Add reset_level to lua api (#16)
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@ -80,6 +80,19 @@ int smlua_func_init_mario_after_warp(lua_State* L) {
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return 1;
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return 1;
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}
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}
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int smlua_func_reset_level(lua_State* L) {
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if (network_player_connected_count() >= 2) {
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LOG_LUA("This function can only be used in single-player");
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return 0;
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}
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if(!smlua_functions_valid_param_count(L, 0)) { return 0; }
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gChangeLevel = gCurrLevelNum;
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return 1;
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}
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int smlua_func_network_init_object(lua_State* L) {
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int smlua_func_network_init_object(lua_State* L) {
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if (!smlua_functions_valid_param_count(L, 3)) { return 0; }
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if (!smlua_functions_valid_param_count(L, 3)) { return 0; }
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@ -172,4 +185,5 @@ void smlua_bind_functions(void) {
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smlua_bind_function(L, "init_mario_after_warp", smlua_func_init_mario_after_warp);
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smlua_bind_function(L, "init_mario_after_warp", smlua_func_init_mario_after_warp);
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smlua_bind_function(L, "network_init_object", smlua_func_network_init_object);
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smlua_bind_function(L, "network_init_object", smlua_func_network_init_object);
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smlua_bind_function(L, "network_send_object", smlua_func_network_send_object);
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smlua_bind_function(L, "network_send_object", smlua_func_network_send_object);
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smlua_bind_function(L, "reset_level", smlua_func_reset_level);
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}
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}
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