sm64coopdx/docs/lua/functions-4.md

111 KiB

Lua Functions


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functions from mario_actions_airborne.c


check_common_airborne_cancels

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Lua Example

update_flying(m)

Parameters

Field Type
m MarioState

Returns

  • None

C Prototype

void update_flying(struct MarioState *m);

🔼


update_flying_pitch

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Lua Example

bhv_end_peach_loop()

Parameters

  • None

Returns

  • None

C Prototype

void bhv_end_peach_loop(void);

🔼


bhv_end_toad_loop

Lua Example

bhv_end_toad_loop()

Parameters

  • None

Returns

  • None

C Prototype

void bhv_end_toad_loop(void);

🔼


common_death_handler

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Lua Example

update_shell_speed(m)

Parameters

Field Type
m MarioState

Returns

  • None

C Prototype

void update_shell_speed(struct MarioState *m);

🔼


update_sliding

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

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

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

MarioBodyState

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

MarioState

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

NetworkPlayer

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

NetworkPlayer

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

NetworkPlayer

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

NetworkPlayer

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

MarioState

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

Object

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

MarioState

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

Object

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

MarioState

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);

🔼



functions from obj_behaviors_2.c


approach_f32_ptr

Lua Example

local integerValue = approach_f32_ptr(px, target, delta)

Parameters

Field Type
px Pointer <number>
target number
delta number

Returns

  • integer

C Prototype

s32 approach_f32_ptr(f32 *px, f32 target, f32 delta);

🔼


cur_obj_init_anim_and_check_if_end

Lua Example

local integerValue = cur_obj_init_anim_and_check_if_end(arg0)

Parameters

Field Type
arg0 integer

Returns

  • integer

C Prototype

s32 cur_obj_init_anim_and_check_if_end(s32 arg0);

🔼


cur_obj_init_anim_check_frame

Lua Example

local integerValue = cur_obj_init_anim_check_frame(arg0, arg1)

Parameters

Field Type
arg0 integer
arg1 integer

Returns

  • integer

C Prototype

s32 cur_obj_init_anim_check_frame(s32 arg0, s32 arg1);

🔼


cur_obj_init_anim_extend

Lua Example

cur_obj_init_anim_extend(arg0)

Parameters

Field Type
arg0 integer

Returns

  • None

C Prototype

void cur_obj_init_anim_extend(s32 arg0);

🔼


cur_obj_play_sound_at_anim_range

Lua Example

local integerValue = cur_obj_play_sound_at_anim_range(arg0, arg1, sound)

Parameters

Field Type
arg0 integer
arg1 integer
sound integer

Returns

  • integer

C Prototype

s32 cur_obj_play_sound_at_anim_range(s8 arg0, s8 arg1, u32 sound);

🔼


cur_obj_set_anim_if_at_end

Lua Example

local integerValue = cur_obj_set_anim_if_at_end(arg0)

Parameters

Field Type
arg0 integer

Returns

  • integer

C Prototype

s32 cur_obj_set_anim_if_at_end(s32 arg0);

🔼


cur_obj_spin_all_dimensions

Lua Example

cur_obj_spin_all_dimensions(arg0, arg1)

Parameters

Field Type
arg0 number
arg1 number

Returns

  • None

C Prototype

void cur_obj_spin_all_dimensions(f32 arg0, f32 arg1);

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obj_act_knockback

Lua Example

obj_act_knockback(baseScale)

Parameters

Field Type
baseScale number

Returns

  • None

C Prototype

void obj_act_knockback(UNUSED f32 baseScale);

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obj_act_squished

Lua Example

obj_act_squished(baseScale)

Parameters

Field Type
baseScale number

Returns

  • None

C Prototype

void obj_act_squished(f32 baseScale);

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obj_bounce_off_walls_edges_objects

Lua Example

local integerValue = obj_bounce_off_walls_edges_objects(targetYaw)

Parameters

Field Type
targetYaw Pointer <integer>

Returns

  • integer

C Prototype

s32 obj_bounce_off_walls_edges_objects(s32 *targetYaw);

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obj_check_attacks

Lua Example

local integerValue = obj_check_attacks(hitbox, attackedMarioAction)

Parameters

Field Type
hitbox ObjectHitbox
attackedMarioAction integer

Returns

  • integer

C Prototype

s32 obj_check_attacks(struct ObjectHitbox *hitbox, s32 attackedMarioAction);

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obj_compute_vel_from_move_pitch

Lua Example

obj_compute_vel_from_move_pitch(speed)

Parameters

Field Type
speed number

Returns

  • None

C Prototype

void obj_compute_vel_from_move_pitch(f32 speed);

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obj_die_if_above_lava_and_health_non_positive

Lua Example

local integerValue = obj_die_if_above_lava_and_health_non_positive()

Parameters

  • None

Returns

  • integer

C Prototype

s32 obj_die_if_above_lava_and_health_non_positive(void);

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obj_die_if_health_non_positive

Lua Example

obj_die_if_health_non_positive()

Parameters

  • None

Returns

  • None

C Prototype

void obj_die_if_health_non_positive(void);

