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Document lag_compensation.h (54.31%)
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@ -4469,20 +4469,24 @@ end
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--- @param otherNp NetworkPlayer
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--- @return MarioState
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--- Gets the local Mario's state stored in lag compensation history
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function lag_compensation_get_local_state(otherNp)
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-- ...
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end
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--- @return integer
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--- Gets the local Mario's state index
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function lag_compensation_get_local_state_index()
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-- ...
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end
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--- @return boolean
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--- Checks if lag compensation history is ready
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function lag_compensation_get_local_state_ready()
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-- ...
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end
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--- Stores the local Mario's current state in lag compensation history
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function lag_compensation_store()
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-- ...
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end
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@ -5126,6 +5126,9 @@ Sets if first person is enabled
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## [lag_compensation_get_local_state](#lag_compensation_get_local_state)
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### Description
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Gets the local Mario's state stored in lag compensation history
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### Lua Example
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`local MarioStateValue = lag_compensation_get_local_state(otherNp)`
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@ -5146,6 +5149,9 @@ Sets if first person is enabled
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## [lag_compensation_get_local_state_index](#lag_compensation_get_local_state_index)
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### Description
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Gets the local Mario's state index
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### Lua Example
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`local integerValue = lag_compensation_get_local_state_index()`
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@ -5164,6 +5170,9 @@ Sets if first person is enabled
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## [lag_compensation_get_local_state_ready](#lag_compensation_get_local_state_ready)
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### Description
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Checks if lag compensation history is ready
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### Lua Example
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`local booleanValue = lag_compensation_get_local_state_ready()`
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@ -5182,6 +5191,9 @@ Sets if first person is enabled
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## [lag_compensation_store](#lag_compensation_store)
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### Description
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Stores the local Mario's current state in lag compensation history
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### Lua Example
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`lag_compensation_store()`
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@ -4,9 +4,13 @@
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#define MAX_LOCAL_STATE_HISTORY 30
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void lag_compensation_clear(void);
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/* |description|Stores the local Mario's current state in lag compensation history|descriptionEnd| */
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void lag_compensation_store(void);
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/* |description|Gets the local Mario's state stored in lag compensation history|descriptionEnd| */
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struct MarioState* lag_compensation_get_local_state(struct NetworkPlayer* otherNp);
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/* |description|Checks if lag compensation history is ready|descriptionEnd| */
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bool lag_compensation_get_local_state_ready(void);
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/* |description|Gets the local Mario's state index|descriptionEnd| */
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u32 lag_compensation_get_local_state_index(void);
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#endif
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