* WIP mario.h - mario_actions_moving.c * Fix improper list formatting bulleted lists are broken due to whitespace stripping, i may fix this later. * Fix some issues in formatting and missing descriptions * Accidental struct syntax fix * Fix repeating descriptions * Fix repeating descriptions final
141 KiB
⏪ Lua Functions
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functions from mario.h
adjust_sound_for_speed
Description
Adjusts the pitch/volume of Mario's movement-based sounds according to his forward velocity (m.forwardVel
). Useful for adding dynamic audio feedback based on Mario's running or walking speed
Lua Example
adjust_sound_for_speed(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void adjust_sound_for_speed(struct MarioState *m);
check_common_action_exits
Description
Checks for inputs that cause common action transitions (jump, freefall, walking, sliding). Useful for quickly exiting certain stationary actions when Mario begins moving or leaves the floor
Lua Example
local integerValue = check_common_action_exits(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_action_exits(struct MarioState *m);
check_common_hold_action_exits
Description
Checks for inputs that cause common hold-action transitions (hold jump, hold freefall, hold walking, hold sliding)
Lua Example
local integerValue = check_common_hold_action_exits(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_hold_action_exits(struct MarioState *m);
drop_and_set_mario_action
Description
Drops any currently held object and sets Mario to a new action. This function is typically used when Mario transitions to states where he cannot hold objects
Lua Example
local integerValue = drop_and_set_mario_action(m, action, actionArg)
Parameters
Field | Type |
---|---|
m | MarioState |
action | integer |
actionArg | integer |
Returns
integer
C Prototype
s32 drop_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
execute_mario_action
Description
Main driver for Mario's behavior. Executes the current action group (stationary, moving, airborne, etc.) in a loop until no further action changes are necessary
Lua Example
local integerValue = execute_mario_action(o)
Parameters
Field | Type |
---|---|
o | Object |
Returns
integer
C Prototype
s32 execute_mario_action(UNUSED struct Object *o);
find_floor_height_relative_polar
Description
Finds the floor height relative to Mario's current position given a polar displacement (angleFromMario
, distFromMario
). Useful for determining height differentials ahead or behind Mario, e.g. for slope checks or collision logic
Lua Example
local numberValue = find_floor_height_relative_polar(m, angleFromMario, distFromMario)
Parameters
Field | Type |
---|---|
m | MarioState |
angleFromMario | integer |
distFromMario | number |
Returns
number
C Prototype
f32 find_floor_height_relative_polar(struct MarioState *m, s16 angleFromMario, f32 distFromMario);
find_floor_slope
Description
Returns a slope angle based on comparing the floor heights slightly in front and behind Mario. It essentially calculates how steep the ground is in a specific yaw direction. Useful for slope-based calculations such as setting walking or sliding behaviors
Lua Example
local integerValue = find_floor_slope(m, yawOffset)
Parameters
Field | Type |
---|---|
m | MarioState |
yawOffset | integer |
Returns
integer
C Prototype
s16 find_floor_slope(struct MarioState *m, s16 yawOffset);
find_mario_anim_flags_and_translation
Description
Retrieves the current animation flags and calculates the translation for Mario's animation, rotating it into the global coordinate system based on yaw
. Useful for determining positional offsets from animations (e.g., stepping forward in a walk animation) and applying them to Mario's position
Lua Example
local integerValue = find_mario_anim_flags_and_translation(o, yaw, translation)
Parameters
Field | Type |
---|---|
o | Object |
yaw | integer |
translation | Vec3s |
Returns
integer
C Prototype
s16 find_mario_anim_flags_and_translation(struct Object *o, s32 yaw, Vec3s translation);
force_idle_state
Description
Forces Mario into an idle state, either ACT_IDLE
or ACT_WATER_IDLE
depending on whether he is submerged. Useful for quickly resetting Mario's state to an idle pose under special conditions (e.g., cutscene triggers)
Lua Example
local integerValue = force_idle_state(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 force_idle_state(struct MarioState* m);
hurt_and_set_mario_action
Description
Increments Mario's hurtCounter
and immediately sets a new action. Often used when Mario takes damage and transitions into a knockback or stunned action.
Lua Example
local integerValue = hurt_and_set_mario_action(m, action, actionArg, hurtCounter)
Parameters
Field | Type |
---|---|
m | MarioState |
action | integer |
actionArg | integer |
hurtCounter | integer |
Returns
integer
C Prototype
s32 hurt_and_set_mario_action(struct MarioState *m, u32 action, u32 actionArg, s16 hurtCounter);
init_single_mario
Description
Initializes the fields of a single MarioState
structure when the player spawns or respawns. Sets starting position, velocity, action, and various internal flags
Lua Example
init_single_mario(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void init_single_mario(struct MarioState* m);
is_anim_at_end
Description
Checks if Mario's current animation has reached its final frame (i.e., the last valid frame in the animation). Useful for deciding when to transition out of an animation-driven action
Lua Example
local integerValue = is_anim_at_end(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 is_anim_at_end(struct MarioState *m);
is_anim_past_end
Description
Checks if Mario's current animation has passed the second-to-last valid frame (i.e., effectively at or beyond its final frames). Useful for advanced checks where slightly early transitions or timing are needed before the final frame
Lua Example
local integerValue = is_anim_past_end(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 is_anim_past_end(struct MarioState *m);
is_anim_past_frame
Description
Checks if Mario's current animation is past a specified animFrame
. Useful for conditional logic where an action can branch after reaching a specific point in the animation
Lua Example
local integerValue = is_anim_past_frame(m, animFrame)
Parameters
Field | Type |
---|---|
m | MarioState |
animFrame | integer |
Returns
integer
C Prototype
s32 is_anim_past_frame(struct MarioState *m, s16 animFrame);
mario_can_bubble
Description
Checks whether Mario can become bubbled under certain game conditions (multiplayer bubble mechanic). Returns false if already bubbled or if not allowed by settings
Lua Example
local booleanValue = mario_can_bubble(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
boolean
C Prototype
bool mario_can_bubble(struct MarioState* m);
mario_facing_downhill
Description
Determines if Mario is facing downhill relative to his floor angle, optionally accounting for forward velocity direction. Returns true if he is oriented down the slope. Useful for deciding if Mario will walk or slide on sloped floors
Lua Example
local integerValue = mario_facing_downhill(m, turnYaw)
Parameters
Field | Type |
---|---|
m | MarioState |
turnYaw | integer |
Returns
integer
C Prototype
s32 mario_facing_downhill(struct MarioState *m, s32 turnYaw);
mario_floor_is_slippery
Description
Checks whether Mario's current floor is slippery based on both the floor's surface class and Mario's environment (e.g., special slides). Useful for deciding if Mario should transition to sliding or maintain normal traction
Lua Example
local integerValue = mario_floor_is_slippery(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
u32 mario_floor_is_slippery(struct MarioState *m);
mario_floor_is_slope
Description
Checks whether Mario's floor is a slope, i.e., not flat but not necessarily steep. This depends on the floor's surface class and angle
Lua Example
local integerValue = mario_floor_is_slope(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_floor_is_slope(struct MarioState *m);
mario_floor_is_steep
Description
Checks whether Mario's floor is steep enough to cause special behavior, such as forcing slides or preventing certain actions. Returns true if the slope is too steep. Useful for restricting normal movement on surfaces with extreme angles
Lua Example
local integerValue = mario_floor_is_steep(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_floor_is_steep(struct MarioState *m);
mario_get_floor_class
Description
Retrieves the slipperiness class of Mario's current floor, ranging from not slippery to very slippery. Considers terrain types and special surfaces. Useful for controlling friction, movement speed adjustments, and whether Mario slips or walks
Lua Example
local integerValue = mario_get_floor_class(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_get_floor_class(struct MarioState *m);
mario_get_terrain_sound_addend
Description
Computes a value added to terrain sounds, depending on the floor’s type (sand, snow, water, etc.) and slipperiness. This returns a sound 'addend' used with sound effects. Useful for playing context-specific footstep or movement sounds
Lua Example
local integerValue = mario_get_terrain_sound_addend(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
u32 mario_get_terrain_sound_addend(struct MarioState *m);
mario_is_crouching
Description
Returns true if Mario is in any of the crouching or crawling states, checking his current action
Lua Example
local booleanValue = mario_is_crouching(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
boolean
C Prototype
bool mario_is_crouching(struct MarioState *m);
mario_set_bubbled
Description
Transitions Mario into a bubbled state (if available in multiplayer), decrementing lives and preventing normal movement
Lua Example
mario_set_bubbled(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void mario_set_bubbled(struct MarioState* m);
mario_set_forward_vel
Description
Sets Mario's forward velocity (m.forwardVel
) and updates slideVelX/Z
and m.vel
accordingly, based on m.faceAngle.y
. Useful for controlling Mario's speed and direction in various actions (jumping, walking, sliding, etc.)
Lua Example
mario_set_forward_vel(m, speed)
Parameters
Field | Type |
---|---|
m | MarioState |
speed | number |
Returns
- None
C Prototype
void mario_set_forward_vel(struct MarioState *m, f32 speed);
mario_update_wall
Description
Updates Mario's wall information based on wall collisions (WallCollisionData
). Chooses the most relevant wall depending on the level’s collision fix settings
Lua Example
mario_update_wall(m, wcd)
Parameters
Field | Type |
---|---|
m | MarioState |
wcd | WallCollisionData |
Returns
- None
C Prototype
void mario_update_wall(struct MarioState* m, struct WallCollisionData* wcd);
play_mario_action_sound
Description
Plays an action sound once per action, optionally spawning wave or dust particles depending on the surface. This sets the MARIO_ACTION_SOUND_PLAYED
flag to prevent repeats
Lua Example
play_mario_action_sound(m, soundBits, waveParticleType)
Parameters
Field | Type |
---|---|
m | MarioState |
soundBits | integer |
waveParticleType | integer |
Returns
- None
C Prototype
void play_mario_action_sound(struct MarioState *m, u32 soundBits, u32 waveParticleType);
play_mario_heavy_landing_sound
Description
Plays a heavier, more forceful landing sound, possibly for ground pounds or large impacts. Takes into account whether Mario has a metal cap equipped. Useful for making big impact landings stand out aurally
Lua Example
play_mario_heavy_landing_sound(m, soundBits)
Parameters
Field | Type |
---|---|
m | MarioState |
soundBits | integer |
Returns
- None
C Prototype
void play_mario_heavy_landing_sound(struct MarioState *m, u32 soundBits);
play_mario_heavy_landing_sound_once
Description
A variant of play_mario_heavy_landing_sound
that ensures the sound is only played once per action (using play_mario_action_sound
internally). Useful for consistent heavy landing effects without repetition
Lua Example
play_mario_heavy_landing_sound_once(m, soundBits)
Parameters
Field | Type |
---|---|
m | MarioState |
soundBits | integer |
Returns
- None
C Prototype
void play_mario_heavy_landing_sound_once(struct MarioState *m, u32 soundBits);
play_mario_jump_sound
Description
Plays Mario’s jump sound if it hasn't been played yet since the last action change. This helps avoid overlapping jump voice lines on repeated jumps
Lua Example
play_mario_jump_sound(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void play_mario_jump_sound(struct MarioState *m);
play_mario_landing_sound
Description
Plays a normal landing sound (or metal landing sound if Mario is metal) and spawns appropriate particle effects (water splash, dust, etc.)