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obj_face_pitch_approach

Lua Example

local integerValue = obj_face_pitch_approach(targetPitch, deltaPitch)

Parameters

Field Type
targetPitch integer
deltaPitch integer

Returns

  • integer

C Prototype

s32 obj_face_pitch_approach(s16 targetPitch, s16 deltaPitch);

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obj_face_roll_approach

Lua Example

local integerValue = obj_face_roll_approach(targetRoll, deltaRoll)

Parameters

Field Type
targetRoll integer
deltaRoll integer

Returns

  • integer

C Prototype

s32 obj_face_roll_approach(s16 targetRoll, s16 deltaRoll);

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obj_face_yaw_approach

Lua Example

local integerValue = obj_face_yaw_approach(targetYaw, deltaYaw)

Parameters

Field Type
targetYaw integer
deltaYaw integer

Returns

  • integer

C Prototype

s32 obj_face_yaw_approach(s16 targetYaw, s16 deltaYaw);

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obj_forward_vel_approach

Lua Example

local integerValue = obj_forward_vel_approach(target, delta)

Parameters

Field Type
target number
delta number

Returns

  • integer

C Prototype

s32 obj_forward_vel_approach(f32 target, f32 delta);

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obj_get_pitch_from_vel

Lua Example

local integerValue = obj_get_pitch_from_vel()

Parameters

  • None

Returns

  • integer

C Prototype

s16 obj_get_pitch_from_vel(void);

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obj_get_pitch_to_home

Lua Example

local integerValue = obj_get_pitch_to_home(latDistToHome)

Parameters

Field Type
latDistToHome number

Returns

  • integer

C Prototype

s16 obj_get_pitch_to_home(f32 latDistToHome);

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obj_grow_then_shrink

Lua Example

local integerValue = obj_grow_then_shrink(scaleVel, shootFireScale, endScale)

Parameters

Field Type
scaleVel Pointer <number>
shootFireScale number
endScale number

Returns

  • integer

C Prototype

s32 obj_grow_then_shrink(f32 *scaleVel, f32 shootFireScale, f32 endScale);

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obj_handle_attacks

Lua Example

local integerValue = obj_handle_attacks(hitbox, attackedMarioAction, attackHandlers)

Parameters

Field Type
hitbox ObjectHitbox
attackedMarioAction integer
attackHandlers Pointer <integer>

Returns

  • integer

C Prototype

s32 obj_handle_attacks(struct ObjectHitbox *hitbox, s32 attackedMarioAction, u8 *attackHandlers);

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obj_is_near_to_and_facing_mario

Lua Example

local integerValue = obj_is_near_to_and_facing_mario(m, maxDist, maxAngleDiff)

Parameters

Field Type
m MarioState
maxDist number
maxAngleDiff integer

Returns

  • integer

C Prototype

s32 obj_is_near_to_and_facing_mario(struct MarioState* m, f32 maxDist, s16 maxAngleDiff);

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obj_is_rendering_enabled

Lua Example

local integerValue = obj_is_rendering_enabled()

Parameters

  • None

Returns

  • integer

C Prototype

s32 obj_is_rendering_enabled(void);

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obj_move_for_one_second

Lua Example

local integerValue = obj_move_for_one_second(endAction)

Parameters

Field Type
endAction integer

Returns

  • integer

C Prototype

s32 obj_move_for_one_second(s32 endAction);

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obj_move_pitch_approach

Lua Example

local integerValue = obj_move_pitch_approach(target, delta)

Parameters

Field Type
target integer
delta integer

Returns

  • integer

C Prototype

s32 obj_move_pitch_approach(s16 target, s16 delta);

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obj_random_fixed_turn

Lua Example

local integerValue = obj_random_fixed_turn(delta)

Parameters

Field Type
delta integer

Returns

  • integer

C Prototype

s16 obj_random_fixed_turn(s16 delta);

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obj_resolve_collisions_and_turn

Lua Example

local integerValue = obj_resolve_collisions_and_turn(targetYaw, turnSpeed)

Parameters

Field Type
targetYaw integer
turnSpeed integer

Returns

  • integer

C Prototype

s32 obj_resolve_collisions_and_turn(s16 targetYaw, s16 turnSpeed);

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obj_resolve_object_collisions

Lua Example

local integerValue = obj_resolve_object_collisions(targetYaw)

Parameters

Field Type
targetYaw Pointer <integer>

Returns

  • integer

C Prototype

s32 obj_resolve_object_collisions(s32 *targetYaw);

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obj_roll_to_match_yaw_turn

Lua Example

obj_roll_to_match_yaw_turn(targetYaw, maxRoll, rollSpeed)

Parameters

Field Type
targetYaw integer
maxRoll integer
rollSpeed integer

Returns

  • None

C Prototype

void obj_roll_to_match_yaw_turn(s16 targetYaw, s16 maxRoll, s16 rollSpeed);

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obj_rotate_yaw_and_bounce_off_walls

Lua Example

obj_rotate_yaw_and_bounce_off_walls(targetYaw, turnAmount)

