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gm_1A3F.h File Reference
#include <melee/gm/forward.h>

Go to the source code of this file.

Functions

void * gm_GetGameModeStateEnterData (GameModeState *)
void * gm_GetGameModeStateExitData (GameModeState *)
void gm_SetGameModeStateId (u8 idx)
 Sets the scene index for both the current and previous scene.
void gm_SetNextGameModeStateId (u8 pending_scene)
 Sets the scene index for the pending scene.
u8 gm_GetPreviousSceneIndex (void)
u8 gm_GetCurrentSceneIndex (void)
void gm_SetNewGameModePending (void)
 Sets state_machine's #GameState::pending value to true (1).
void gm_SetPendingGameMode (u8 pending_mode)
 Sets #GameRouting::pending_mode on state_machine to pending_mode for use after the current mode exits.
void gm_ChangeGameModeAfterCurrentScene (int pending_mode)
 Sets #GameRouting::pending_mode and #GameState::pending on state_machine to pending_mode and true (1) for use after the current scene exits,.
u8 gm_GetCurrentGameMode (void)
u8 gm_GetPreviousGameMode (void)
void gm_SetGameModeOverride (u8(*)(void))
bool gm_Is1PMode (u8 mode)
void gm_801A4510 (void)
 UnclePunch: Scene_Main.

Function Documentation

◆ gm_GetGameModeStateEnterData()

void * gm_GetGameModeStateEnterData ( GameModeState * scene)

◆ gm_GetGameModeStateExitData()

void * gm_GetGameModeStateExitData ( GameModeState * state)

◆ gm_SetGameModeStateId()

void gm_SetGameModeStateId ( u8 idx)

Sets the scene index for both the current and previous scene.

Sets #GameRouting::curr_scene_idx and #GameRouting::prev_scene_idx on state_machine.

See docs related to GameModeState.

Parameters
arg0The index of the scene to use. Not to be confused with the scene class_id, which is defined as a GameSceneKind.

◆ gm_SetNextGameModeStateId()

void gm_SetNextGameModeStateId ( u8 curr_id)

Sets the scene index for the pending scene.

Sets #GameRouting::pending_scene_idx on state_machine to arg0 + 1

See docs related to GameModeState.

Parameters
arg0The scene index of the scene preceding the desired pending scene. The method adds +1 to the input. Not to be confused with the scene class_id, which is defined as a GameSceneKind.
Note
Actually sets the next scene to the scene following the input

◆ gm_GetPreviousSceneIndex()

u8 gm_GetPreviousSceneIndex ( void )

◆ gm_GetCurrentSceneIndex()

u8 gm_GetCurrentSceneIndex ( void )

◆ gm_SetNewGameModePending()

void gm_SetNewGameModePending ( void )

Sets state_machine's #GameState::pending value to true (1).

Signaling that the game mode should change after the current scene exits.

See also: gm_ChangeGameModeAfterCurrentScene, gm_SetPendingGameMode, runGameMode

◆ gm_SetPendingGameMode()

void gm_SetPendingGameMode ( u8 pending_mode)

Sets #GameRouting::pending_mode on state_machine to pending_mode for use after the current mode exits.

Sets the state_machine #GameRouting::pending_mode to the provided value. The pending_mode is read when runGameMode exits, ultimately passing the pending_mode on to the next invocation of runGameMode.

Note that subsequent calls to gm_SetPendingGameMode or gm_ChangeGameModeAfterCurrentScene will override the last one. When a game mode exits, the last call to gm_SetPendingGameMode or gm_ChangeGameModeAfterCurrentScene wins.

See also: gm_ChangeGameModeAfterCurrentScene, gm_SetNewGameModePending, runGameMode

Parameters
pending_modeThe next game mode to use

◆ gm_ChangeGameModeAfterCurrentScene()

void gm_ChangeGameModeAfterCurrentScene ( int pending_mode)

Sets #GameRouting::pending_mode and #GameState::pending on state_machine to pending_mode and true (1) for use after the current scene exits,.

Sets the state_machine #GameRouting::pending_mode to the provided value, setting #GameState::pending to true (1) in the process. The pending_mode is read when runGameMode exits, ultimately passing the pending_mode on to the next invocation of runGameMode.

Effectively equivelant to running gm_SetPendingGameMode and gm_SetNewGameModePending

Note that subsequent calls to gm_SetPendingGameMode or gm_ChangeGameModeAfterCurrentScene will override the last one. When a game mode exits, the last call to gm_SetPendingGameMode or gm_ChangeGameModeAfterCurrentScene wins.

See also: gm_SetPendingGameMode, gm_SetNewGameModePending, runGameMode

Parameters
pending_modeThe next game mode to use

◆ gm_GetCurrentGameMode()

u8 gm_GetCurrentGameMode ( void )

◆ gm_GetPreviousGameMode()

u8 gm_GetPreviousGameMode ( void )

◆ gm_SetGameModeOverride()

void gm_SetGameModeOverride ( u8(* mode )(void))

◆ gm_Is1PMode()

bool gm_Is1PMode ( u8 mode)

◆ gm_801A4510()

void gm_801A4510 ( void )

UnclePunch: Scene_Main.