Lua Example
play_mario_landing_sound(m, soundBits)
Parameters
Field | Type |
---|---|
m | MarioState |
soundBits | integer |
Returns
- None
C Prototype
void play_mario_landing_sound(struct MarioState *m, u32 soundBits);
play_mario_landing_sound_once
Description
A variant of play_mario_landing_sound
that ensures the sound is only played once per action. Uses play_mario_action_sound
internally
Lua Example
play_mario_landing_sound_once(m, soundBits)
Parameters
Field | Type |
---|---|
m | MarioState |
soundBits | integer |
Returns
- None
C Prototype
void play_mario_landing_sound_once(struct MarioState *m, u32 soundBits);
play_mario_sound
Description
Plays a given action sound (like a jump or landing) and also a Mario voice line if certain conditions are met. It manages flags to avoid repeated sounds
Lua Example
play_mario_sound(m, primarySoundBits, scondarySoundBits)
Parameters
Field | Type |
---|---|
m | MarioState |
primarySoundBits | integer |
scondarySoundBits | integer |
Returns
- None
C Prototype
void play_mario_sound(struct MarioState *m, s32 primarySoundBits, s32 scondarySoundBits);
play_sound_and_spawn_particles
Description
Plays the specified sound effect and spawns surface-appropriate particles (e.g., water splash, snow, sand). Checks if Mario is metal to adjust audio accordingly
Lua Example
play_sound_and_spawn_particles(m, soundBits, waveParticleType)
Parameters
Field | Type |
---|---|
m | MarioState |
soundBits | integer |
waveParticleType | integer |
Returns
- None
C Prototype
void play_sound_and_spawn_particles(struct MarioState *m, u32 soundBits, u32 waveParticleType);
play_sound_if_no_flag
Description
Plays a sound if Mario does not currently have a specific flag set. Once played, the flag is set to prevent immediate repeats
Lua Example
play_sound_if_no_flag(m, soundBits, flags)
Parameters
Field | Type |
---|---|
m | MarioState |
soundBits | integer |
flags | integer |
Returns
- None
C Prototype
void play_sound_if_no_flag(struct MarioState *m, u32 soundBits, u32 flags);
resolve_and_return_wall_collisions
Description
Checks for and resolves wall collisions at a given position pos
, returning the last wall encountered. Primarily used to prevent Mario from going through walls. Useful for collision detection when updating Mario’s movement or adjusting his position
Lua Example
local SurfaceValue = resolve_and_return_wall_collisions(pos, offset, radius)
Parameters
Field | Type |
---|---|
pos | Vec3f |
offset | number |
radius | number |
Returns
C Prototype
struct Surface *resolve_and_return_wall_collisions(Vec3f pos, f32 offset, f32 radius);
resolve_and_return_wall_collisions_data
Description
Similar to resolve_and_return_wall_collisions
but also returns detailed collision data (WallCollisionData
). This can handle multiple walls and store them for further checks
Lua Example
resolve_and_return_wall_collisions_data(pos, offset, radius, collisionData)
Parameters
Field | Type |
---|---|
pos | Vec3f |
offset | number |
radius | number |
collisionData | WallCollisionData |
Returns
- None
C Prototype
void resolve_and_return_wall_collisions_data(Vec3f pos, f32 offset, f32 radius, struct WallCollisionData* collisionData);
return_mario_anim_y_translation
Description
Determines the vertical translation from Mario's animation (how much the animation moves Mario up or down). Returns the y-component of the animation's translation. Useful for adjusting Mario's vertical position based on an ongoing animation (e.g., a bounce or jump)
Lua Example
local integerValue = return_mario_anim_y_translation(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s16 return_mario_anim_y_translation(struct MarioState *m);
set_anim_to_frame
Description
Sets the current animation frame to a specific animFrame
Lua Example
set_anim_to_frame(m, animFrame)
Parameters
Field | Type |
---|---|
m | MarioState |
animFrame | integer |
Returns
- None
C Prototype
void set_anim_to_frame(struct MarioState *m, s16 animFrame);
set_character_anim_with_accel
Description
Sets a character-specific animation where the animation speed is adjusted by accel
. Useful for varying animation speeds based on context or dynamic conditions (e.g., slow-motion)
Lua Example
local integerValue = set_character_anim_with_accel(m, targetAnimID, accel)
Parameters
Field | Type |
---|---|
m | MarioState |
targetAnimID | integer |
accel | integer |
Returns
integer
C Prototype
s16 set_character_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);
set_character_animation
Description
Sets the character-specific animation at its default rate (no acceleration)
Lua Example
local integerValue = set_character_animation(m, targetAnimID)
Parameters
Field | Type |
---|---|
m | MarioState |
targetAnimID | integer |
Returns
integer
C Prototype
s16 set_character_animation(struct MarioState *m, s32 targetAnimID);
set_jump_from_landing
Description
When Mario lands on the ground, decides whether to jump again (single, double, triple) or enter a steep jump if the floor is very steep. Handles quicksand logic as well
Lua Example
local integerValue = set_jump_from_landing(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 set_jump_from_landing(struct MarioState *m);
set_jumping_action
Description
Sets Mario to a jumping action (regular, double, triple, or steep jump) if conditions allow it. If the floor is too steep or if in quicksand, it changes the action accordingly
Lua Example
local integerValue = set_jumping_action(m, action, actionArg)
Parameters
Field | Type |
---|---|
m | MarioState |
action | integer |
actionArg | integer |
Returns
integer
C Prototype
s32 set_jumping_action(struct MarioState *m, u32 action, u32 actionArg);
set_mario_action
Description
Sets Mario's action to the specified action
and actionArg
, routing through group-specific transition functions (e.g., airborne actions). Resets sound flags and updates internal timers
Lua Example
local integerValue = set_mario_action(m, action, actionArg)
Parameters
Field | Type |
---|---|
m | MarioState |
action | integer |
actionArg | integer |
Returns
integer
C Prototype
u32 set_mario_action(struct MarioState *m, u32 action, u32 actionArg);
set_mario_anim_with_accel
Description
Sets Mario's current animation to targetAnimID
with a custom accel
value to speed up or slow down the animation. Useful for controlling animation timing, e.g., slow-motion or fast-forward effects
Lua Example
local integerValue = set_mario_anim_with_accel(m, targetAnimID, accel)
Parameters
Field | Type |
---|---|
m | MarioState |
targetAnimID | integer |
accel | integer |
Returns
integer
C Prototype
s16 set_mario_anim_with_accel(struct MarioState *m, s32 targetAnimID, s32 accel);
set_mario_animation
Description
Sets Mario's current animation to targetAnimID
at a default acceleration (no speed change)
Lua Example
local integerValue = set_mario_animation(m, targetAnimID)
Parameters
Field | Type |
---|---|
m | MarioState |
targetAnimID | integer |
Returns
integer
C Prototype
s16 set_mario_animation(struct MarioState *m, s32 targetAnimID);
set_mario_particle_flags
Description
Sets Mario's particle flags to spawn various visual effects (dust, water splashes, etc.), with an option to clear or set new flags
Lua Example
set_mario_particle_flags(m, flags, clear)
Parameters
Field | Type |
---|---|
m | MarioState |
flags | integer |
clear | integer |
Returns
- None
C Prototype
void set_mario_particle_flags(struct MarioState* m, u32 flags, u8 clear);
set_mario_y_vel_based_on_fspeed
Description
Adjusts Mario's vertical velocity (m.vel.y
) based on his forward speed. This function also accounts for conditions like quicksand to halve velocity
Lua Example
set_mario_y_vel_based_on_fspeed(m, initialVelY, multiplier)
Parameters
Field | Type |
---|---|
m | MarioState |
initialVelY | number |
multiplier | number |
Returns
- None
C Prototype
void set_mario_y_vel_based_on_fspeed(struct MarioState *m, f32 initialVelY, f32 multiplier);
set_steep_jump_action
Description
Transitions Mario into ACT_STEEP_JUMP if the floor is too steep, adjusting his forward velocity and orientation accordingly. Useful for forcing special jump states on surfaces exceeding normal slope limits
Lua Example
set_steep_jump_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void set_steep_jump_action(struct MarioState *m);
set_water_plunge_action
Description
Transitions Mario into a "water plunge" action, used when he enters water from above. Adjusts position, velocity, and camera mode
Lua Example
local integerValue = set_water_plunge_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 set_water_plunge_action(struct MarioState *m);
transition_submerged_to_walking
Description
Transitions Mario from being underwater to a walking state. Resets camera to the default mode and can handle object-holding states. Useful for restoring standard ground movement when emerging from water
Lua Example
local integerValue = transition_submerged_to_walking(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 transition_submerged_to_walking(struct MarioState *m);
update_mario_pos_for_anim
Description
Applies the translation from Mario's current animation to his world position. Considers animation flags (horizontal/vertical translation)
Lua Example
update_mario_pos_for_anim(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_mario_pos_for_anim(struct MarioState *m);
update_mario_sound_and_camera
Description
Updates the background noise and camera modes based on Mario's action. Especially relevant for actions like first-person view or sleeping. Useful for synchronizing camera behavior and ambient sounds with Mario's state changes
Lua Example
update_mario_sound_and_camera(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_mario_sound_and_camera(struct MarioState *m);
functions from mario_actions_airborne.c
check_common_airborne_cancels
Description
Checks for and handles common conditions that would cancel Mario's current air action. This includes transitioning to a water plunge if below the water level, becoming squished if appropriate, or switching to vertical wind action if on certain wind surfaces. Also resets m.quicksandDepth
Lua Example
local integerValue = check_common_airborne_cancels(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_airborne_cancels(struct MarioState *m);
check_fall_damage
Description
Evaluates whether Mario should take fall damage based on the height difference between his peak and current position. If the fall is large enough and does not occur over burning surfaces or while twirling, Mario may get hurt or enter a hard fall action. If the fall is significant but not extreme, minimal damage and a squish effect may be applied. Useful for determining if Mario's fall warrants a health penalty or a special landing action
Lua Example
local integerValue = check_fall_damage(m, hardFallAction)
Parameters
Field | Type |
---|---|
m | MarioState |
hardFallAction | integer |
Returns
integer
C Prototype
s32 check_fall_damage(struct MarioState *m, u32 hardFallAction);
check_fall_damage_or_get_stuck
Description
Checks if Mario should get stuck in the ground after a large fall onto soft terrain (like snow or sand) or if he should just proceed with regular fall damage calculations. If the terrain and height conditions are met, Mario's action changes to being stuck in the ground. Otherwise, normal fall damage logic applies
Lua Example
local integerValue = check_fall_damage_or_get_stuck(m, hardFallAction)
Parameters
Field | Type |
---|---|
m | MarioState |
hardFallAction | integer |
Returns
integer
C Prototype
s32 check_fall_damage_or_get_stuck(struct MarioState *m, u32 hardFallAction);
check_horizontal_wind
Description
Checks for the presence of a horizontal wind surface under Mario. If found, applies a push force to Mario's horizontal velocity. Caps speed at certain thresholds, updates Mario's forward velocity and yaw for sliding/wind movement
Lua Example
local integerValue = check_horizontal_wind(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_horizontal_wind(struct MarioState *m);
check_kick_or_dive_in_air
Description
Checks if Mario should perform a kick or a dive while in mid-air, depending on his current forward velocity. Pressing the B button in the air can trigger a jump kick (at lower speeds) or a dive (at higher speeds)
Lua Example
local integerValue = check_kick_or_dive_in_air(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_kick_or_dive_in_air(struct MarioState *m);
check_wall_kick
Description
Checks if Mario should wall kick after performing an air hit against a wall. If the input conditions (e.g., pressing A) and the wallKickTimer
allow, Mario transitions to ACT_WALL_KICK_AIR
Lua Example
local integerValue = check_wall_kick(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_wall_kick(struct MarioState *m);
common_air_action_step
Description
Performs a standard step update for air actions without knockback, typically used for jumps or freefalls. Updates Mario's velocity (and possibly checks horizontal wind), then calls perform_air_step
with given stepArg
. Handles how Mario lands, hits walls, grabs ledges, or grabs ceilings. Optionally sets an animation
Lua Example
local integerValue = common_air_action_step(m, landAction, animation, stepArg)
Parameters
Field | Type |
---|---|
m | MarioState |
landAction | integer |
animation | integer |
stepArg | integer |
Returns
integer
C Prototype
u32 common_air_action_step(struct MarioState *m, u32 landAction, s32 animation, u32 stepArg);
common_air_knockback_step
Description
A shared step update used for airborne knockback states (both forward and backward). Updates velocity, calls perform_air_step
, and handles wall collisions or landing transitions to appropriate ground knockback actions. Also sets animation and speed
Lua Example
local integerValue = common_air_knockback_step(m, landAction, hardFallAction, animation, speed)
Parameters
Field | Type |
---|---|
m | MarioState |
landAction | integer |
hardFallAction | integer |
animation | integer |
speed | number |
Returns
integer
C Prototype
u32 common_air_knockback_step(struct MarioState *m, u32 landAction, u32 hardFallAction, s32 animation, f32 speed);
lava_boost_on_wall
Description
Allows Mario to 'lava boost' off a lava wall, reorienting him to face away from the wall and adjusting forward velocity. Increases Mario's hurt counter if he's not metal, plays a burning sound, and transitions his action to ACT_LAVA_BOOST
