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hooks.md

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Hooks

Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in functions allow Lua to trigger SM64 code.

Supported Hooks


hook_behavior() allows Lua mods to override existing behaviors or create new ones.

Parameters

Field Type Notes
behaviorId enum BehaviorId Set to nil to create a new behavior
objectList enum ObjectList
replaceBehavior bool Prevents the original behavior code from running
initFunction Lua Function (Object obj) Runs once per object
loopFunction Lua Function (Object obj) Runs once per frame per object
behaviorName string Optional, name to give to the behavior

Returns

Lua Example

function bhv_example_init(obj)
    obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
    network_init_object(obj, true, nil)
end

function bhv_example_loop(obj)
    obj.oPosY = obj.oPosY + 1
end

id_bhvExample = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_example_init, bhv_example_loop, "bhvExample")

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hook_chat_command() allows Lua mods to react and respond to chat commands. Chat commands start with the / character. The function the mod passes to the hook should return true when the command was valid and false otherwise.

Parameters

Field Type
command string
description string
func Lua Function (string message) -> bool

Lua Example

function on_test_command(msg)
    if msg == 'on' then
        djui_chat_message_create('Test: enabled')
        return true
    elseif msg == 'off' then
        djui_chat_message_create('Test: disabled')
        return true
    end
    return false
end

hook_chat_command('test', "[on|off] turn test on or off", on_hide_and_seek_command)

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The lua functions sent to hook_event() will be automatically called by SM64 when certain events occur.

Type Description Parameters
HOOK_UPDATE Called once per frame None
HOOK_MARIO_UPDATE Called once per player per frame at the end of a mario update MarioState mario
HOOK_BEFORE_MARIO_UPDATE Called once per player per frame at the beginning of a mario update MarioState mario
HOOK_ON_SET_MARIO_ACTION Called every time a player's current action is changed MarioState mario
HOOK_BEFORE_PHYS_STEP Called once per player per frame before physics code is run, return an integer to cancel it with your own step result MarioState mario, integer stepType
HOOK_ALLOW_PVP_ATTACK Called when one player attacks another, return true to allow the attack MarioState attacker, MarioState victim
HOOK_ON_PVP_ATTACK Called when one player attacks another MarioState attacker, MarioState victim
HOOK_ON_PLAYER_CONNECTED Called when a player connects MarioState connector
HOOK_ON_PLAYER_DISCONNECTED Called when a player disconnects MarioState disconnector
HOOK_ON_HUD_RENDER Called when the HUD is being rendered None
HOOK_ON_HUD_RENDER_BEHIND Called when the HUD is being rendered, every HUD call in this hook renders behind the vanilla HUD None
HOOK_ALLOW_INTERACT Called before mario interacts with an object, return true to allow the interaction MarioState interactor, Object interactee, enum InteractionType interactType
HOOK_ON_INTERACT Called when mario interacts with an object MarioState interactor, Object interactee, enum InteractionType interactType, bool interactValue
HOOK_ON_LEVEL_INIT Called when the level is initialized None
HOOK_ON_WARP Called when the local player warps None
HOOK_ON_SYNC_VALID Called when the current area is synchronized None
HOOK_ON_OBJECT_UNLOAD Called when any object is unloaded Object unloadedObject
HOOK_ON_SYNC_OBJECT_UNLOAD Called when any networked object is unloaded Object unloadedObject
HOOK_ON_PAUSE_EXIT Called when the local player exits through the pause screen, return false to prevent the exit boolean usedExitToCastle
HOOK_GET_STAR_COLLECTION_DIALOG Called when the local player collects a star, return a DialogId to show a message None
HOOK_ON_SET_CAMERA_MODE Called when the camera mode gets set, return false to prevent the camera mode from being set Camera, integer mode, integer frames
HOOK_ON_OBJECT_RENDER Called right before an object is rendered Note: You must set the hookRender field of the object to a non-zero value Object renderedObj
HOOK_ON_DEATH Called when the local player dies, return false to prevent normal death sequence MarioState localMario
HOOK_ON_PACKET_RECEIVE Called when the mod receives a packet that used network_send() or network_send_to() table dataTable
HOOK_USE_ACT_SELECT Called when the level changes, return true to show act selection screen and false otherwise integer levelNum
HOOK_ON_CHANGE_CAMERA_ANGLE Called when the player changes the camera mode to Lakitu cam or Mario cam, return false to prevent the change integer mode
HOOK_ON_SCREEN_TRANSITION Called when the game is about to play a transition, return false to prevent the transition from playing integer type
HOOK_ALLOW_HAZARD_SURFACE Called once per player per frame. Return false to prevent the player from being affected by lava or quicksand MarioState mario, integer hazardType
HOOK_ON_CHAT_MESSAGE Called when a chat message gets sent. Return false to prevent the message from being sent MarioState messageSender, string messageSent
HOOK_OBJECT_SET_MODEL Called when a behavior changes models. Also runs when a behavior spawns Object obj, integer modelID
HOOK_CHARACTER_SOUND Called when mario retrieves a character sound to play, return a character sound or 0 to override it MarioState mario, enum CharacterSound characterSound
HOOK_BEFORE_SET_MARIO_ACTION Called before Mario's action changes Return an action to change the incoming action or 1 to cancel the action change MarioState mario, integer incomingAction
HOOK_JOINED_GAME Called when the local player finishes the join process (if the player isn't the host) None
HOOK_ON_OBJECT_ANIM_UPDATE Called when an object's animation is updated Object objNode
HOOK_ON_DIALOG Called when a dialog appears. Return false to prevent it from appearing integer dialogId
HOOK_ON_EXIT Called before the game shuts down None
HOOK_DIALOG_SOUND Called when a dialog box sound is going to play, return a DS_* constant to override the sound integer dialogSound
HOOK_ON_COLLIDE_LEVEL_BOUNDS Called when a mario collides with the level boundaries MarioState mario
HOOK_MIRROR_MARIO_RENDER Called when a Mirror Mario is rendered GraphNodeObject mirrorMario
HOOK_OVERRIDE_PHYS_STEP_DEFACTO_SPEED Called when slope defacto speed for walking is being calculated, overrides the floor normal in the equation MarioState mario
HOOK_ON_OBJECT_LOAD Called when an object is spawned in Object obj
HOOK_ON_PLAY_SOUND Called when a sound is going to play, return a SOUND_* constant or NO_SOUND to override the sound integer soundBits, Vec3f pos

