Ran autogen

This commit is contained in:
MysterD 2022-03-30 20:03:59 -07:00
parent 377fcefd86
commit 6f00bd7bd0
3 changed files with 155 additions and 0 deletions

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@ -2136,6 +2136,11 @@ function is_nearest_player_to_object(m, obj)
-- ...
end
--- @return integer
function is_other_player_active()
-- ...
end
--- @param m MarioState
--- @return integer
function is_player_active(m)
@ -2167,6 +2172,18 @@ function is_point_within_radius_of_mario(x, y, z, dist)
-- ...
end
--- @param obj Object
--- @return MarioState
function nearest_interacting_mario_state_to_object(obj)
-- ...
end
--- @param obj Object
--- @return Object
function nearest_interacting_player_to_object(obj)
-- ...
end
--- @param obj Object
--- @return MarioState
function nearest_mario_state_to_object(obj)
@ -3499,6 +3516,12 @@ function enable_time_stop_including_mario()
-- ...
end
--- @param behavior Pointer_BehaviorScript
--- @return Object
function find_object_with_behavior(behavior)
-- ...
end
--- @return Object
function find_unimportant_object()
-- ...

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@ -398,10 +398,13 @@
- [current_mario_room_check](#current_mario_room_check)
- [is_nearest_mario_state_to_object](#is_nearest_mario_state_to_object)
- [is_nearest_player_to_object](#is_nearest_player_to_object)
- [is_other_player_active](#is_other_player_active)
- [is_player_active](#is_player_active)
- [is_player_in_local_area](#is_player_in_local_area)
- [is_point_close_to_object](#is_point_close_to_object)
- [is_point_within_radius_of_mario](#is_point_within_radius_of_mario)
- [nearest_interacting_mario_state_to_object](#nearest_interacting_mario_state_to_object)
- [nearest_interacting_player_to_object](#nearest_interacting_player_to_object)
- [nearest_mario_state_to_object](#nearest_mario_state_to_object)
- [nearest_player_to_object](#nearest_player_to_object)
- [obj_check_floor_death](#obj_check_floor_death)
@ -618,6 +621,7 @@
- [enable_time_stop](#enable_time_stop)
- [enable_time_stop_if_alone](#enable_time_stop_if_alone)
- [enable_time_stop_including_mario](#enable_time_stop_including_mario)
- [find_object_with_behavior](#find_object_with_behavior)
- [find_unimportant_object](#find_unimportant_object)
- [geo_offset_klepto_debug](#geo_offset_klepto_debug)
- [get_object_list_from_behavior](#get_object_list_from_behavior)
@ -7431,6 +7435,24 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
<br />
## [is_other_player_active](#is_other_player_active)
### Lua Example
`local integerValue = is_other_player_active()`
### Parameters
- None
### Returns
- `integer`
### C Prototype
`u8 is_other_player_active(void);`
[:arrow_up_small:](#)
<br />
## [is_player_active](#is_player_active)
### Lua Example
@ -7518,6 +7540,46 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
<br />
## [nearest_interacting_mario_state_to_object](#nearest_interacting_mario_state_to_object)
### Lua Example
`local MarioStateValue = nearest_interacting_mario_state_to_object(obj)`
### Parameters
| Field | Type |
| ----- | ---- |
| obj | [Object](structs.md#Object) |
### Returns
[MarioState](structs.md#MarioState)
### C Prototype
`struct MarioState *nearest_interacting_mario_state_to_object(struct Object *obj);`
[:arrow_up_small:](#)
<br />
## [nearest_interacting_player_to_object](#nearest_interacting_player_to_object)
### Lua Example
`local ObjectValue = nearest_interacting_player_to_object(obj)`
### Parameters
| Field | Type |
| ----- | ---- |
| obj | [Object](structs.md#Object) |
### Returns
[Object](structs.md#Object)
### C Prototype
`struct Object *nearest_interacting_player_to_object(struct Object *obj);`
[:arrow_up_small:](#)
<br />
## [nearest_mario_state_to_object](#nearest_mario_state_to_object)
### Lua Example
@ -11701,6 +11763,26 @@ The `reliable` field will ensure that the packet arrives, but should be used spa
<br />
## [find_object_with_behavior](#find_object_with_behavior)
### Lua Example
`local ObjectValue = find_object_with_behavior(behavior)`
### Parameters
| Field | Type |
| ----- | ---- |
| behavior | `Pointer` <`BehaviorScript`> |
### Returns
[Object](structs.md#Object)
### C Prototype
`struct Object *find_object_with_behavior(const BehaviorScript *behavior);`
[:arrow_up_small:](#)
<br />
## [find_unimportant_object](#find_unimportant_object)
### Lua Example

