diff --git a/autogen/lua_definitions/manual.lua b/autogen/lua_definitions/manual.lua index e7de31dd..c24e8c4d 100644 --- a/autogen/lua_definitions/manual.lua +++ b/autogen/lua_definitions/manual.lua @@ -3,12 +3,21 @@ ------------- --- @type MarioState[] +--- Array of MarioStates, from 0 to MAX_PLAYERS - 1 +--- - Uses the local index, which is different between every player +--- - Index 0 always refers to the local player gMarioStates = {} --- @type NetworkPlayer[] +--- Array of NetworkPlayers, from 0 to MAX_PLAYERS - 1 +--- - Uses the local index, which is different between every player +--- - Index 0 always refers to the local player gNetworkPlayers = {} --- @type Mod[] +--- Array of all mods loaded, starting from 0 +--- - All mods are loaded in the same order for every player +--- - Index 0 is the first mod in the list (The top of the mod list) gActiveMods = {} --- @type Character[] @@ -26,9 +35,15 @@ gGlobalObjectCollisionData = {} --- @alias SyncTable table --- @type SyncTable +--- Any keys added and modified to this table will be synced among everyone. +--- - This shouldn't be used to sync player-specific values; Use gPlayerSyncTable for that +--- - Note: Does not support tables as keys gGlobalSyncTable = {} --- @type SyncTable[] +--- An array of sync tables. Any change to any sync tables will be synced to everyone else. +--- - This array takes in a local index, however it automatically translates to the global index +--- - Note: Does not support tables as keys gPlayerSyncTable = {} --- @type LevelValues @@ -37,13 +52,12 @@ gLevelValues = {} --- @type BehaviorValues gBehaviorValues = {} ---- @type BehaviorValues -gBehaviorValues = {} - --- @type PlayerPalette[] gPalettePresets = {} --- @type LakituState +--- The primary struct that controls the camera +--- - Local player only gLakituState = {} --- @type PaintingValues @@ -56,47 +70,57 @@ gServerSettings = {} -- hooks -- ----------- ---- @param behaviorId BehaviorId ---- @param objectList ObjectList ---- @param replaceBehavior boolean ---- @param initFunction fun(obj:Object) ---- @param loopFunction fun(obj:Object) ---- @param behaviorName string ---- @return BehaviorId +--- @param behaviorId BehaviorId | integer? The behavior id of the object to modify. Pass in as `nil` to create a custom object +--- @param objectList ObjectList | integer Object list +--- @param replaceBehavior boolean Whether or not to completely replace the behavior +--- @param initFunction? fun(obj:Object) Run on object creation +--- @param loopFunction? fun(obj:Object) Run every frame +--- @param behaviorName? string Optional +--- @return BehaviorId BehaviorId Use if creating a custom object, otherwise can be ignored +--- Modify an object's behavior or create a new custom object function hook_behavior(behaviorId, objectList, replaceBehavior, initFunction, loopFunction, behaviorName) -- ... end ---- @param command string ---- @param description string ---- @param func fun(msg:string) +--- @param command string The command to run. Should be easy to type +--- @param description string Should describe what the command does and how to use it +--- @param func fun(msg:string): boolean Run upon activating the command. Return `true` to confirm the command has succeeded +--- @return nil function hook_chat_command(command, description, func) -- ... end ---- @param command string ---- @param description string +--- @param command string The command to change the description of +--- @param description string The description to change to function update_chat_command_description(command, description) -- ... end ---- @param hookEventType LuaHookedEventType ---- @param func function +--- @param hookEventType LuaHookedEventType When a function should run +--- @param func fun(...: any): any The function to run +--- Different hooks can pass in different parameters and have different return values. Be sure to read the hooks guide for more information. function hook_event(hookEventType, func) -- ... end ---- @param actionId integer ---- @param funcOrFuncTable fun(m:MarioState):integer | table(fun(m:MarioState):integer) ---- @param interactionType InteractionFlag +--- @class ActionTable + --- @field every_frame fun(m:MarioState):integer? + --- @field gravity fun(m:MarioState):integer? + +--- @param actionId integer The action to replace +--- @param funcOrFuncTable fun(m:MarioState):integer? | ActionTable The new behavior of the action +--- @param interactionType? InteractionFlag Optional; The flag that determines how the action interacts with other objects +--- If a function table is used, it must be in the form of `{ act_hook = [func], ... }`. Current action hooks include: +--- - every_frame +--- - gravity function hook_mario_action(actionId, funcOrFuncTable, interactionType) -- ... end ---- @param syncTable SyncTable ---- @param field any ---- @param tag any ---- @param func fun(tag:any, oldVal:any, newVal:any) +--- @param syncTable SyncTable Must be the gGlobalSyncTable or gPlayerSyncTable[] or one of their child tables +--- @param field string Field name +--- @param tag any An additional parameter +--- @param func fun(tag:any, oldVal:any, newVal:any) Run when the specified field has been changed function hook_on_sync_table_change(syncTable, field, tag, func) -- ... end @@ -124,16 +148,18 @@ function atan2s(y, x) -- ... end ---- @param objFieldTable table +--- @param objFieldTable table --- @return nil +--- Keys must start with `o` and values must be `"u32"`, `"s32"`, or `"f32"` function define_custom_obj_fields(objFieldTable) -- ... end ---- @param object Object ---- @param standardSync boolean ---- @param fieldTable table +--- @param object Object Object to sync +--- @param standardSync boolean Automatically syncs common fields and syncs with distance. If `false`, all syncing must be done with `network_send_object`. +--- @param fieldTable table The fields to sync --- @return nil +--- All synced fields must start with `o` and there should not be any keys, just values function network_init_object(object, standardSync, fieldTable) -- ... end @@ -141,6 +167,7 @@ end --- @param object Object --- @param reliable boolean --- @return nil +--- Sends a sync packet to sync up the object with everyone else function network_send_object(object, reliable) -- ... end @@ -148,6 +175,7 @@ end --- @param reliable boolean --- @param dataTable table --- @return nil +--- Note: `dataTable` can only contain strings, integers, numbers, booleans, and nil function network_send(reliable, dataTable) -- ... end @@ -156,6 +184,7 @@ end --- @param reliable boolean --- @param dataTable table --- @return nil +--- Note: `dataTable` can only contain strings, integers, numbers, booleans, and nil function network_send_to(toLocalIndex, reliable, dataTable) -- ... end @@ -166,12 +195,6 @@ function get_texture_info(textureName) -- ... end ---- @param textureName string ---- @return TextureInfo -function get_texture_info(textureName) - -- ... -end - --- @param texInfo TextureInfo --- @param x number --- @param y number @@ -241,8 +264,12 @@ function smlua_anim_util_register_animation(name, flags, animYTransDivisor, star -- ... end ---- @param levelNum number ---- @param func fun(areaIndex:number, bhvData:table, macroBhvIds:table, macroBhvArgs:table) +--- @class bhvData + --- @field behavior BehaviorId + --- @field behaviorArg integer + +--- @param levelNum LevelNum | integer +--- @param func fun(areaIndex:number, bhvData:bhvData, macroBhvIds:BehaviorId[], macroBhvArgs:integer[]) --- @return nil --- When `func` is called, arguments are filled depending on the level command: --- - `AREA` command: only `areaIndex` is filled. It's a number.