value tag, value oldValue, value newValue)

Lua Example

function on_testing_field_changed(tag, oldVal, newVal)
    print('testingField changed:', tag, ',', oldVal, '->', newVal)
end

hook_on_sync_table_change(gGlobalSyncTable, 'testingField', 'tag', on_testing_field_changed)

-- now when testingField is set, either locally or over the network, on_testing_field_changed() will be called
gGlobalSyncTable.testingField = 'hello'

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