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

Go to the source code of this file.

Functions

void gm_801A3EF4 (void)
void gm_801A3F48 (GameScene *)
void gm_801A4014 (GameMode *)
 Runs one game-mode scene transition and invokes the run loop for a given scene.
void * gm_GetGameSceneLoadDataCallback (GameScene *)
void * gm_GetGameSceneLeaveDataCallback (GameScene *)
void gm_SetSceneIndex (u8 arg0)
 Sets the scene index for both the current and previous scene.
void gm_SetPendingSceneIndex (u8 pending_scene)
 Sets the scene index for the pending scene.
u8 gm_GetPreviousSceneIndex (void)
u8 gm_GetCurrentSceneIndex (void)
UNK_RET gm_SetNewGameModePending (UNK_PARAMS)
void gm_SetPendingGameMode (s8 pending_mode)
 Sets GameRouting::pending_mode on gm_80479D30 to pending_mode for use after the current mode exits.
void gm_ChangeGameModeAfterCurrentScene (int pending_mode)
 Sets GameRouting::pending_mode and GameState::pending on gm_80479D30 to pending_mode and true (1) for use after the current scene exits,.
u8 gm_GetCurrentGameMode (void)
u8 gm_GetPreviousGameMode (void)
void gm_801A4330 (u8(*)(void))
bool gm_Is1PMode (u8 mode)
u8 gm_RunGameMode (u8 mode)
void gm_801A4510 (void)
 UnclePunch: Scene_Main.

Function Documentation

◆ gm_801A3EF4()

void gm_801A3EF4 ( void )

◆ gm_801A3F48()

void gm_801A3F48 ( GameScene * scene)

◆ gm_801A4014()

void gm_801A4014 ( GameMode * mode)

Runs one game-mode scene transition and invokes the run loop for a given scene.

Finds the current GameScene in mode, runs its Prep handler, loads the scene via gm_FindGameSceneHandler / gm_801A4D34, then advances GameRouting::curr_scene_idx when the scene loop exits.

◆ gm_GetGameSceneLoadDataCallback()

void * gm_GetGameSceneLoadDataCallback ( GameScene * scene)

◆ gm_GetGameSceneLeaveDataCallback()

void * gm_GetGameSceneLeaveDataCallback ( GameScene * scene)

◆ gm_SetSceneIndex()

void gm_SetSceneIndex ( u8 arg0)

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

Sets GameRouting::curr_scene_idx and GameRouting::prev_scene_idx on gm_80479D30.

See docs related to GameScene.

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

◆ gm_SetPendingSceneIndex()

void gm_SetPendingSceneIndex ( u8 pending_scene)

Sets the scene index for the pending scene.

Sets GameRouting::pending_scene_idx on gm_80479D30 to arg0 + 1

See docs related to GameScene.

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.
Parameters
pending_sceneActually sets the pending scene to the scene following the input

◆ gm_GetPreviousSceneIndex()

u8 gm_GetPreviousSceneIndex ( void )

◆ gm_GetCurrentSceneIndex()

u8 gm_GetCurrentSceneIndex ( void )

◆ gm_SetNewGameModePending()

UNK_RET gm_SetNewGameModePending ( UNK_PARAMS )

◆ gm_SetPendingGameMode()

void gm_SetPendingGameMode ( s8 pending_mode)

Sets GameRouting::pending_mode on gm_80479D30 to pending_mode for use after the current mode exits.

Sets the gm_80479D30 GameRouting::pending_mode to the provided value. The pending_mode is read when gm_RunGameMode exits, ultimately passing the pending_mode on to the next invocation of gm_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, gm_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 gm_80479D30 to pending_mode and true (1) for use after the current scene exits,.

Sets the gm_80479D30 GameRouting::pending_mode to the provided value, setting GameState::pending to true (1) in the process. The pending_mode is read when gm_RunGameMode exits, ultimately passing the pending_mode on to the next invocation of gm_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, gm_RunGameMode

Parameters
pending_modeThe next game mode to use

◆ gm_GetCurrentGameMode()

u8 gm_GetCurrentGameMode ( void )

◆ gm_GetPreviousGameMode()

u8 gm_GetPreviousGameMode ( void )

◆ gm_801A4330()

void gm_801A4330 ( u8(* mode )(void))

◆ gm_Is1PMode()

bool gm_Is1PMode ( u8 mode)

◆ gm_RunGameMode()

u8 gm_RunGameMode ( u8 mode)

◆ gm_801A4510()

void gm_801A4510 ( void )

UnclePunch: Scene_Main.