Parameters

Field Type
targetYaw integer
turnAmount integer

Returns

  • None

C Prototype

void obj_rotate_yaw_and_bounce_off_walls(s16 targetYaw, s16 turnAmount);

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obj_set_dist_from_home

Lua Example

obj_set_dist_from_home(distFromHome)

Parameters

Field Type
distFromHome number

Returns

  • None

C Prototype

void obj_set_dist_from_home(f32 distFromHome);

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obj_set_knockback_action

Lua Example

obj_set_knockback_action(attackType)

Parameters

Field Type
attackType integer

Returns

  • None

C Prototype

void obj_set_knockback_action(s32 attackType);

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obj_set_squished_action

Lua Example

obj_set_squished_action()

Parameters

  • None

Returns

  • None

C Prototype

void obj_set_squished_action(void);

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obj_smooth_turn

Lua Example

local integerValue = obj_smooth_turn(angleVel, angle, targetAngle, targetSpeedProportion, accel, minSpeed, maxSpeed)

Parameters

Field Type
angleVel Pointer <integer>
angle Pointer <integer>
targetAngle integer
targetSpeedProportion number
accel integer
minSpeed integer
maxSpeed integer

Returns

  • integer

C Prototype

s32 obj_smooth_turn(s16 *angleVel, s32 *angle, s16 targetAngle, f32 targetSpeedProportion, s16 accel, s16 minSpeed, s16 maxSpeed);

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obj_spit_fire

Lua Example

local ObjectValue = obj_spit_fire(relativePosX, relativePosY, relativePosZ, scale, model, startSpeed, endSpeed, movePitch)

Parameters

Field Type
relativePosX integer
relativePosY integer
relativePosZ integer
scale number
model integer
startSpeed number
endSpeed number
movePitch integer

Returns

Object

C Prototype

struct Object* obj_spit_fire(s16 relativePosX, s16 relativePosY, s16 relativePosZ, f32 scale, s32 model, f32 startSpeed, f32 endSpeed, s16 movePitch);

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obj_turn_pitch_toward_mario

Lua Example

local integerValue = obj_turn_pitch_toward_mario(m, targetOffsetY, turnAmount)

Parameters

Field Type
m MarioState
targetOffsetY number
turnAmount integer

Returns

  • integer

C Prototype

s16 obj_turn_pitch_toward_mario(struct MarioState* m, f32 targetOffsetY, s16 turnAmount);

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obj_unused_die

Lua Example

obj_unused_die()

Parameters

  • None

Returns

  • None

C Prototype

void obj_unused_die(void);

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obj_update_blinking

Lua Example

obj_update_blinking(blinkTimer, baseCycleLength, cycleLengthRange, blinkLength)

Parameters

Field Type
blinkTimer Pointer <integer>
baseCycleLength integer
cycleLengthRange integer
blinkLength integer

Returns

  • None

C Prototype

void obj_update_blinking(s32 *blinkTimer, s16 baseCycleLength, s16 cycleLengthRange, s16 blinkLength);

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obj_update_standard_actions

Lua Example

local integerValue = obj_update_standard_actions(scale)

Parameters

Field Type
scale number

Returns

  • integer

C Prototype

s32 obj_update_standard_actions(f32 scale);

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obj_y_vel_approach

Lua Example

local integerValue = obj_y_vel_approach(target, delta)

Parameters

Field Type
target number
delta number

Returns

  • integer

C Prototype

s32 obj_y_vel_approach(f32 target, f32 delta);

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oscillate_toward

Lua Example

local integerValue = oscillate_toward(value, vel, target, velCloseToZero, accel, slowdown)

Parameters

Field Type
value Pointer <integer>
vel Pointer <number>
target integer
velCloseToZero number
accel number
slowdown number

Returns

  • integer

C Prototype

s32 oscillate_toward(s32 *value, f32 *vel, s32 target, f32 velCloseToZero, f32 accel, f32 slowdown);

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platform_on_track_update_pos_or_spawn_ball

Lua Example

platform_on_track_update_pos_or_spawn_ball(ballIndex, x, y, z)

Parameters

Field Type
ballIndex integer
x number
y number
z number

Returns

  • None

C Prototype

void platform_on_track_update_pos_or_spawn_ball(s32 ballIndex, f32 x, f32 y, f32 z);

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random_linear_offset

Lua Example

local integerValue = random_linear_offset(base, range)

Parameters

Field Type
base integer
range integer

Returns

  • integer

C Prototype

s16 random_linear_offset(s16 base, s16 range);

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random_mod_offset

Lua Example

local integerValue = random_mod_offset(base, step, mod)

Parameters

Field Type
base integer
step integer
mod integer

Returns

  • integer

C Prototype

s16 random_mod_offset(s16 base, s16 step, s16 mod);

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treat_far_home_as_mario

Lua Example

treat_far_home_as_mario(threshold, distanceToPlayer, angleToPlayer)

Parameters

Field Type
threshold number
distanceToPlayer Pointer <integer>
angleToPlayer Pointer <integer>

Returns

  • None

C Prototype

void treat_far_home_as_mario(f32 threshold, s32* distanceToPlayer, s32* angleToPlayer);

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