Parameters

Field Type
hook_event_type HookEventType
func Lua Function (...)

Lua Example

The following example will print out a message 16 times per frame (once for every possible player).

function mario_update(m)
    print('Mario update was called for player index ', m.playerIndex)
end

hook_event(HOOK_MARIO_UPDATE, mario_update)

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hook_mario_action() allows Lua mods to create new actions or override existing ones.

Parameters

Field Type
action_id integer
func Table with entries for Action Hook Types of Lua Function (MarioState m)
interaction_type enum InteractionFlag
Type Description Returns
every_frame Main action code, called once per frame true if action cancelled, else false
gravity Called inside apply_gravity when in action Unused

Lua Example

ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)

function act_wall_slide(m)
    if (m.input & INPUT_A_PRESSED) ~= 0 then
        local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
        m.vel.y = 72.0

        if m.forwardVel < 20.0 then
            m.forwardVel = 20.0
        end
        m.wallKickTimer = 0
        return rc
    end

    -- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
    mario_set_forward_vel(m, -1.0)

    m.particleFlags = m.particleFlags | PARTICLE_DUST

    play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
    set_mario_animation(m, MARIO_ANIM_START_WALLKICK)

    if perform_air_step(m, 0) == AIR_STEP_LANDED then
        mario_set_forward_vel(m, 0.0)
        if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
            return set_mario_action(m, ACT_FREEFALL_LAND, 0)
        end
    end

    m.actionTimer = m.actionTimer + 1
    if m.wall == nil and m.actionTimer > 2 then
        mario_set_forward_vel(m, 0.0)
        return set_mario_action(m, ACT_FREEFALL, 0)
    end

    return 0
end

function act_wall_slide_gravity(m)
    m.vel.y = m.vel.y - 2

    if m.vel.y < -15 then
        m.vel.y = -15
    end
end

function mario_on_set_action(m)
    -- wall slide
    if m.action == ACT_SOFT_BONK then
        m.faceAngle.y = m.faceAngle.y + 0x8000
        set_mario_action(m, ACT_WALL_SLIDE, 0)
    end
end

hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide, gravity = act_wall_slide_gravity } )

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hook_on_sync_table_change() allows Lua mods to react to sync table changes.

  • syncTable parameter must be a sync table, e.g. gGlobalSyncTable, gPlayerSyncTable[], or one of their child tables.
  • field parameter must be one of the fields in the SyncTable.
  • tag parameter can be any type, and is automatically passed to the callback.
  • func parameter must be a function with three parameters: tag, oldVal, and newVal.
    • tag will be the same tag passed into hook_on_sync_table_change().
    • oldVal will be the value before it was set.
    • newVal will be the value that it was set to.

Parameters

Field Type
syncTable SyncTable
field value
tag value
func Lua Function (value tag, value oldValue, value newValue)

Lua Example

function on_testing_field_changed(tag, oldVal, newVal)
    print('testingField changed:', tag, ',', oldVal, '->', newVal)
end

hook_on_sync_table_change(gGlobalSyncTable, 'testingField', 'tag', on_testing_field_changed)

-- now when testingField is set, either locally or over the network, on_testing_field_changed() will be called
gGlobalSyncTable.testingField = 'hello'

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