Merge pull request #38 from Brawmario/feature/more-mario-funcs
Add some more mario functions
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@@ -430,6 +430,20 @@ SM64_LIB_FN void sm64_set_mario_forward_velocity(int32_t marioId, float vel)
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gMarioState->forwardVel = vel;
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}
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SM64_LIB_FN void sm64_set_mario_invincibility(int32_t marioId, int16_t timer)
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{
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if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
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{
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DEBUG_PRINT("Tried to use non-existant Mario with ID: %d", marioId);
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return;
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}
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struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
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global_state_bind( globalState );
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gMarioState->invincTimer = timer;
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}
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SM64_LIB_FN void sm64_set_mario_water_level(int32_t marioId, signed int level)
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{
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if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
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@@ -458,6 +472,22 @@ SM64_LIB_FN void sm64_set_mario_gas_level(int32_t marioId, signed int level)
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gMarioState->gasLevel = level;
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}
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SM64_LIB_FN void sm64_set_mario_health(int32_t marioId, uint16_t health)
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{
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if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
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{
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DEBUG_PRINT("Tried to use non-existant Mario with ID: %d", marioId);
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return;
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}
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struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
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global_state_bind( globalState );
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gMarioState->health = health;
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gMarioState->hurtCounter = 0;
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gMarioState->healCounter = 0;
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}
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SM64_LIB_FN void sm64_mario_take_damage(int32_t marioId, uint32_t damage, uint32_t subtype, float x, float y, float z)
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{
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if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
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@@ -553,6 +583,20 @@ SM64_LIB_FN void sm64_mario_interact_cap(int32_t marioId, uint32_t capFlag, uint
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}
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}
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SM64_LIB_FN void sm64_mario_extend_cap(int32_t marioId, uint16_t capTime)
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{
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if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
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{
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DEBUG_PRINT("Tried to use non-existant Mario with ID: %d", marioId);
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return;
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}
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struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
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global_state_bind( globalState );
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gMarioState->capTimer += capTime;
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}
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SM64_LIB_FN bool sm64_mario_attack(int32_t marioId, float x, float y, float z, float hitboxHeight)
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{
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if( marioId >= s_mario_instance_pool.size || s_mario_instance_pool.objects[marioId] == NULL )
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