More lives fixes, death loop fix, add a null check and add get_dialog_id()
add a way to disable rom hack cam collisions
expose more sound management functions
Bug: DynOS models with animations cannot swap animations if they are
loaded via lua (smlua_model_util_get_id and
obj_set_model_extended).
Fix: DynOS_Actor_GetActorGfx takes a graph node instead of a georef,
and checks for DynosValidActors graph nodes if georef is NULL.
Bug: The game can crash when calling obj_set_model_extended inside a
HOOK_ON_OBJECT_RENDER hook.
Fix: The crash happens in smlua_model_util_load_with_pool_and_cache_id
due to pool being NULL. If the game can't allocate an
AllocOnlyPool object, use DynOS to generate the graph node.
Bug: warp_to_level and similar functions don't trigger HOOK_ON_WARP.
Fix: Call HOOK_ON_WARP hooks in DynOS_Warp_UpdateWarp and
DynOS_Warp_UpdateExit after level and mario initialization.
Bug: The game sometimes calls HOOK_ON_OBJECT_RENDER hooks for
unintended objects.
Fix: Initialize hookRender field to 0 when creating an object.
Bug: Actions can't apply gfx offsets to characters that have an anim
offset (Waluigi, Wario)
Fix: Add m->curAnimOffset to gfx.pos[1] instead of setting it to
m->pos[1] + m->curAnimOffset, except during the jumbo star
cutscene.
Improved level_info.c and added functions to LUA:
const char *get_level_name_ascii(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an ascii string. If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_level_name_sm64(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_level_name(s16 courseNum, s16 levelNum, s16 areaIndex):
Shortcut for get_level_name_ascii(courseNum, levelNum, areaIndex, -1).
const char *get_star_name_ascii(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an ascii string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_star_name_sm64(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_star_name(s16 courseNum, s16 starNum):
Shortcut for get_star_name_ascii(courseNum, starNum, -1).
Added play_transition function to LUA.
I chose to copy the function declaration to smlua_misc_utils.h instead of adding area.h
to the autogen tool, as most structures, variables and functions in area.h aren't meant
to be used by LUA scripts.
Added a dev-only warp chat command.
This command signature is /warp [LEVEL] [AREA] [ACT]. Level can be either a number
or a shorthand name (bob, wf, ccm...). Area and Act are numbers.
This command is available only when building the game with DEBUG and DEVELOPMENT.
This command cannot be used if hosting through Discord.
Fixed a bug with moving sounds when they are played via a lua script.
Bug: Moving sounds (including terrain sounds, flying sound, quicksand sound)
are not played correctly when a lua script play them via a call of
play_sound or play_sound_with_freq_scale. This is due to how the moving
sounds are handled internally. They use the f32 pointer provided to the
play_sound functions to decide if the sound must be kept playing,
stopped or restarted. Most of the time, the pointer provided is the
cameraToObject field of Mario's object graph node. Since smlua uses a
circular buffer for Vec3f conversion, this pointer is lost, and the
sound engine can't decide what to do with the sound, resulting in a
weird and incorrect sound effect.
Fix: play_sound and play_sound_with_freq_scale now calls
smlua_get_vec3f_for_play_sound before filling the sound request queue,
to retrieve the correct pointer from the Vec3f provided by smlua.