. Useful for handling collisions with lava walls, giving Mario a strong upward/forward boost at the cost of health
Lua Example
local integerValue = lava_boost_on_wall(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 lava_boost_on_wall(struct MarioState *m);
mario_execute_airborne_action
Description
Executes Mario's current airborne action by first checking common airborne cancels, then playing a far-fall sound if needed. Dispatches to the appropriate action function, such as jump, double jump, freefall, etc
Lua Example
local integerValue = mario_execute_airborne_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_execute_airborne_action(struct MarioState *m);
play_far_fall_sound
Description
Plays a unique sound when Mario has fallen a significant distance without being invulnerable, twirling, or flying. If the fall exceeds a threshold, triggers a "long fall" exclamation. Also sets a flag to prevent repeated triggering
Lua Example
play_far_fall_sound(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void play_far_fall_sound(struct MarioState *m);
play_flip_sounds
Description
Plays a spinning sound at specific animation frames for flips (usually side flips or certain jump flips). If the current animation frame matches any of the specified frames, it triggers SOUND_ACTION_SPIN
Lua Example
play_flip_sounds(m, frame1, frame2, frame3)
Parameters
Field | Type |
---|---|
m | MarioState |
frame1 | integer |
frame2 | integer |
frame3 | integer |
Returns
- None
C Prototype
void play_flip_sounds(struct MarioState *m, s16 frame1, s16 frame2, s16 frame3);
play_knockback_sound
Description
Plays a knockback sound effect if Mario is hit or knocked back with significant velocity. The specific sound differs depending on whether Mario's forward velocity is high enough to be considered a strong knockback
Lua Example
play_knockback_sound(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void play_knockback_sound(struct MarioState *m);
should_get_stuck_in_ground
Description
Determines whether Mario should become stuck in the ground after landing, specifically for soft terrain such as snow or sand, provided certain conditions are met (height of the fall, normal of the floor, etc.). Returns true if Mario should be stuck, false otherwise
Lua Example
local integerValue = should_get_stuck_in_ground(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 should_get_stuck_in_ground(struct MarioState *m);
update_air_with_turn
Description
Updates Mario's air movement while allowing him to turn. Checks horizontal wind and applies a moderate amount of drag, approaches the forward velocity toward zero if no input is pressed, and modifies forward velocity/angle based on stick input
Lua Example
update_air_with_turn(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_air_with_turn(struct MarioState *m);
update_air_without_turn
Description
Updates Mario's air movement without directly turning his facing angle to match his intended yaw. Instead, Mario can move sideways relative to his current facing direction. Also checks horizontal wind and applies drag
Lua Example
update_air_without_turn(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_air_without_turn(struct MarioState *m);
update_flying
Description
Handles the complete flying logic for Mario (usually with the wing cap). Continuously updates pitch and yaw based on controller input, applies drag, and adjusts forward velocity. Also updates Mario's model angles for flight animations
Lua Example
update_flying(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_flying(struct MarioState *m);
update_flying_pitch
Description
Calculates and applies a change in Mario's pitch while flying, based on vertical stick input. Approaches a target pitch velocity and clamps the final pitch angle to a certain range, simulating a smooth flight control
Lua Example
update_flying_pitch(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_flying_pitch(struct MarioState *m);
update_flying_yaw
Description
Calculates and applies a change in Mario's yaw while flying, based on horizontal stick input. Approaches a target yaw velocity and sets Mario's roll angle to simulate banking turns. This results in a more natural, curved flight path
Lua Example
update_flying_yaw(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_flying_yaw(struct MarioState *m);
update_lava_boost_or_twirling
Description
Updates Mario's movement when in actions like lava boost or twirling in mid-air. Applies player input to adjust forward velocity and facing angle, but in a more restricted manner compared to standard jump movement. Used by ACT_LAVA_BOOST
and ACT_TWIRLING
Lua Example
update_lava_boost_or_twirling(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_lava_boost_or_twirling(struct MarioState *m);
functions from mario_actions_automatic.c
add_tree_leaf_particles
Description
Spawns leaf particles when Mario climbs a tree, if he is sufficiently high above the floor. In Shifting Sand Land, the leaf effect spawns higher due to the taller palm trees
Lua Example
add_tree_leaf_particles(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void add_tree_leaf_particles(struct MarioState *m);
check_common_automatic_cancels
Description
Checks if Mario should cancel his current automatic action, primarily by detecting if he falls into deep water. If so, transitions him to the water-plunge state
Lua Example
local integerValue = check_common_automatic_cancels(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_automatic_cancels(struct MarioState *m);
climb_up_ledge
Description
Moves Mario onto the top of a ledge once he finishes climbing it. This shifts Mario forward slightly on the ledge and updates his animation accordingly
Lua Example
climb_up_ledge(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void climb_up_ledge(struct MarioState *m);
let_go_of_ledge
Description
Handles Mario letting go of a ledge by adjusting his position and setting his velocity to make him fall away from the ledge. The action then transitions to a 'soft bonk' state
Lua Example
local integerValue = let_go_of_ledge(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 let_go_of_ledge(struct MarioState *m);
mario_execute_automatic_action
Description
Executes Mario's current automatic action (e.g., climbing a pole, hanging, ledge-grabbing) by calling the corresponding function. It also checks for common cancellations, like falling into water. Returns true if the action was canceled and a new action was set, or false otherwise
Lua Example
local integerValue = mario_execute_automatic_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_execute_automatic_action(struct MarioState *m);
perform_hanging_step
Description
Performs a single step of movement while Mario is hanging from a ceiling. It handles wall collisions and checks the floor and ceiling to determine if Mario remains hanging, leaves the ceiling, or hits it
Lua Example
local integerValue = perform_hanging_step(m, nextPos)
Parameters
Field | Type |
---|---|
m | MarioState |
nextPos | Vec3f |
Returns
integer
C Prototype
s32 perform_hanging_step(struct MarioState *m, Vec3f nextPos);
play_climbing_sounds
Description
Plays the appropriate climbing sound effect depending on whether Mario is on a tree or a pole. If b == 1
, it plays the "climbing up" sound; otherwise, it plays the "sliding down" sound
Lua Example
play_climbing_sounds(m, b)
Parameters
Field | Type |
---|---|
m | MarioState |
b | integer |
Returns
- None
C Prototype
void play_climbing_sounds(struct MarioState *m, s32 b);
set_pole_position
Description
Sets Mario's position and alignment while he is on a climbable pole or tree. This function checks collisions with floors and ceilings, and updates Mario's action if he leaves the pole or touches the floor. Useful for ensuring Mario's correct placement and transitions when climbing poles or trees
Lua Example
local integerValue = set_pole_position(m, offsetY)
Parameters
Field | Type |
---|---|
m | MarioState |
offsetY | number |
Returns
integer
C Prototype
s32 set_pole_position(struct MarioState *m, f32 offsetY);
update_hang_moving
Description
Updates Mario's velocity and position while he is moving across a hangable ceiling. It calls perform_hanging_step()
to handle collisions and movement logic, returning a status code indicating if Mario is still hanging or if he left the ceiling
Lua Example
local integerValue = update_hang_moving(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 update_hang_moving(struct MarioState *m);
update_hang_stationary
Description
Keeps Mario stationary while he is hanging from a ceiling. This function zeroes out his velocity and ensures he remains aligned with the ceiling
Lua Example
update_hang_stationary(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_hang_stationary(struct MarioState *m);
update_ledge_climb
Description
Updates Mario's climb onto a ledge by setting the chosen climbing animation and transitioning to the specified end action (e.g., standing idle) once the animation finishes. If the end action is ACT_IDLE
, Mario is placed on top of the ledge
Lua Example
update_ledge_climb(m, animation, endAction)
Parameters
Field | Type |
---|---|
m | MarioState |
animation | integer |
endAction | integer |
Returns
- None
C Prototype
void update_ledge_climb(struct MarioState *m, s32 animation, u32 endAction);
update_ledge_climb_camera
Description
Gradually adjusts the camera position to track Mario as he climbs a ledge. This creates a smoother view transition from the ledge-grab camera angle to Mario's new location on top of the ledge
Lua Example
update_ledge_climb_camera(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_ledge_climb_camera(struct MarioState *m);
functions from mario_actions_cutscene.c
bhv_end_peach_loop
Description
Handles Peach's final cutscene animation. Cycles through frames based on the global sEndPeachAnimation
value
Lua Example
bhv_end_peach_loop()
Parameters
- None
Returns
- None
C Prototype
void bhv_end_peach_loop(void);
bhv_end_toad_loop
Description
Handles Toad's final cutscene animation. Chooses which animation index to use based on Toad's x-position, then progresses through the animation frames as it nears completion
Lua Example
bhv_end_toad_loop()
Parameters
- None
Returns
- None
C Prototype
void bhv_end_toad_loop(void);
common_death_handler
Description
Handles shared logic for Mario's various death states. Plays the specified death animation (animation
), checks for a specific frame (frameToDeathWarp
) to trigger a warp or bubble state if allowed, and sets Mario's eye state to 'dead'
Lua Example
local integerValue = common_death_handler(m, animation, frameToDeathWarp)
Parameters
Field | Type |
---|---|
m | MarioState |
animation | integer |
frameToDeathWarp | integer |
Returns
integer
C Prototype
s32 common_death_handler(struct MarioState *m, s32 animation, s32 frameToDeathWarp);
cutscene_put_cap_on
Description
Transitions Mario's state from having the cap in his hand to wearing it on his head. Clears the MARIO_CAP_IN_HAND
flag, sets the MARIO_CAP_ON_HEAD
flag, and plays the 'put cap on' sound
Lua Example
cutscene_put_cap_on(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void cutscene_put_cap_on(struct MarioState *m);
cutscene_take_cap_off
Description
Transitions Mario's state from wearing the cap on his head to holding it in his hand. Clears the MARIO_CAP_ON_HEAD
flag, sets the MARIO_CAP_IN_HAND
flag, and plays the 'take cap off' sound
Lua Example
cutscene_take_cap_off(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void cutscene_take_cap_off(struct MarioState *m);
general_star_dance_handler
Description
Manages the star collection dance sequence for Mario, both on land and in water. Plays music, spawns the celebration star, increments the star count, and triggers level exits or dialogs at the correct times
Lua Example
general_star_dance_handler(m, isInWater)
Parameters
Field | Type |
---|---|
m | MarioState |
isInWater | integer |
Returns
- None
C Prototype
void general_star_dance_handler(struct MarioState *m, s32 isInWater);
generate_yellow_sparkles
Description
Spawns yellow sparkles in a circular pattern around a specified point (x
, y
, z
) within a given radius
. Frequently seen during end cutscenes when objects like stars or Peach appear
Lua Example
generate_yellow_sparkles(x, y, z, radius)
Parameters
Field | Type |
---|---|
x | integer |
y | integer |
z | integer |
radius | number |
Returns
- None
C Prototype
void generate_yellow_sparkles(s16 x, s16 y, s16 z, f32 radius);
get_credits_str_width
Description
Calculates the pixel width of a given credits string. Each space is counted as 4 pixels, and any other character as 7 pixels. Stops counting at the null terminator
Lua Example
local integerValue = get_credits_str_width(str)
Parameters
Field | Type |
---|---|
str | Pointer <integer > |
Returns
integer
C Prototype
s32 get_credits_str_width(char *str);
get_star_collection_dialog
Description
Determines which (if any) dialog to show when Mario collects a star. Checks milestone star counts against prevNumStarsForDialog
, and returns a dialog ID if a milestone is reached. Otherwise, returns 0
Lua Example
local integerValue = get_star_collection_dialog(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 get_star_collection_dialog(struct MarioState *m);
handle_save_menu
Description
Handles interactions with the save menu after collecting a star/key. Checks the user's selection (e.g., Save and Continue) and performs the corresponding action, such as saving the file or returning Mario to idle
Lua Example
handle_save_menu(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void handle_save_menu(struct MarioState *m);
launch_mario_until_land
Description
Launches Mario forward with a given velocity (forwardVel
) and sets his animation. Continues moving him through the air until he lands, then changes Mario's action to endAction
Lua Example
local integerValue = launch_mario_until_land(m, endAction, animation, forwardVel)
Parameters
Field | Type |
---|---|
m | MarioState |
endAction | integer |
animation | integer |
forwardVel | number |
Returns
integer
C Prototype
s32 launch_mario_until_land(struct MarioState *m, s32 endAction, s32 animation, f32 forwardVel);
mario_execute_cutscene_action
Description
Executes Mario's current cutscene action based on his action
field. Includes various story-related sequences like entering doors, collecting stars, and final boss cutscenes. Delegates to the appropriate function for each cutscene action
