diff --git a/docs/game_data/spel2.lua b/docs/game_data/spel2.lua index e40f72db5..56fa8e5a1 100644 --- a/docs/game_data/spel2.lua +++ b/docs/game_data/spel2.lua @@ -5893,7 +5893,7 @@ function Quad:is_point_inside(x, y, epsilon) end ---@field water_bubbles LogicUnderwaterBubbles @Only the bubbles that spawn from the floor
Even without it, entities moving in water still spawn bubbles ---@field olmec_cutscene LogicOlmecCutscene ---@field tiamat_cutscene LogicTiamatCutscene - ---@field apep_spawner LogicApepTrigger @Works only if the level has at least one room ROOM_TEMPLATE.APEP, and it still spawns apep at hardcoded positions + ---@field apep_spawner LogicApepTrigger @Triggers and spawns Apep only in rooms set as ROOM_TEMPLATE.APEP ---@field city_of_gold_ankh_sacrifice LogicCOGAnkhSacrifice @All it does is it runs transition to Duat after time delay (sets the state next theme etc. and state.items for proper player respawn) ---@field duat_bosses_spawner Logic ---@field bubbler LogicTiamatBubbles @Spawn rising bubbles at Tiamat (position hardcoded) diff --git a/docs/src/includes/_enums.md b/docs/src/includes/_enums.md index a478b00a1..5d0f07cf3 100644 --- a/docs/src/includes/_enums.md +++ b/docs/src/includes/_enums.md @@ -662,7 +662,7 @@ Name | Data | Description [MOON_CHALLENGE](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.MOON_CHALLENGE) | LOGIC::MOON_CHALLENGE | [STAR_CHALLENGE](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.STAR_CHALLENGE) | LOGIC::STAR_CHALLENGE | [SUN_CHALLENGE](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.SUN_CHALLENGE) | LOGIC::SUN_CHALLENGE | -[MAGMAN_SPAWN](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.MAGMAN_SPAWN) | LOGIC::MAGMAN_SPAWN | +[MAGMAMAN_SPAWN](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.MAGMAMAN_SPAWN) | LOGIC::MAGMAMAN_SPAWN | [WATER_BUBBLES](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.WATER_BUBBLES) | LOGIC::WATER_BUBBLES | [OLMEC_CUTSCENE](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.OLMEC_CUTSCENE) | LOGIC::OLMEC_CUTSCENE | [TIAMAT_CUTSCENE](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=LOGIC.TIAMAT_CUTSCENE) | LOGIC::TIAMAT_CUTSCENE | diff --git a/docs/src/includes/_types.md b/docs/src/includes/_types.md index 26f1d5134..044efcb96 100644 --- a/docs/src/includes/_types.md +++ b/docs/src/includes/_types.md @@ -1426,7 +1426,7 @@ Type | Name | Description [LogicUnderwaterBubbles](#LogicUnderwaterBubbles) | [water_bubbles](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=water_bubbles) | Only the bubbles that spawn from the floor
Even without it, entities moving in water still spawn bubbles [LogicOlmecCutscene](#LogicOlmecCutscene) | [olmec_cutscene](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=olmec_cutscene) | [LogicTiamatCutscene](#LogicTiamatCutscene) | [tiamat_cutscene](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=tiamat_cutscene) | -[LogicApepTrigger](#LogicApepTrigger) | [apep_spawner](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=apep_spawner) | Works only if the level has at least one room [ROOM_TEMPLATE](#ROOM_TEMPLATE).APEP, and it still spawns apep at hardcoded positions +[LogicApepTrigger](#LogicApepTrigger) | [apep_spawner](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=apep_spawner) | Triggers and spawns Apep only in rooms set as [ROOM_TEMPLATE](#ROOM_TEMPLATE).APEP [LogicCOGAnkhSacrifice](#LogicCOGAnkhSacrifice) | [city_of_gold_ankh_sacrifice](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=city_of_gold_ankh_sacrifice) | All it does is it runs transition to Duat after time delay (sets the state next theme etc. and state.items for proper player respawn) [Logic](#Logic) | [duat_bosses_spawner](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=duat_bosses_spawner) | [LogicTiamatBubbles](#LogicTiamatBubbles) | [bubbler](https://github.com/spelunky-fyi/overlunky/search?l=Lua&q=bubbler) | Spawn rising bubbles at [Tiamat](#Tiamat) (position hardcoded) diff --git a/src/game_api/script/usertypes/logic_lua.cpp b/src/game_api/script/usertypes/logic_lua.cpp index bb2395781..d5fd293ef 100644 --- a/src/game_api/script/usertypes/logic_lua.cpp +++ b/src/game_api/script/usertypes/logic_lua.cpp @@ -41,8 +41,8 @@ void register_usertypes(sol::state& lua) LOGIC::STAR_CHALLENGE, "SUN_CHALLENGE", LOGIC::SUN_CHALLENGE, - "MAGMAN_SPAWN", - LOGIC::MAGMAN_SPAWN, + "MAGMAMAN_SPAWN", + LOGIC::MAGMAMAN_SPAWN, "WATER_BUBBLES", LOGIC::WATER_BUBBLES, "OLMEC_CUTSCENE", @@ -99,7 +99,7 @@ void register_usertypes(sol::state& lua) return sol::make_object(lua, (LogicStarChallenge*)return_logic); case LOGIC::SUN_CHALLENGE: return sol::make_object(lua, (LogicSunChallenge*)return_logic); - case LOGIC::MAGMAN_SPAWN: + case LOGIC::MAGMAMAN_SPAWN: return sol::make_object(lua, (LogicMagmamanSpawn*)return_logic); case LOGIC::WATER_BUBBLES: return sol::make_object(lua, (LogicUnderwaterBubbles*)return_logic); diff --git a/src/game_api/state.cpp b/src/game_api/state.cpp index c809e87d8..466730bde 100644 --- a/src/game_api/state.cpp +++ b/src/game_api/state.cpp @@ -851,7 +851,7 @@ Logic* LogicList::start_logic(LOGIC idx) size = sizeof(LogicTuskPleasurePalace); break; } - case LOGIC::MAGMAN_SPAWN: + case LOGIC::MAGMAMAN_SPAWN: { offset = VTABLE_OFFSET::LOGIC_VOLCANA_RELATED; size = sizeof(LogicMagmamanSpawn); diff --git a/src/game_api/state_structs.hpp b/src/game_api/state_structs.hpp index 6a3198187..e913ddb32 100644 --- a/src/game_api/state_structs.hpp +++ b/src/game_api/state_structs.hpp @@ -402,7 +402,7 @@ enum class LOGIC : uint32_t MOON_CHALLENGE, STAR_CHALLENGE, SUN_CHALLENGE, - MAGMAN_SPAWN, + MAGMAMAN_SPAWN, WATER_BUBBLES, OLMEC_CUTSCENE, TIAMAT_CUTSCENE, @@ -695,7 +695,7 @@ struct LogicList LogicUnderwaterBubbles* water_bubbles; LogicOlmecCutscene* olmec_cutscene; LogicTiamatCutscene* tiamat_cutscene; - /// Works only if the level has at least one room ROOM_TEMPLATE.APEP, and it still spawns apep at hardcoded positions + /// Triggers and spawns Apep only in rooms set as ROOM_TEMPLATE.APEP LogicApepTrigger* apep_spawner; /// All it does is it runs transition to Duat after time delay (sets the state next theme etc. and state.items for proper player respawn) LogicCOGAnkhSacrifice* city_of_gold_ankh_sacrifice;