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fd11813208
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@@ -14,10 +14,14 @@ project under the `test` directory as well, demonstrating usage of the library.
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## Bindings and plugins
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## Bindings and plugins
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- [Rust bindings](https://github.com/nickmass/libsm64-rust)
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- [Rust bindings](https://github.com/nickmass/libsm64-rust)
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- [Odin bindings](https://github.com/lammmab/libsm64-odin)
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- [Unity plugin](https://github.com/libsm64/libsm64-unity)
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- [Unity plugin](https://github.com/libsm64/libsm64-unity)
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- [Blender add-on](https://github.com/libsm64/libsm64-blender)
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- [Blender add-on](https://github.com/libsm64/libsm64-blender)
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- [Godot add-on](https://github.com/Brawmario/libsm64-godot)
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- [Godot add-on](https://github.com/Brawmario/libsm64-godot)
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- [Game Maker 8 extension](https://github.com/headshot2017/libsm64-gm8)
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- [Game Maker 8 extension](https://github.com/headshot2017/libsm64-gm8)
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- [Unity MelonLoader mod](https://github.com/headshot2017/libsm64-unity-melonloader)
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- [Unity BepInEx plugin](https://github.com/sashaantipov2012/libsm64-unity-bepinex)
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- [C# bindings](https://github.com/MeltyPlayer/libsm64-sharp)
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## Building on Mac and Linux
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## Building on Mac and Linux
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@@ -15,6 +15,7 @@
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#include "decomp/engine/math_util.h"
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#include "decomp/engine/math_util.h"
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#include "decomp/include/sm64.h"
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#include "decomp/include/sm64.h"
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#include "decomp/include/seq_ids.h"
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#include "decomp/include/seq_ids.h"
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#include "decomp/include/types.h"
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#include "decomp/shim.h"
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#include "decomp/shim.h"
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#include "decomp/memory.h"
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#include "decomp/memory.h"
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#include "decomp/global_state.h"
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#include "decomp/global_state.h"
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@@ -255,7 +256,13 @@ SM64_LIB_FN void sm64_mario_tick( int32_t marioId, const struct SM64MarioInputs
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vec3f_copy( outState->position, gMarioState->pos );
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vec3f_copy( outState->position, gMarioState->pos );
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vec3f_copy( outState->velocity, gMarioState->vel );
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vec3f_copy( outState->velocity, gMarioState->vel );
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outState->faceAngle = (float)gMarioState->faceAngle[1] / 32768.0f * 3.14159f;
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outState->faceAngle = (float)gMarioState->faceAngle[1] / 32768.0f * 3.14159f;
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outState->forwardVelocity = gMarioState->forwardVel;
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outState->action = gMarioState->action;
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outState->action = gMarioState->action;
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struct AnimInfo animInfo = gMarioState->marioObj->header.gfx.animInfo;
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outState->animID = animInfo.animID;
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outState->animFrame = animInfo.animFrame;
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outState->flags = gMarioState->flags;
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outState->flags = gMarioState->flags;
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outState->particleFlags = gMarioState->particleFlags;
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outState->particleFlags = gMarioState->particleFlags;
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outState->invincTimer = gMarioState->invincTimer;
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outState->invincTimer = gMarioState->invincTimer;
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@@ -58,8 +58,11 @@ struct SM64MarioState
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float position[3];
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float position[3];
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float velocity[3];
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float velocity[3];
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float faceAngle;
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float faceAngle;
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float forwardVelocity;
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int16_t health;
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int16_t health;
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uint32_t action;
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uint32_t action;
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int32_t animID;
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int16_t animFrame;
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uint32_t flags;
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uint32_t flags;
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uint32_t particleFlags;
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uint32_t particleFlags;
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int16_t invincTimer;
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int16_t invincTimer;
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