Lua Example
local integerValue = mario_execute_cutscene_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_execute_cutscene_action(struct MarioState *m);
mario_ready_to_speak
Description
Checks if Mario's current action allows him to speak. For Mario to be ready, his action must be in a 'stationary' or 'moving' group (or waiting for dialog), and he must not be riding a shell, invulnerable, or in first-person mode
Lua Example
local integerValue = mario_ready_to_speak(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_ready_to_speak(struct MarioState* m);
should_start_or_continue_dialog
Description
Checks if the dialog from a specified object
should start or continue for this particular Mario. Ensures Mario is visible to enemies (i.e., not in certain invulnerable states) and, for remote players, validates the correct dialog object
Lua Example
local integerValue = should_start_or_continue_dialog(m, object)
Parameters
Field | Type |
---|---|
m | MarioState |
object | Object |
Returns
integer
C Prototype
u8 should_start_or_continue_dialog(struct MarioState* m, struct Object* object);
stuck_in_ground_handler
Lua Example
stuck_in_ground_handler(m, animation, unstuckFrame, target2, target3, endAction)
Parameters
Field | Type |
---|---|
m | MarioState |
animation | integer |
unstuckFrame | integer |
target2 | integer |
target3 | integer |
endAction | integer |
Returns
- None
C Prototype
void stuck_in_ground_handler(struct MarioState *m, s32 animation, s32 unstuckFrame, s32 target2, s32 target3, s32 endAction);
functions from mario_actions_moving.c
align_with_floor
Description
Aligns Mario's position and model transformation matrix to match the floor's angle. Specifically: Sets Mario's vertical position to be at m.floorHeight
plus any active character animation offset and adjusts Mario's throwMatrix
so that his body appears flush with the floor
Lua Example
align_with_floor(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void align_with_floor(struct MarioState *m);
analog_stick_held_back
Description
Checks if the analog stick is held significantly behind Mario's current facing angle. Returns true if the stick is far enough in the opposite direction, indicating Mario wants to move backward
Lua Example
local integerValue = analog_stick_held_back(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 analog_stick_held_back(struct MarioState *m);
anim_and_audio_for_heavy_walk
Description
Plays the appropriate animation and footstep sounds for walking while carrying a heavy object. Sets the character animation speed based on Mario's intended movement speed
Lua Example
anim_and_audio_for_heavy_walk(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void anim_and_audio_for_heavy_walk(struct MarioState *m);
anim_and_audio_for_hold_walk
Description
Plays the appropriate animation and footstep sounds for walking while carrying a lighter object (like a small box). Adjusts the animation speed dynamically based on Mario's velocity
Lua Example
anim_and_audio_for_hold_walk(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void anim_and_audio_for_hold_walk(struct MarioState *m);
anim_and_audio_for_walk
Description
Handles the animation and audio (footstep sounds) for normal walking or running. The specific animation used (tiptoe, walk, or run) depends on Mario's current speed
Lua Example
anim_and_audio_for_walk(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void anim_and_audio_for_walk(struct MarioState *m);
apply_landing_accel
Description
Applies friction-like deceleration if the floor is flat, or slope-based acceleration if the floor is sloped. Capped in such a way that Mario eventually stops or stabilizes on flatter ground
Lua Example
local integerValue = apply_landing_accel(m, frictionFactor)
Parameters
Field | Type |
---|---|
m | MarioState |
frictionFactor | number |
Returns
integer
C Prototype
s32 apply_landing_accel(struct MarioState *m, f32 frictionFactor);
apply_slope_accel
Description
Applies acceleration or deceleration based on the slope of the floor. On downward slopes, Mario gains speed, while on upward slopes, Mario loses speed
Lua Example
apply_slope_accel(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void apply_slope_accel(struct MarioState *m);
apply_slope_decel
Description
Approaches Mario's forward velocity toward zero at a rate dependent on the floor's slipperiness. This function can completely stop Mario if the slope is gentle enough or if friction is high
Lua Example
local integerValue = apply_slope_decel(m, decelCoef)
Parameters
Field | Type |
---|---|
m | MarioState |
decelCoef | number |
Returns
integer
C Prototype
s32 apply_slope_decel(struct MarioState *m, f32 decelCoef);
begin_braking_action
Description
Begins a braking action if Mario's forward velocity is high enough or transitions to a decelerating action otherwise. Also handles the scenario where Mario is up against a wall, transitioning to a standing state
Lua Example
local integerValue = begin_braking_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 begin_braking_action(struct MarioState *m);
begin_walking_action
Description
Sets Mario's facing yaw to his intended yaw, applies a specified forward velocity, and transitions to the given action (e.g., ACT_WALKING
).
Lua Example
local integerValue = begin_walking_action(m, forwardVel, action, actionArg)
Parameters
Field | Type |
---|---|
m | MarioState |
forwardVel | number |
action | integer |
actionArg | integer |
Returns
integer
C Prototype
s32 begin_walking_action(struct MarioState *m, f32 forwardVel, u32 action, u32 actionArg);
check_common_moving_cancels
Description
Performs common checks when Mario is in a moving state, transitions to water plunge if underwater, handles squished or shockwave bounce scenarios, and checks for death conditions
Lua Example
local integerValue = check_common_moving_cancels(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_moving_cancels(struct MarioState *m);
check_ground_dive_or_punch
Description
Checks if the B button was pressed to either initiate a dive (if moving fast enough) or a punch (if moving slowly). Returns true
if the action was changed to either a dive or a punching attack
Lua Example
local integerValue = check_ground_dive_or_punch(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_ground_dive_or_punch(struct MarioState *m);
check_ledge_climb_down
Description
Checks if Mario is near an edge while moving slowly and the floor below that edge is significantly lower. If the conditions are met, transitions Mario into a ledge-climb-down action and positions him accordingly on the edge
Lua Example
check_ledge_climb_down(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void check_ledge_climb_down(struct MarioState *m);
common_ground_knockback_action
Description
Handles knockback on the ground (getting hit while on the ground) with shared logic for multiple knockback states. Applies deceleration or minimal momentum, chooses appropriate landing action if Mario leaves the ground, and handles death transitions if Mario's health is depleted
Lua Example
local integerValue = common_ground_knockback_action(m, animation, arg2, arg3, arg4)
Parameters
Field | Type |
---|---|
m | MarioState |
animation | integer |
arg2 | integer |
arg3 | integer |
arg4 | integer |
Returns
integer
C Prototype
s32 common_ground_knockback_action(struct MarioState *m, s32 animation, s32 arg2, s32 arg3, s32 arg4);
common_landing_action
Description
Applies movement upon landing from a jump or fall. Adjusts velocity based on slope or friction, checks for transitions like sliding or hitting a wall, handles small dust particles if moving fast
Lua Example
local integerValue = common_landing_action(m, animation, airAction)
Parameters
Field | Type |
---|---|
m | MarioState |
animation | integer |
airAction | integer |
Returns
integer
C Prototype
u32 common_landing_action(struct MarioState *m, s16 animation, u32 airAction);
common_slide_action
Description
Applies shared logic for sliding-related actions while playing sliding sounds, managing ground steps (falling off edges, hitting walls), updates animation
Lua Example
common_slide_action(m, endAction, airAction, animation)
Parameters
Field | Type |
---|---|
m | MarioState |
endAction | integer |
airAction | integer |
animation | integer |
Returns
- None
C Prototype
void common_slide_action(struct MarioState *m, u32 endAction, u32 airAction, s32 animation);
common_slide_action_with_jump
Lua Example
local integerValue = common_slide_action_with_jump(m, stopAction, jumpAction, airAction, animation)
Parameters
Field | Type |
---|---|
m | MarioState |
stopAction | integer |
jumpAction | integer |
airAction | integer |
animation | integer |
Returns
integer
C Prototype
s32 common_slide_action_with_jump(struct MarioState *m, u32 stopAction, u32 jumpAction, u32 airAction, s32 animation);
mario_execute_moving_action
Description
Executes Mario's current moving actions by: checking common cancellations (e.g., water plunge, squish, death), handling quicksand updates, and switching to the correct sub-action handler based on m.action
Lua Example
local integerValue = mario_execute_moving_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_execute_moving_action(struct MarioState *m);
play_step_sound
Description
Checks the current animation frame against two specified frames to trigger footstep sounds. Also chooses specific sounds if Mario is wearing Metal Cap or is in quicksand
Lua Example
play_step_sound(m, frame1, frame2)
Parameters
Field | Type |
---|---|
m | MarioState |
frame1 | integer |
frame2 | integer |
Returns
- None
C Prototype
void play_step_sound(struct MarioState *m, s16 frame1, s16 frame2);
push_or_sidle_wall
Description
When Mario hits a wall during movement, decides whether he's pushing against the wall or sidling along it. Plays pushing animations and sounds if he's head-on, sidles along the wall if he's more angled
Lua Example
push_or_sidle_wall(m, startPos)
Parameters
Field | Type |
---|---|
m | MarioState |
startPos | Vec3f |
Returns
- None
C Prototype
void push_or_sidle_wall(struct MarioState *m, Vec3f startPos);
quicksand_jump_land_action
Lua Example
local integerValue = quicksand_jump_land_action(m, animation1, animation2, endAction, airAction)
Parameters
Field | Type |
---|---|
m | MarioState |
animation1 | integer |
animation2 | integer |
endAction | integer |
airAction | integer |
Returns
integer
C Prototype
s32 quicksand_jump_land_action(struct MarioState *m, s32 animation1, s32 animation2, u32 endAction, u32 airAction);
set_triple_jump_action
Description
Determines the proper triple jump action based on Mario's forward velocity and the Wing Cap flag: Normal triple jump, flying triple jump, or just a single jump if not enough speed
Lua Example
local integerValue = set_triple_jump_action(m, action, actionArg)
Parameters
Field | Type |
---|---|
m | MarioState |
action | integer |
actionArg | integer |
Returns
integer
C Prototype
s32 set_triple_jump_action(struct MarioState *m, UNUSED u32 action, UNUSED u32 actionArg);
should_begin_sliding
Description
Checks if Mario should begin sliding, based on player input (facing downhill, pressing the analog stick backward, or on a slide terrain), and current floor steepness. Returns true if conditions to slide are met.
Lua Example
local integerValue = should_begin_sliding(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 should_begin_sliding(struct MarioState *m);
slide_bonk
Description
Handles the scenario where Mario slides into a wall. If Mario is moving fast, reflects his velocity and transitions to a fast knockback, Otherwise, stops his forward velocity and sets a slower knockback
Lua Example
slide_bonk(m, fastAction, slowAction)
Parameters
Field | Type |
---|---|
m | MarioState |
fastAction | integer |
slowAction | integer |
Returns
- None
C Prototype
void slide_bonk(struct MarioState *m, u32 fastAction, u32 slowAction);
stomach_slide_action
Description
Updates Mario's sliding state where he is on his stomach. Similar to other slide actions but has a chance to roll out if A or B is pressed. Uses common_slide_action
for the core movement logic
Lua Example
local integerValue = stomach_slide_action(m, stopAction, airAction, animation)
Parameters
Field | Type |
---|---|
m | MarioState |
stopAction | integer |
airAction | integer |
animation | integer |
Returns
integer
C Prototype
s32 stomach_slide_action(struct MarioState *m, u32 stopAction, u32 airAction, s32 animation);
tilt_body_butt_slide
Description
Tilts Mario's torso while butt sliding based on analog input direction and magnitude. Gives the appearance that Mario is balancing or leaning into a turn
Lua Example
tilt_body_butt_slide(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void tilt_body_butt_slide(struct MarioState *m);
tilt_body_ground_shell
Description
Tilts Mario's torso and head while riding a shell on the ground to reflect turning. Similar to other tilt functions but tuned for shell-riding speeds and angles
Lua Example
tilt_body_ground_shell(m, startYaw)
Parameters
Field | Type |
---|---|
m | MarioState |
startYaw | integer |
Returns
- None
C Prototype
void tilt_body_ground_shell(struct MarioState *m, s16 startYaw);
tilt_body_running
Description
Tilts Mario's body according to his running speed and slope angle. Calculates a pitch offset used while running to simulate leaning forward at higher speeds or on slopes
Lua Example
local integerValue = tilt_body_running(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s16 tilt_body_running(struct MarioState *m);
tilt_body_walking
Description
Applies a left/right tilt to Mario's torso (and some pitch if running fast) while walking or running. The tilt is based on his change in yaw and current speed, giving a leaning appearance when turning
Lua Example
tilt_body_walking(m, startYaw)
Parameters
Field | Type |
---|---|
m | MarioState |
startYaw | integer |
Returns
- None
C Prototype
void tilt_body_walking(struct MarioState *m, s16 startYaw);
update_decelerating_speed
Description
Gradually reduces Mario's forward speed to zero over time on level ground, unless otherwise influenced by slope or friction. Returns true if Mario's speed reaches zero, meaning he has stopped
Lua Example
local integerValue = update_decelerating_speed(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 update_decelerating_speed(struct MarioState *m);
update_shell_speed
Description
Controls Mario's speed when riding a Koopa Shell on the ground.
