SSBM Decomp
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Stands for "axis-aligned bounding box."
Short for "acceleration."
Short for "ambient."
Short for "attack."
Short for "camera."
Short for "callback."
Short for "channel."
Short for "collision(s)."
Short for "camera stick," the yellow analog stick on the right side of the GameCube controller.
Short for "current" or "cursor."
Short for "degrees."
Short for "direction."
Short for "divisor" or "divide."
Short for "damage."
Short for "destination."
Short for "dynamic."
Stands for "environmental collision box."
Stands for "Entity Variables." Used by HSD_GObj::user_data structs (such as #Fighter::ev) to store polymorphic variables.
Short for "fighter."
Short for "ground."
Short for "gravity."
Short for "identifier." Not an acronym.
Short for "index."
Short for "initial" or any form of the verb "initialize."
Short for "item."
Short for "knockback."
Short for "left stick," the gray analog stick on the GameCube controller.
Stands for "left/right." Synonymous with "facing direction."
Short for "magnitude."
Short for "minimum."
Short for "multiplier" or "multiply."
Stands for "motion variables." Used by HSD_GObj::user_data structs (such as Fighter::mv) to store polymorphic variables specific to an MotionState.
Short for "physics."
Short for "platform."
Short for "player."
Short for "position."
Short for "previous."
Short for "radians."
Short for "rotation."
Short for "sound effect(s)."
Short for "speed."
Short for "square."
Short for "source."
Short for "size."
Short for "target."
Short for "unknown."
Short for "vector."
Short for "vegetable."
Short for "velocity."
Short for "vertex."
Short for "victim."
Zako (雑魚) is Japanese for "trash mob" in video games, literally "small fish." In Melee, this is used to refer to Fighting Wire Frames and possibly other enemies.