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@ -4924,6 +4924,16 @@ int smlua_func_is_nearest_player_to_object(lua_State* L) {
return 1;
}
int smlua_func_is_other_player_active(UNUSED lua_State* L) {
if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
extern u8 is_other_player_active(void);
lua_pushinteger(L, is_other_player_active());
return 1;
}
int smlua_func_is_player_active(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
@ -4986,6 +4996,30 @@ int smlua_func_is_point_within_radius_of_mario(lua_State* L) {
return 1;
}
int smlua_func_nearest_interacting_mario_state_to_object(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
struct Object* obj = (struct Object*)smlua_to_cobject(L, 1, LOT_OBJECT);
if (!gSmLuaConvertSuccess) { return 0; }
extern struct MarioState *nearest_interacting_mario_state_to_object(struct Object *obj);
smlua_push_object(L, LOT_MARIOSTATE, nearest_interacting_mario_state_to_object(obj));
return 1;
}
int smlua_func_nearest_interacting_player_to_object(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
struct Object* obj = (struct Object*)smlua_to_cobject(L, 1, LOT_OBJECT);
if (!gSmLuaConvertSuccess) { return 0; }
extern struct Object *nearest_interacting_player_to_object(struct Object *obj);
smlua_push_object(L, LOT_OBJECT, nearest_interacting_player_to_object(obj));
return 1;
}
int smlua_func_nearest_mario_state_to_object(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
@ -7686,6 +7720,18 @@ int smlua_func_enable_time_stop_including_mario(UNUSED lua_State* L) {
return 1;
}
int smlua_func_find_object_with_behavior(lua_State* L) {
if(!smlua_functions_valid_param_count(L, 1)) { return 0; }
const BehaviorScript* behavior = (const BehaviorScript*)smlua_to_cpointer(L, 1, LVT_BEHAVIORSCRIPT_P);
if (!gSmLuaConvertSuccess) { return 0; }
extern struct Object *find_object_with_behavior(const BehaviorScript *behavior);
smlua_push_object(L, LOT_OBJECT, find_object_with_behavior(behavior));
return 1;
}
int smlua_func_find_unimportant_object(UNUSED lua_State* L) {
if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
@ -10328,10 +10374,13 @@ void smlua_bind_functions_autogen(void) {
//smlua_bind_function(L, "geo_obj_transparency_something", smlua_func_geo_obj_transparency_something); <--- UNIMPLEMENTED
smlua_bind_function(L, "is_nearest_mario_state_to_object", smlua_func_is_nearest_mario_state_to_object);
smlua_bind_function(L, "is_nearest_player_to_object", smlua_func_is_nearest_player_to_object);
smlua_bind_function(L, "is_other_player_active", smlua_func_is_other_player_active);
smlua_bind_function(L, "is_player_active", smlua_func_is_player_active);
smlua_bind_function(L, "is_player_in_local_area", smlua_func_is_player_in_local_area);
smlua_bind_function(L, "is_point_close_to_object", smlua_func_is_point_close_to_object);
smlua_bind_function(L, "is_point_within_radius_of_mario", smlua_func_is_point_within_radius_of_mario);
smlua_bind_function(L, "nearest_interacting_mario_state_to_object", smlua_func_nearest_interacting_mario_state_to_object);
smlua_bind_function(L, "nearest_interacting_player_to_object", smlua_func_nearest_interacting_player_to_object);
smlua_bind_function(L, "nearest_mario_state_to_object", smlua_func_nearest_mario_state_to_object);
smlua_bind_function(L, "nearest_player_to_object", smlua_func_nearest_player_to_object);
smlua_bind_function(L, "obj_check_floor_death", smlua_func_obj_check_floor_death);
@ -10545,6 +10594,7 @@ void smlua_bind_functions_autogen(void) {
smlua_bind_function(L, "enable_time_stop", smlua_func_enable_time_stop);
smlua_bind_function(L, "enable_time_stop_if_alone", smlua_func_enable_time_stop_if_alone);
smlua_bind_function(L, "enable_time_stop_including_mario", smlua_func_enable_time_stop_including_mario);
smlua_bind_function(L, "find_object_with_behavior", smlua_func_find_object_with_behavior);
smlua_bind_function(L, "find_unimportant_object", smlua_func_find_unimportant_object);
smlua_bind_function(L, "geo_offset_klepto_debug", smlua_func_geo_offset_klepto_debug);
//smlua_bind_function(L, "geo_offset_klepto_held_object", smlua_func_geo_offset_klepto_held_object); <--- UNIMPLEMENTED