Lua Example
update_shell_speed(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_shell_speed(struct MarioState *m);
update_sliding
Description
Updates Mario's sliding state each frame, applying additional friction or acceleration based on the surface's slipperiness. Also checks if speed has slowed below a threshold to end the slide. Returns true
if sliding has stopped
Lua Example
local integerValue = update_sliding(m, stopSpeed)
Parameters
Field | Type |
---|---|
m | MarioState |
stopSpeed | number |
Returns
integer
C Prototype
s32 update_sliding(struct MarioState *m, f32 stopSpeed);
update_sliding_angle
Description
Adjusts Mario's slide velocity and facing angle when on a slope. Calculates slope direction and steepness, then modifies velocity accordingly (speed up downhill, slow uphill). Handles facing-direction changes and maximum speed limits
Lua Example
update_sliding_angle(m, accel, lossFactor)
Parameters
Field | Type |
---|---|
m | MarioState |
accel | number |
lossFactor | number |
Returns
- None
C Prototype
void update_sliding_angle(struct MarioState *m, f32 accel, f32 lossFactor);
update_walking_speed
Description
Updates Mario's walking speed based on player input and floor conditions (e.g., a slow floor or quicksand). Caps speed at a certain value and may reduce it slightly on steep slopes
Lua Example
update_walking_speed(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void update_walking_speed(struct MarioState *m);
functions from mario_actions_object.c
animated_stationary_ground_step
Lua Example
animated_stationary_ground_step(m, animation, endAction)
Parameters
Field | Type |
---|---|
m | MarioState |
animation | integer |
endAction | integer |
Returns
- None
C Prototype
void animated_stationary_ground_step(struct MarioState *m, s32 animation, u32 endAction);
check_common_object_cancels
Lua Example
local integerValue = check_common_object_cancels(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_object_cancels(struct MarioState *m);
mario_execute_object_action
Lua Example
local integerValue = mario_execute_object_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_execute_object_action(struct MarioState *m);
mario_update_punch_sequence
Lua Example
local integerValue = mario_update_punch_sequence(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_update_punch_sequence(struct MarioState *m);
functions from mario_actions_stationary.c
check_common_hold_idle_cancels
Lua Example
local integerValue = check_common_hold_idle_cancels(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_hold_idle_cancels(struct MarioState *m);
check_common_idle_cancels
Lua Example
local integerValue = check_common_idle_cancels(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_idle_cancels(struct MarioState *m);
check_common_landing_cancels
Lua Example
local integerValue = check_common_landing_cancels(m, action)
Parameters
Field | Type |
---|---|
m | MarioState |
action | integer |
Returns
integer
C Prototype
s32 check_common_landing_cancels(struct MarioState *m, u32 action);
check_common_stationary_cancels
Lua Example
local integerValue = check_common_stationary_cancels(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 check_common_stationary_cancels(struct MarioState *m);
landing_step
Lua Example
local integerValue = landing_step(m, arg1, action)
Parameters
Field | Type |
---|---|
m | MarioState |
arg1 | integer |
action | integer |
Returns
integer
C Prototype
s32 landing_step(struct MarioState *m, s32 arg1, u32 action);
mario_execute_stationary_action
Lua Example
local integerValue = mario_execute_stationary_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_execute_stationary_action(struct MarioState *m);
play_anim_sound
Lua Example
play_anim_sound(m, actionState, animFrame, sound)
Parameters
Field | Type |
---|---|
m | MarioState |
actionState | integer |
animFrame | integer |
sound | integer |
Returns
- None
C Prototype
void play_anim_sound(struct MarioState *m, u32 actionState, s32 animFrame, u32 sound);
stopping_step
Lua Example
stopping_step(m, animID, action)
Parameters
Field | Type |
---|---|
m | MarioState |
animID | integer |
action | integer |
Returns
- None
C Prototype
void stopping_step(struct MarioState *m, s32 animID, u32 action);
functions from mario_actions_submerged.c
apply_water_current
Lua Example
apply_water_current(m, step)
Parameters
Field | Type |
---|---|
m | MarioState |
step | Vec3f |
Returns
- None
C Prototype
void apply_water_current(struct MarioState *m, Vec3f step);
float_surface_gfx
Lua Example
float_surface_gfx(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void float_surface_gfx(struct MarioState *m);
mario_execute_submerged_action
Lua Example
local integerValue = mario_execute_submerged_action(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 mario_execute_submerged_action(struct MarioState *m);
perform_water_full_step
Lua Example
local integerValue = perform_water_full_step(m, nextPos)
Parameters
Field | Type |
---|---|
m | MarioState |
nextPos | Vec3f |
Returns
integer
C Prototype
u32 perform_water_full_step(struct MarioState *m, Vec3f nextPos);
perform_water_step
Lua Example
local integerValue = perform_water_step(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
u32 perform_water_step(struct MarioState *m);
set_swimming_at_surface_particles
Lua Example
set_swimming_at_surface_particles(m, particleFlag)
Parameters
Field | Type |
---|---|
m | MarioState |
particleFlag | integer |
Returns
- None
C Prototype
void set_swimming_at_surface_particles(struct MarioState *m, u32 particleFlag);
functions from mario_misc.h
bhv_toad_message_init
Description
Behavior init function for NPC Toad
Lua Example
bhv_toad_message_init()
Parameters
- None
Returns
- None
C Prototype
void bhv_toad_message_init(void);
bhv_toad_message_loop
Description
Behavior loop function for NPC Toad
Lua Example
bhv_toad_message_loop()
Parameters
- None
Returns
- None
C Prototype
void bhv_toad_message_loop(void);
bhv_unlock_door_star_init
Description
Behavior init function for Star Door unlock object
Lua Example
bhv_unlock_door_star_init()
Parameters
- None
Returns
- None
C Prototype
void bhv_unlock_door_star_init(void);
bhv_unlock_door_star_loop
Description
Behavior loop function for Star Door unlock object
Lua Example
bhv_unlock_door_star_loop()
Parameters
- None
Returns
- None
C Prototype
void bhv_unlock_door_star_loop(void);
geo_get_body_state
Description
When used in a geo function, retrieve the MarioBodyState associated to the current processed object
Lua Example
local MarioBodyStateValue = geo_get_body_state()
Parameters
- None
Returns
C Prototype
struct MarioBodyState *geo_get_body_state(void);
geo_get_mario_state
Description
When used in a geo function, retrieve the MarioState associated to the current processed object
Lua Example
local MarioStateValue = geo_get_mario_state()
Parameters
- None
Returns
C Prototype
struct MarioState *geo_get_mario_state(void);
functions from mario_step.h
get_additive_y_vel_for_jumps
Description
Always returns zero. May have been originally used for beta trampolines
Lua Example
local numberValue = get_additive_y_vel_for_jumps()
Parameters
- None
Returns
number
C Prototype
f32 get_additive_y_vel_for_jumps(void);
init_bully_collision_data
Lua Example
init_bully_collision_data(data, posX, posZ, forwardVel, yaw, conversionRatio, radius)
Parameters
Field | Type |
---|---|
data | BullyCollisionData |
posX | number |
posZ | number |
forwardVel | number |
yaw | integer |
conversionRatio | number |
radius | number |
Returns
- None
C Prototype
void init_bully_collision_data(struct BullyCollisionData *data, f32 posX, f32 posZ, f32 forwardVel, s16 yaw, f32 conversionRatio, f32 radius);
mario_bonk_reflection
Description
Reflects Mario off a wall if he is colliding with one and flips forward velocity if negateSpeed
is TRUE
Lua Example
mario_bonk_reflection(m, negateSpeed)
Parameters
Field | Type |
---|---|
m | MarioState |
negateSpeed | integer |
Returns
- None
C Prototype
void mario_bonk_reflection(struct MarioState *m, u8 negateSpeed);
mario_push_off_steep_floor
Description
Pushes Mario off a steep floor and sets his action to action
with actionArg
Lua Example
local integerValue = mario_push_off_steep_floor(m, action, actionArg)
Parameters
Field | Type |
---|---|
m | MarioState |
action | integer |
actionArg | integer |
Returns
integer
C Prototype
u32 mario_push_off_steep_floor(struct MarioState *m, u32 action, u32 actionArg);
mario_update_moving_sand
Description
Pushes Mario in the direction of the quicksand based on the floor surface
Lua Example
local integerValue = mario_update_moving_sand(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
u32 mario_update_moving_sand(struct MarioState *m);
mario_update_quicksand
Description
Updates Mario's state in quicksand, sinks him at sinkingSpeed
if he's in non instant quicksand
Lua Example
local integerValue = mario_update_quicksand(m, sinkingSpeed)
Parameters
Field | Type |
---|---|
m | MarioState |
sinkingSpeed | number |
Returns
integer
C Prototype
u32 mario_update_quicksand(struct MarioState *m, f32 sinkingSpeed);
mario_update_windy_ground
Description
Pushes Mario in the direction of the wind based on the floor surface
Lua Example
local integerValue = mario_update_windy_ground(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
u32 mario_update_windy_ground(struct MarioState *m);
perform_air_step
Description
Performs a full Mario air physics step (4 substeps) and returns an AIR_STEP_*
result
Lua Example
local integerValue = perform_air_step(m, stepArg)
Parameters
Field | Type |
---|---|
m | MarioState |
stepArg | integer |
Returns
integer
C Prototype
s32 perform_air_step(struct MarioState *m, u32 stepArg);
perform_ground_step
Description
Performs a full Mario ground physics step (4 substeps) and returns an GROUND_STEP_*
result
Lua Example
local integerValue = perform_ground_step(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 perform_ground_step(struct MarioState *m);
set_vel_from_pitch_and_yaw
Description
Sets Mario's velocity to his forward velocity multiplied by the cosine and sine of his pitch and yaw
Lua Example
set_vel_from_pitch_and_yaw(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void set_vel_from_pitch_and_yaw(struct MarioState* m);
stationary_ground_step
Description
Performs a full Mario stationary physics step (4 substeps) and returns an GROUND_STEP_*
result
Lua Example
local integerValue = stationary_ground_step(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
s32 stationary_ground_step(struct MarioState *m);
stop_and_set_height_to_floor
Description
Sets all of Mario's velocity variables to 0 and sets his Y position to the floor height
Lua Example
stop_and_set_height_to_floor(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
- None
C Prototype
void stop_and_set_height_to_floor(struct MarioState *m);
functions from math_util.h
anim_spline_init
Description
Initializes a spline-based animation for the MarioState
structure m
using the provided array of 3D signed-integer vectors keyFrames
. This sets up the animation so that it can be advanced by polling
Lua Example
anim_spline_init(m, keyFrames)
Parameters
Field | Type |
---|---|
m | MarioState |
keyFrames | Pointer <Vec4s > |
Returns
- None
C Prototype
void anim_spline_init(struct MarioState* m, Vec4s *keyFrames);
anim_spline_poll
Description
Advances the spline-based animation associated with m
and stores the current interpolated position in result
. It returns the animation's status, allowing the caller to determine if the animation is ongoing or has completed
Lua Example
local integerValue = anim_spline_poll(m, result)
Parameters
Field | Type |
---|---|
m | MarioState |
result | Vec3f |
Returns
integer
C Prototype
s32 anim_spline_poll(struct MarioState* m, Vec3f result);
approach_f32
Description
Similar to approach_s32
, but operates on floating-point numbers. It moves current
toward target
by increasing it by inc
if below target, or decreasing it by dec
if above target, creating a smooth interpolation
Lua Example
local numberValue = approach_f32(current, target, inc, dec)
Parameters
Field | Type |
---|---|
current | number |
target | number |
inc | number |
dec | number |
Returns
number
C Prototype
f32 approach_f32(f32 current, f32 target, f32 inc, f32 dec);
approach_s32
Description
Gradually moves an integer current
value toward a target
value, increasing it by inc
if it is too low, or decreasing it by dec
if it is too high. This is often used for smooth transitions or animations
Lua Example
local integerValue = approach_s32(current, target, inc, dec)
Parameters
Field | Type |
---|---|
current | integer |
target | integer |
inc | integer |
dec | integer |
Returns
integer
C Prototype
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec);
atan2s
Description
Computes the arctangent of y/x and returns the angle as a signed 16-bit integer, typically representing a direction in the SM64 fixed-point angle format. This can be used to find an angle between x and y coordinates
Lua Example
local integerValue = atan2s(y, x)
Parameters
Field | Type |
---|---|
y | number |
x | number |
Returns
integer
C Prototype
s16 atan2s(f32 y, f32 x);
coss
Description
Calculates the cosine of the given angle, where the angle is specified as a signed 16-bit integer representing a fixed-point "SM64 angle". The function returns a floating-point value corresponding to cos(angle)
Lua Example
local numberValue = coss(sm64Angle)
Parameters
Field | Type |
---|---|
sm64Angle | integer |
Returns
number
C Prototype
f32 coss(s16 sm64Angle);
find_vector_perpendicular_to_plane
Description
Determines a vector that is perpendicular (normal) to the plane defined by three given 3D floating-point points a
, b
, and c
. The resulting perpendicular vector is stored in dest
Lua Example
local voidValue = find_vector_perpendicular_to_plane(dest, a, b, c)
Parameters
Field | Type |
---|---|
dest | Vec3f |
a | Vec3f |
b | Vec3f |
c | Vec3f |
Returns
void *
C Prototype
void *find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c);
get_pos_from_transform_mtx
Description
Extracts the position (translation component) from the transformation matrix objMtx
relative to the coordinate system defined by camMtx
and stores that 3D position in dest
. This can be used to get the object's coordinates in camera space
Lua Example
get_pos_from_transform_mtx(dest, objMtx, camMtx)
Parameters
Field | Type |
---|---|
dest | Vec3f |
objMtx | Mat4 |
camMtx | Mat4 |
Returns
- None
C Prototype
void get_pos_from_transform_mtx(Vec3f dest, Mat4 objMtx, Mat4 camMtx);
mtxf_align_terrain_normal
Description
Aligns dest
so that it fits the orientation of a terrain surface defined by its normal vector upDir
. The transformation is positioned at pos
and oriented with a given yaw
. This is often used to make objects sit naturally on uneven ground
Lua Example
mtxf_align_terrain_normal(dest, upDir, pos, yaw)
Parameters
Field | Type |
---|---|
dest | Mat4 |
upDir | Vec3f |
pos | Vec3f |
yaw | integer |
Returns
- None
C Prototype
void mtxf_align_terrain_normal(Mat4 dest, Vec3f upDir, Vec3f pos, s16 yaw);
mtxf_align_terrain_triangle
Description
Aligns mtx
to fit onto a terrain triangle at pos
, applying a given yaw
and scaling by radius
. This helps position objects so they match the orientation of the terrain's surface
Lua Example
mtxf_align_terrain_triangle(mtx, pos, yaw, radius)
Parameters
Field | Type |
---|---|
mtx | Mat4 |
pos | Vec3f |
yaw | integer |
radius | number |
Returns
- None
C Prototype
void mtxf_align_terrain_triangle(Mat4 mtx, Vec3f pos, s16 yaw, f32 radius);
mtxf_billboard
Description
Transforms a 4x4 floating-point matrix mtx
into a "billboard" oriented toward the camera or a given direction. The billboard is placed at position
and rotated by angle
. This is useful for objects that should always face the viewer
Lua Example
mtxf_billboard(dest, mtx, position, angle)
Parameters
Field | Type |
---|---|
dest | Mat4 |
mtx | Mat4 |
position | Vec3f |
angle | integer |
Returns
- None
C Prototype
void mtxf_billboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle);
mtxf_copy
Description
Copies the 4x4 floating-point matrix src
into dest
. After this operation, dest
contains the same matrix values as src
Lua Example
mtxf_copy(dest, src)
Parameters
Field | Type |
---|---|
dest | Mat4 |
src | Mat4 |
Returns
- None
C Prototype
void mtxf_copy(Mat4 dest, Mat4 src);
mtxf_cylboard
Description
Creates a "cylindrical billboard" transformation from the 4x4 matrix mtx
placed at position
with a given angle
. Unlike a full billboard, this might allow rotation around one axis while still facing the viewer on others
Lua Example
mtxf_cylboard(dest, mtx, position, angle)
Parameters
Field | Type |
---|---|
dest | Mat4 |
mtx | Mat4 |
position | Vec3f |
angle | integer |
Returns
- None
C Prototype
void mtxf_cylboard(Mat4 dest, Mat4 mtx, Vec3f position, s16 angle);
mtxf_identity
Description
Sets the 4x4 floating-point matrix mtx
to the identity matrix. The identity matrix leaves points unchanged when they are transformed by it which is useful for matrix math
Lua Example
mtxf_identity(mtx)
Parameters
Field | Type |
---|---|
mtx | Mat4 |
Returns
- None
C Prototype
void mtxf_identity(Mat4 mtx);
mtxf_inverse
Description
Inverts the 4x4 floating-point matrix src
and stores the inverse in dest
. Applying the inverse transformation undoes whatever src
did, returning points back to their original coordinate space
Lua Example
mtxf_inverse(dest, src)
Parameters
Field | Type |
---|---|
dest | Mat4 |
src | Mat4 |
Returns
- None
C Prototype
void mtxf_inverse(Mat4 dest, Mat4 src);
mtxf_lookat
Description
Adjusts the 4x4 floating-point matrix mtx
so that it represents a viewing transformation looking from the point from
toward the point to
, with a given roll angle. This creates a view matrix oriented toward to
Lua Example
mtxf_lookat(mtx, from, to, roll)
Parameters
Field | Type |
---|---|
mtx | Mat4 |
from | Vec3f |
to | Vec3f |
roll | integer |
Returns
- None
C Prototype
void mtxf_lookat(Mat4 mtx, Vec3f from, Vec3f to, s16 roll);
mtxf_mul
Description
Multiplies two 4x4 floating-point matrices a
and b
(in that order), storing the product in dest
. This can be used for combining multiple transformations into one
Lua Example
mtxf_mul(dest, a, b)
Parameters
Field | Type |
---|---|
dest | Mat4 |
a | Mat4 |
b | Mat4 |
Returns
- None
C Prototype
void mtxf_mul(Mat4 dest, Mat4 a, Mat4 b);
mtxf_mul_vec3s
Description
Multiplies the 4x4 floating-point matrix mtx
by a 3D signed-integer vector b
, potentially interpreting b
as angles or translations depending on usage, and modifies mtx
accordingly
Lua Example
mtxf_mul_vec3s(mtx, b)
Parameters
Field | Type |
---|---|
mtx | Mat4 |
b | Vec3s |
Returns
- None
C Prototype
void mtxf_mul_vec3s(Mat4 mtx, Vec3s b);
mtxf_rotate_xyz_and_translate
Description
Rotates dest
using angles in XYZ order, and then translates it by the 3D floating-point vector b
and applies the rotations described by c
. This sets up dest
with a specific orientation and position in space
Lua Example
mtxf_rotate_xyz_and_translate(dest, b, c)
Parameters
Field | Type |
---|---|
dest | Mat4 |
b | Vec3f |
c | Vec3s |
Returns
- None
C Prototype
void mtxf_rotate_xyz_and_translate(Mat4 dest, Vec3f b, Vec3s c);
mtxf_rotate_zxy_and_translate
Description
Rotates dest
according to the angles in rotate
using ZXY order, and then translates it by the 3D floating-point vector translate
. This effectively positions and orients dest
in 3D space
Lua Example
mtxf_rotate_zxy_and_translate(dest, translate, rotate)
Parameters
Field | Type |
---|---|
dest | Mat4 |
translate | Vec3f |
rotate | Vec3s |
Returns
- None
C Prototype
void mtxf_rotate_zxy_and_translate(Mat4 dest, Vec3f translate, Vec3s rotate);
mtxf_scale_vec3f
Description
Scales the 4x4 floating-point matrix mtx
by the scaling factors found in the 3D floating-point vector s
, and stores the result in dest
. This enlarges or shrinks objects in 3D space
Lua Example
mtxf_scale_vec3f(dest, mtx, s)
Parameters
Field | Type |
---|---|
dest | Mat4 |
mtx | Mat4 |
s | Vec3f |
Returns
- None
C Prototype
void mtxf_scale_vec3f(Mat4 dest, Mat4 mtx, Vec3f s);
mtxf_translate
Description
Applies a translation to the 4x4 floating-point matrix dest
by adding the coordinates in the 3D floating-point vector b
. This shifts any transformed point by b
Lua Example
mtxf_translate(dest, b)
Parameters
Field | Type |
---|---|
dest | Mat4 |
b | Vec3f |
Returns
- None
C Prototype
void mtxf_translate(Mat4 dest, Vec3f b);
not_zero
Description
Checks if value
is zero. If not, it returns value
. If it is zero, it returns the replacement
value. This function ensures that a zero value can be substituted with a fallback value if needed
Lua Example
local numberValue = not_zero(value, replacement)
Parameters
Field | Type |
---|---|
value | number |
replacement | number |
Returns
number
C Prototype
f32 not_zero(f32 value, f32 replacement);
sins
Description
Calculates the sine of the given angle, where the angle is specified as a signed 16-bit integer representing a fixed-point "SM64 angle". This function returns a floating-point result corresponding to sin(angle)
Lua Example
local numberValue = sins(sm64Angle)
Parameters
Field | Type |
---|---|
sm64Angle | integer |
Returns
number
C Prototype
f32 sins(s16 sm64Angle);
spline_get_weights
Description
Computes spline interpolation weights for a given parameter t
and stores these weights in result
. This is used in spline-based animations to find intermediate positions between keyframes
Lua Example
spline_get_weights(m, result, t, c)
Parameters
Field | Type |
---|---|
m | MarioState |
result | Vec4f |
t | number |
c | integer |
Returns
- None
C Prototype
void spline_get_weights(struct MarioState* m, Vec4f result, f32 t, UNUSED s32 c);
vec3f_add
Description
Adds the components of the 3D floating-point vector a
to dest
. After this operation, dest.x
will be dest.x + a.x
, and similarly for the y and z components
Lua Example
local voidValue = vec3f_add(dest, a)
Parameters
Field | Type |
---|---|
dest | Vec3f |
a | Vec3f |
Returns
void *
C Prototype
void *vec3f_add(Vec3f dest, Vec3f a);
vec3f_combine
Description
Takes two 3D floating-point vectors vecA
and vecB
, multiplies them by sclA
and sclB
respectively, and then adds the scaled vectors together. The final combined vector is stored in dest
Lua Example
vec3f_combine(dest, vecA, vecB, sclA, sclB)
Parameters
Field | Type |
---|---|
dest | Vec3f |
vecA | Vec3f |
vecB | Vec3f |
sclA | number |
sclB | number |
Returns
- None
C Prototype
void vec3f_combine(Vec3f dest, Vec3f vecA, Vec3f vecB, f32 sclA, f32 sclB);
vec3f_copy
Description
Copies the contents of a 3D floating-point vector (src
) into another 3D floating-point vector (dest
). After this operation, dest
will have the same x, y, and z values as src
Lua Example
local voidValue = vec3f_copy(dest, src)
Parameters
Field | Type |
---|---|
dest | Vec3f |
src | Vec3f |
Returns
void *
C Prototype
void *vec3f_copy(Vec3f dest, Vec3f src);
vec3f_cross
Description
Computes the cross product of two 3D floating-point vectors a
and b
. The cross product is a vector perpendicular to both a
and b
. The result is stored in dest
Lua Example
local voidValue = vec3f_cross(dest, a, b)
Parameters
Field | Type |
---|---|
dest | Vec3f |
a | Vec3f |
b | Vec3f |
Returns
void *
C Prototype
void *vec3f_cross(Vec3f dest, Vec3f a, Vec3f b);
vec3f_dif
Description
Subtracts the components of the 3D floating-point vector b
from the components of a
and stores the result in dest
. For example, dest.x = a.x - b.x
This results in a vector that represents the difference between a
and b
.
Lua Example
local voidValue = vec3f_dif(dest, a, b)
Parameters
Field | Type |
---|---|
dest | Vec3f |
a | Vec3f |
b | Vec3f |
Returns
void *
C Prototype
void *vec3f_dif(Vec3f dest, Vec3f a, Vec3f b);
vec3f_dist
Description
Calculates the distance between two 3D floating-point points v1
and v2
. The distance is the length of the vector v2 - v1
, i.e., sqrt((v2.x - v1.x)² + (v2.y - v1.y)² + (v2.z - v1.z)²)
Lua Example
local numberValue = vec3f_dist(v1, v2)
Parameters
Field | Type |
---|---|
v1 | Vec3f |
v2 | Vec3f |
Returns
number
C Prototype
f32 vec3f_dist(Vec3f v1, Vec3f v2);
vec3f_dot
Description
Computes the dot product of the two 3D floating-point vectors a
and b
. The dot product is a scalar value defined by (a.x * b.x + a.y * b.y + a.z * b.z), representing how aligned the two vectors are
Lua Example
local numberValue = vec3f_dot(a, b)
Parameters
Field | Type |
---|---|
a | Vec3f |
b | Vec3f |
Returns
number
C Prototype
f32 vec3f_dot(Vec3f a, Vec3f b);
vec3f_get_dist_and_angle
Description
Calculates the distance between two points in 3D space (from
and to
), as well as the pitch and yaw angles that describe the direction from from
to to
. The results are stored in dist
, pitch
, and yaw
Lua Example
vec3f_get_dist_and_angle(from, to, dist, pitch, yaw)
Parameters
Field | Type |
---|---|
from | Vec3f |
to | Vec3f |
dist | Pointer <number > |
pitch | Pointer <integer > |
yaw | Pointer <integer > |
Returns
- None
C Prototype
void vec3f_get_dist_and_angle(Vec3f from, Vec3f to, f32 *dist, s16 *pitch, s16 *yaw);
vec3f_length
Description
Calculates the length (magnitude) of the 3D floating-point vector a
. The length is defined as sqrt(x² + y² + z²) for the vector components (x, y, z)
Lua Example
local numberValue = vec3f_length(a)
Parameters
Field | Type |
---|---|
a | Vec3f |
Returns
number
C Prototype
f32 vec3f_length(Vec3f a);
vec3f_mul
Description
Multiplies each component of the 3D floating-point vector dest
by the scalar value a
. For instance, dest.x = dest.x * a
, and similarly for y and z. This scales the vector dest
by a
Lua Example
local voidValue = vec3f_mul(dest, a)
Parameters
Field | Type |
---|---|
dest | Vec3f |
a | number |
Returns
void *
C Prototype
void *vec3f_mul(Vec3f dest, f32 a);
vec3f_normalize
Description
Normalizes the 3D floating-point vector dest
so that its length (magnitude) becomes 1, while retaining its direction. This effectively scales dest
so that it lies on the unit sphere
Lua Example
local voidValue = vec3f_normalize(dest)
Parameters
Field | Type |
---|---|
dest | Vec3f |
Returns
void *
C Prototype
void *vec3f_normalize(Vec3f dest);
vec3f_project
Description
Projects the 3D floating-point vector vec
onto another 3D floating-point vector onto
. The resulting projection, stored in out
, represents how much of vec
lies along the direction of onto
Lua Example
vec3f_project(vec, onto, out)
Parameters
Field | Type |
---|---|
vec | Vec3f |
onto | Vec3f |
out | Vec3f |
Returns
- None
C Prototype
void vec3f_project(Vec3f vec, Vec3f onto, Vec3f out);
vec3f_rotate_zxy
Description
Rotates the 3D floating-point vector v
by the angles specified in the 3D signed-integer vector rotate
, applying the rotations in the order Z, then X, then Y. The rotated vector replaces v
Lua Example
local voidValue = vec3f_rotate_zxy(v, rotate)
Parameters
Field | Type |
---|---|
v | Vec3f |
rotate | Vec3s |
Returns
void *
C Prototype
void *vec3f_rotate_zxy(Vec3f v, Vec3s rotate);
vec3f_set
Description
Sets the values of the 3D floating-point vector dest
to the given x, y, and z values. After this function, dest
will have values (x, y, z)
Lua Example
local voidValue = vec3f_set(dest, x, y, z)
Parameters
Field | Type |
---|---|
dest | Vec3f |
x | number |
y | number |
z | number |
Returns
void *
C Prototype
void *vec3f_set(Vec3f dest, f32 x, f32 y, f32 z);
vec3f_set_dist_and_angle
Lua Example
vec3f_set_dist_and_angle(from, to, dist, pitch, yaw)
Parameters
Field | Type |
---|---|
from | Vec3f |
to | Vec3f |
dist | number |
pitch | integer |
yaw | integer |
Returns
- None
C Prototype
void vec3f_set_dist_and_angle(Vec3f from, Vec3f to, f32 dist, s16 pitch, s16 yaw);
vec3f_sum
Description
Adds the corresponding components of two 3D floating-point vectors a
and b
, and stores the result in dest
. For example, dest.x = a.x + b.x
, dest.y = a.y + b.y
, and dest.z = a.z + b.z
Lua Example
local voidValue = vec3f_sum(dest, a, b)
Parameters
Field | Type |
---|---|
dest | Vec3f |
a | Vec3f |
b | Vec3f |
Returns
void *
C Prototype
void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b);
vec3f_to_vec3s
Description
Converts a 3D floating-point vector a
(Vec3f) into a 3D signed-integer vector and stores it in dest
. After this operation, dest
will contain the integer versions of a
's floating-point components
Lua Example
local voidValue = vec3f_to_vec3s(dest, a)
Parameters
Field | Type |
---|---|
dest | Vec3s |
a | Vec3f |
Returns
void *
C Prototype
void *vec3f_to_vec3s(Vec3s dest, Vec3f a);
vec3s_add
Description
Adds the components of a 3D signed-integer vector a
to the corresponding components of dest
. After this operation, each component of dest
is increased by the corresponding component in a
Lua Example
local voidValue = vec3s_add(dest, a)
Parameters
Field | Type |
---|---|
dest | Vec3s |
a | Vec3s |
Returns
void *
C Prototype
void *vec3s_add(Vec3s dest, Vec3s a);
vec3s_copy
Description
Copies the components of one 3D signed-integer vector (src
) to another (dest
). After this function, dest
will have the same x, y, and z integer values as src
Lua Example
local voidValue = vec3s_copy(dest, src)
Parameters
Field | Type |
---|---|
dest | Vec3s |
src | Vec3s |
Returns
void *
C Prototype
void *vec3s_copy(Vec3s dest, Vec3s src);
vec3s_set
Description
Sets the 3D signed-integer vector dest
to the specified integer values (x, y, z), so that dest
becomes (x, y, z).
Lua Example
local voidValue = vec3s_set(dest, x, y, z)
Parameters
Field | Type |
---|---|
dest | Vec3s |
x | integer |
y | integer |
z | integer |
Returns
void *
C Prototype
void *vec3s_set(Vec3s dest, s16 x, s16 y, s16 z);
vec3s_sum
Description
Adds the components of two 3D signed-integer vectors a
and b
together and stores the resulting vector in dest
. For example, dest.x = a.x + b.x
, and similarly for y and z
Lua Example
local voidValue = vec3s_sum(dest, a, b)
Parameters
Field | Type |
---|---|
dest | Vec3s |
a | Vec3s |
b | Vec3s |
Returns
void *
C Prototype
void *vec3s_sum(Vec3s dest, Vec3s a, Vec3s b);
vec3s_to_vec3f
Description
Converts a 3D signed-integer vector a
(vec3s) into a 3D floating-point vector and stores it in dest
. After this operation, dest
will contain the floating-point equivalents of a
's integer components
Lua Example
local voidValue = vec3s_to_vec3f(dest, a)
Parameters
Field | Type |
---|---|
dest | Vec3f |
a | Vec3s |
Returns
void *
C Prototype
void *vec3s_to_vec3f(Vec3f dest, Vec3s a);
functions from misc.h
update_all_mario_stars
Description
Updates every Mario state's star count with the save file total star count
Lua Example
update_all_mario_stars()
Parameters
- None
Returns
- None
C Prototype
void update_all_mario_stars(void);
functions from mod_storage.h
mod_storage_clear
Description
Clears the mod's data from mod storage
Lua Example
local booleanValue = mod_storage_clear()
Parameters
- None
Returns
boolean
C Prototype
bool mod_storage_clear(void);
mod_storage_exists
Description
Checks if a key
is in mod storage
Lua Example
local booleanValue = mod_storage_exists(key)
Parameters
Field | Type |
---|---|
key | string |
Returns
boolean
C Prototype
bool mod_storage_exists(const char* key);
mod_storage_load
Description
Loads a string value
from a key
in mod storage
Lua Example
local stringValue = mod_storage_load(key)
Parameters
Field | Type |
---|---|
key | string |
Returns
string
C Prototype
const char *mod_storage_load(const char* key);
mod_storage_load_bool
Description
Loads a bool value
from a key
in mod storage
Lua Example
local booleanValue = mod_storage_load_bool(key)
Parameters
Field | Type |
---|---|
key | string |
Returns
boolean
C Prototype
bool mod_storage_load_bool(const char* key);
mod_storage_load_number
Description
Loads a float value
from a key
in mod storage
Lua Example
local numberValue = mod_storage_load_number(key)
Parameters
Field | Type |
---|---|
key | string |
Returns
number
C Prototype
f32 mod_storage_load_number(const char* key);
mod_storage_remove
Description
Removes a key
from mod storage
Lua Example
local booleanValue = mod_storage_remove(key)
Parameters
Field | Type |
---|---|
key | string |
Returns
boolean
C Prototype
bool mod_storage_remove(const char* key);
mod_storage_save
Description
Saves a key
corresponding to a string value
to mod storage
Lua Example
local booleanValue = mod_storage_save(key, value)
Parameters
Field | Type |
---|---|
key | string |
value | string |
Returns
boolean
C Prototype
bool mod_storage_save(const char* key, const char* value);
mod_storage_save_bool
Description
Saves a key
corresponding to a bool value
to mod storage
Lua Example
local booleanValue = mod_storage_save_bool(key, value)
Parameters
Field | Type |
---|---|
key | string |
value | boolean |
Returns
boolean
C Prototype
bool mod_storage_save_bool(const char* key, bool value);
mod_storage_save_number
Description
Saves a key
corresponding to a float value
to mod storage
Lua Example
local booleanValue = mod_storage_save_number(key, value)
Parameters
Field | Type |
---|---|
key | string |
value | number |
Returns
boolean
C Prototype
bool mod_storage_save_number(const char* key, f32 value);
functions from network_player.h
get_network_player_from_area
Lua Example
local NetworkPlayerValue = get_network_player_from_area(courseNum, actNum, levelNum, areaIndex)
Parameters
Field | Type |
---|---|
courseNum | integer |
actNum | integer |
levelNum | integer |
areaIndex | integer |
Returns
C Prototype
struct NetworkPlayer* get_network_player_from_area(s16 courseNum, s16 actNum, s16 levelNum, s16 areaIndex);
get_network_player_from_level
Lua Example
local NetworkPlayerValue = get_network_player_from_level(courseNum, actNum, levelNum)
Parameters
Field | Type |
---|---|
courseNum | integer |
actNum | integer |
levelNum | integer |
Returns
C Prototype
struct NetworkPlayer* get_network_player_from_level(s16 courseNum, s16 actNum, s16 levelNum);
get_network_player_smallest_global
Lua Example
local NetworkPlayerValue = get_network_player_smallest_global()
Parameters
- None
Returns
C Prototype
struct NetworkPlayer* get_network_player_smallest_global(void);
network_player_connected_count
Lua Example
local integerValue = network_player_connected_count()
Parameters
- None
Returns
integer
C Prototype
u8 network_player_connected_count(void);
network_player_from_global_index
Lua Example
local NetworkPlayerValue = network_player_from_global_index(globalIndex)
Parameters
Field | Type |
---|---|
globalIndex | integer |
Returns
C Prototype
struct NetworkPlayer* network_player_from_global_index(u8 globalIndex);
network_player_is_override_palette_same
Lua Example
local booleanValue = network_player_is_override_palette_same(np)
Parameters
Field | Type |
---|---|
np | NetworkPlayer |
Returns
boolean
C Prototype
bool network_player_is_override_palette_same(struct NetworkPlayer *np);
network_player_reset_override_palette
Lua Example
network_player_reset_override_palette(np)
Parameters
Field | Type |
---|---|
np | NetworkPlayer |
Returns
- None
C Prototype
void network_player_reset_override_palette(struct NetworkPlayer *np);
network_player_set_description
Lua Example
network_player_set_description(np, description, r, g, b, a)
Parameters
Field | Type |
---|---|
np | NetworkPlayer |
description | string |
r | integer |
g | integer |
b | integer |
a | integer |
Returns
- None
C Prototype
void network_player_set_description(struct NetworkPlayer* np, const char* description, u8 r, u8 g, u8 b, u8 a);
network_player_set_override_location
Lua Example
network_player_set_override_location(np, location)
Parameters
Field | Type |
---|---|
np | NetworkPlayer |
location | string |
Returns
- None
C Prototype
void network_player_set_override_location(struct NetworkPlayer *np, const char *location);
network_player_set_override_palette_color
Lua Example
network_player_set_override_palette_color(np, part, color)
Parameters
Field | Type |
---|---|
np | NetworkPlayer |
part | enum PlayerPart |
color | Color |
Returns
- None
C Prototype
void network_player_set_override_palette_color(struct NetworkPlayer *np, enum PlayerPart part, Color color);
functions from network_utils.h
network_check_singleplayer_pause
Description
Checks if the game can currently be paused in singleplayer
Lua Example
local booleanValue = network_check_singleplayer_pause()
Parameters
- None
Returns
boolean
C Prototype
bool network_check_singleplayer_pause(void);
network_discord_id_from_local_index
Description
Gets a Discord ID corresponding to the network player with localIndex
Lua Example
local stringValue = network_discord_id_from_local_index(localIndex)
Parameters
Field | Type |
---|---|
localIndex | integer |
Returns
string
C Prototype
const char* network_discord_id_from_local_index(u8 localIndex);
network_get_player_text_color_string
Description
Gets the DJUI hex color code string for the player corresponding to localIndex
's cap color
Lua Example
local stringValue = network_get_player_text_color_string(localIndex)
Parameters
Field | Type |
---|---|
localIndex | integer |
Returns
string
C Prototype
const char* network_get_player_text_color_string(u8 localIndex);
network_global_index_from_local
Description
Gets a player's global index from their local index
Lua Example
local integerValue = network_global_index_from_local(localIndex)
Parameters
Field | Type |
---|---|
localIndex | integer |
Returns
integer
C Prototype
u8 network_global_index_from_local(u8 localIndex);
network_is_moderator
Description
Checks if you are a moderator in the current lobby
Lua Example
local booleanValue = network_is_moderator()
Parameters
- None
Returns
boolean
C Prototype
bool network_is_moderator(void);
network_is_server
Description
Checks if you are hosting the current lobby, this value doesn't change
Lua Example
local booleanValue = network_is_server()
Parameters
- None
Returns
boolean
C Prototype
bool network_is_server(void);
network_local_index_from_global
Description
Gets a player's local index from their global index
Lua Example
local integerValue = network_local_index_from_global(globalIndex)
Parameters
Field | Type |
---|---|
globalIndex | integer |
Returns
integer
C Prototype
u8 network_local_index_from_global(u8 globalIndex);
functions from obj_behaviors.c
absf_2
Lua Example
local numberValue = absf_2(f)
Parameters
Field | Type |
---|---|
f | number |
Returns
number
C Prototype
f32 absf_2(f32 f);
calc_new_obj_vel_and_pos_y
Lua Example
calc_new_obj_vel_and_pos_y(objFloor, objFloorY, objVelX, objVelZ)
Parameters
Field | Type |
---|---|
objFloor | Surface |
objFloorY | number |
objVelX | number |
objVelZ | number |
Returns
- None
C Prototype
void calc_new_obj_vel_and_pos_y(struct Surface *objFloor, f32 objFloorY, f32 objVelX, f32 objVelZ);
calc_new_obj_vel_and_pos_y_underwater
Lua Example
calc_new_obj_vel_and_pos_y_underwater(objFloor, floorY, objVelX, objVelZ, waterY)
Parameters
Field | Type |
---|---|
objFloor | Surface |
floorY | number |
objVelX | number |
objVelZ | number |
waterY | number |
Returns
- None
C Prototype
void calc_new_obj_vel_and_pos_y_underwater(struct Surface *objFloor, f32 floorY, f32 objVelX, f32 objVelZ, f32 waterY);
calc_obj_friction
Lua Example
calc_obj_friction(objFriction, floor_nY)
Parameters
Field | Type |
---|---|
objFriction | Pointer <number > |
floor_nY | number |
Returns
- None
C Prototype
void calc_obj_friction(f32 *objFriction, f32 floor_nY);
current_mario_room_check
Lua Example
local integerValue = current_mario_room_check(room)
Parameters
Field | Type |
---|---|
room | integer |
Returns
integer
C Prototype
s8 current_mario_room_check(s16 room);
is_nearest_mario_state_to_object
Lua Example
local integerValue = is_nearest_mario_state_to_object(m, obj)
Parameters
Field | Type |
---|---|
m | MarioState |
obj | Object |
Returns
integer
C Prototype
u8 is_nearest_mario_state_to_object(struct MarioState *m, struct Object *obj);
is_nearest_player_to_object
Lua Example
local integerValue = is_nearest_player_to_object(m, obj)
Parameters
Field | Type |
---|---|
m | Object |
obj | Object |
Returns
integer
C Prototype
u8 is_nearest_player_to_object(struct Object *m, struct Object *obj);
is_other_player_active
Lua Example
local integerValue = is_other_player_active()
Parameters
- None
Returns
integer
C Prototype
u8 is_other_player_active(void);
is_player_active
Lua Example
local integerValue = is_player_active(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
u8 is_player_active(struct MarioState* m);
is_player_in_local_area
Lua Example
local integerValue = is_player_in_local_area(m)
Parameters
Field | Type |
---|---|
m | MarioState |
Returns
integer
C Prototype
u8 is_player_in_local_area(struct MarioState* m);
is_point_close_to_object
Lua Example
local integerValue = is_point_close_to_object(obj, x, y, z, dist)
Parameters
Field | Type |
---|---|
obj | Object |
x | number |
y | number |
z | number |
dist | integer |
Returns
integer
C Prototype
s8 is_point_close_to_object(struct Object *obj, f32 x, f32 y, f32 z, s32 dist);
is_point_within_radius_of_any_player
Lua Example
local integerValue = is_point_within_radius_of_any_player(x, y, z, dist)
Parameters
Field | Type |
---|---|
x | number |
y | number |
z | number |
dist | integer |
Returns
integer
C Prototype
s8 is_point_within_radius_of_any_player(f32 x, f32 y, f32 z, s32 dist);
is_point_within_radius_of_mario
Lua Example
local integerValue = is_point_within_radius_of_mario(x, y, z, dist)
Parameters
Field | Type |
---|---|
x | number |
y | number |
z | number |
dist | integer |
Returns
integer
C Prototype
s8 is_point_within_radius_of_mario(f32 x, f32 y, f32 z, s32 dist);
nearest_interacting_mario_state_to_object
Lua Example
local MarioStateValue = nearest_interacting_mario_state_to_object(obj)
Parameters
Field | Type |
---|---|
obj | Object |
Returns
C Prototype
struct MarioState *nearest_interacting_mario_state_to_object(struct Object *obj);
nearest_interacting_player_to_object
Lua Example
local ObjectValue = nearest_interacting_player_to_object(obj)
Parameters
Field | Type |
---|---|
obj | Object |
Returns
C Prototype
struct Object *nearest_interacting_player_to_object(struct Object *obj);
nearest_mario_state_to_object
Lua Example
local MarioStateValue = nearest_mario_state_to_object(obj)
Parameters
Field | Type |
---|---|
obj | Object |
Returns
C Prototype
struct MarioState* nearest_mario_state_to_object(struct Object *obj);
nearest_player_to_object
Lua Example
local ObjectValue = nearest_player_to_object(obj)
Parameters
Field | Type |
---|---|
obj | Object |
Returns
C Prototype
struct Object* nearest_player_to_object(struct Object *obj);
nearest_possible_mario_state_to_object
Lua Example
local MarioStateValue = nearest_possible_mario_state_to_object(obj)
Parameters
Field | Type |
---|---|
obj | Object |
Returns
C Prototype
struct MarioState* nearest_possible_mario_state_to_object(struct Object *obj);
obj_check_floor_death
Lua Example
obj_check_floor_death(collisionFlags, floor)
Parameters
Field | Type |
---|---|
collisionFlags | integer |
floor | Surface |
Returns
- None
C Prototype
void obj_check_floor_death(s16 collisionFlags, struct Surface *floor);
obj_check_if_facing_toward_angle
Lua Example
local integerValue = obj_check_if_facing_toward_angle(base, goal, range)
Parameters
Field | Type |
---|---|
base | integer |
goal | integer |
range | integer |
Returns
integer
C Prototype
s8 obj_check_if_facing_toward_angle(u32 base, u32 goal, s16 range);
obj_find_wall
Lua Example
local integerValue = obj_find_wall(objNewX, objY, objNewZ, objVelX, objVelZ)
Parameters
Field | Type |
---|---|
objNewX | number |
objY | number |
objNewZ | number |
objVelX | number |
objVelZ | number |
Returns
integer
C Prototype
s8 obj_find_wall(f32 objNewX, f32 objY, f32 objNewZ, f32 objVelX, f32 objVelZ);
obj_find_wall_displacement
Lua Example
local integerValue = obj_find_wall_displacement(dist, x, y, z, radius)
Parameters
Field | Type |
---|---|
dist | Vec3f |
x | number |
y | number |
z | number |
radius | number |
Returns
integer
C Prototype
s8 obj_find_wall_displacement(Vec3f dist, f32 x, f32 y, f32 z, f32 radius);
obj_flicker_and_disappear
Lua Example
local integerValue = obj_flicker_and_disappear(obj, lifeSpan)
Parameters
Field | Type |
---|---|
obj | Object |
lifeSpan | integer |
Returns
integer
C Prototype
s8 obj_flicker_and_disappear(struct Object *obj, s16 lifeSpan);
obj_lava_death
Lua Example
local integerValue = obj_lava_death()
Parameters
- None
Returns
integer
C Prototype
s8 obj_lava_death(void);
obj_move_xyz_using_fvel_and_yaw
Lua Example
obj_move_xyz_using_fvel_and_yaw(obj)
Parameters
Field | Type |
---|---|
obj | Object |
Returns
- None
C Prototype
void obj_move_xyz_using_fvel_and_yaw(struct Object *obj);
obj_orient_graph
Lua Example
obj_orient_graph(obj, normalX, normalY, normalZ)
Parameters
Field | Type |
---|---|
obj | Object |
normalX | number |
normalY | number |
normalZ | number |
Returns
- None
C Prototype
void obj_orient_graph(struct Object *obj, f32 normalX, f32 normalY, f32 normalZ);
obj_return_and_displace_home
Lua Example
obj_return_and_displace_home(obj, homeX, homeY, homeZ, baseDisp)
Parameters
Field | Type |
---|---|
obj | Object |
homeX | number |
homeY | number |
homeZ | number |
baseDisp | integer |
Returns
- None
C Prototype
void obj_return_and_displace_home(struct Object *obj, f32 homeX, UNUSED f32 homeY, f32 homeZ, s32 baseDisp);
obj_return_home_if_safe
Lua Example
local integerValue = obj_return_home_if_safe(obj, homeX, y, homeZ, dist)
Parameters
Field | Type |
---|---|
obj | Object |
homeX | number |
y | number |
homeZ | number |
dist | integer |
Returns
integer
C Prototype
s8 obj_return_home_if_safe(struct Object *obj, f32 homeX, f32 y, f32 homeZ, s32 dist);
obj_spawn_yellow_coins
Lua Example
obj_spawn_yellow_coins(obj, nCoins)
Parameters
Field | Type |
---|---|
obj | Object |
nCoins | integer |
Returns
- None
C Prototype
void obj_spawn_yellow_coins(struct Object *obj, s8 nCoins);
obj_splash
Lua Example
obj_splash(waterY, objY)
Parameters
Field | Type |
---|---|
waterY | integer |
objY | integer |
Returns
- None
C Prototype
void obj_splash(s32 waterY, s32 objY);
obj_update_pos_vel_xz
Lua Example
obj_update_pos_vel_xz()
Parameters
- None
Returns
- None
C Prototype
void obj_update_pos_vel_xz(void);
object_step
Lua Example
local integerValue = object_step()
Parameters
- None
Returns
integer
C Prototype
s16 object_step(void);
object_step_without_floor_orient
Lua Example
local integerValue = object_step_without_floor_orient()
Parameters
- None
Returns
integer
C Prototype
s16 object_step_without_floor_orient(void);
set_object_visibility
Lua Example
set_object_visibility(obj, dist)
Parameters
Field | Type |
---|---|
obj | Object |
dist | integer |
Returns
- None
C Prototype
void set_object_visibility(struct Object *obj, s32 dist);
set_yoshi_as_not_dead
Lua Example
set_yoshi_as_not_dead()
Parameters
- None
Returns
- None
C Prototype
void set_yoshi_as_not_dead(void);
spawn_orange_number
Lua Example
spawn_orange_number(behParam, relX, relY, relZ)
Parameters
Field | Type |
---|---|
behParam | integer |
relX | integer |
relY | integer |
relZ | integer |
Returns
- None
C Prototype
void spawn_orange_number(s8 behParam, s16 relX, s16 relY, s16 relZ);
turn_obj_away_from_steep_floor
Lua Example
local integerValue = turn_obj_away_from_steep_floor(objFloor, floorY, objVelX, objVelZ)
Parameters
Field | Type |
---|---|
objFloor | Surface |
floorY | number |
objVelX | number |
objVelZ | number |
Returns
integer
C Prototype
s8 turn_obj_away_from_steep_floor(struct Surface *objFloor, f32 floorY, f32 objVelX, f32 objVelZ);
turn_obj_away_from_surface
Lua Example
turn_obj_away_from_surface(velX, velZ, nX, nY, nZ, objYawX, objYawZ)
Parameters
Field | Type |
---|---|
velX | number |
velZ | number |
nX | number |
nY | number |
nZ | number |
objYawX | Pointer <number > |
objYawZ | Pointer <number > |
Returns
- None
C Prototype
void turn_obj_away_from_surface(f32 velX, f32 velZ, f32 nX, UNUSED f32 nY, f32 nZ, f32 *objYawX, f32 *objYawZ);
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