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SSBM Decomp
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#include <Runtime/platform.h>#include <melee/gr/forward.h>#include <melee/lb/forward.h>#include <sysdolphin/baselib/forward.h>#include <dolphin/mtx.h>#include <dolphin/types.h>#include <sysdolphin/baselib/gobj.h>Go to the source code of this file.
Macros | |
| #define | FIGHTERVARS_SIZE 0xF8 |
| #define | CLIFFCATCH_BOTH 0 |
| Ledge Grab Macros. | |
| #define | CLIFFCATCH_LEFT -1 |
| #define | CLIFFCATCH_RIGHT 1 |
Typedefs | |
| typedef enum_t | FtMotionId |
| typedef struct Fighter_x1670_t | Fighter_x1670_t |
| typedef struct ftData_x8 | ftData_x8 |
| typedef struct ftMaterial_UnkTevStruct | ftMaterial_UnkTevStruct |
| typedef u32 | MotionFlags |
| typedef char *(* | Fighter_MotionFileStringGetter) (enum_t arg0) |
| typedef void(* | Fighter_ItemEvent) (HSD_GObj *gobj, bool arg1) |
| typedef void(* | Fighter_ModelEvent) (Fighter *fp, int arg1, bool arg2) |
| typedef void(* | Fighter_UnkMtxEvent) (HSD_GObj *gobj, int arg1, Mtx vmtx) |
| typedef void(* | Fighter_UnkPtrEvent) (int arg0, int *arg1, int *arg2) |
| typedef void(* | FighterEvent) (Fighter *fp) |
| typedef void(* | FtCmd) (Fighter_GObj *, CommandInfo *) |
| typedef void(* | FtCmd2) (Fighter_GObj *, CommandInfo *, int) |
| typedef bool(* | ftDevice_Callback0) (Ground_GObj *, Fighter_GObj *, Vec3 *) |
Variables | |
| static MotionFlags const | Ft_MF_None = 0 |
| static MotionFlags const | Ft_MF_KeepFastFall = 1 << 0 |
| static MotionFlags const | Ft_MF_KeepGfx = 1 << 1 |
| static MotionFlags const | Ft_MF_KeepColAnimHitStatus = 1 << 2 |
| Preserve full body collision state. | |
| static MotionFlags const | Ft_MF_SkipHit = 1 << 3 |
| Keep hitboxes. | |
| static MotionFlags const | Ft_MF_SkipModel = 1 << 4 |
| Ignore model state change ? | |
| static MotionFlags const | Ft_MF_SkipAnimVel = 1 << 5 |
| static MotionFlags const | Ft_MF_Unk06 = 1 << 6 |
| static MotionFlags const | Ft_MF_SkipMatAnim = 1 << 7 |
| Ignore switching to character's "hurt" textures ? | |
| static MotionFlags const | Ft_MF_SkipThrowException = 1 << 8 |
| Resets thrower GObj pointer to NULL if false? | |
| static MotionFlags const | Ft_MF_KeepSfx = 1 << 9 |
| static MotionFlags const | Ft_MF_SkipParasol = 1 << 10 |
| Ignore Parasol state change. | |
| static MotionFlags const | Ft_MF_SkipRumble = 1 << 11 |
| Ignore rumble update? | |
| static MotionFlags const | Ft_MF_SkipColAnim = 1 << 12 |
| static MotionFlags const | Ft_MF_KeepAccessory = 1 << 13 |
| Keep respawn platform? | |
| static MotionFlags const | Ft_MF_UpdateCmd = 1 << 14 |
| Run all Subaction Events up to the current animation frame. | |
| static MotionFlags const | Ft_MF_SkipNametagVis = 1 << 15 |
| static MotionFlags const | Ft_MF_KeepColAnimPartHitStatus = 1 << 16 |
| Assume this is for individual bones? | |
| static MotionFlags const | Ft_MF_KeepSwordTrail = 1 << 17 |
| static MotionFlags const | Ft_MF_SkipItemVis = 1 << 18 |
| Used by Ness during Up/Down Smash. | |
| static MotionFlags const | Ft_MF_Unk19 = 1 << 19 |
| Skips updating bit 5 of #Fighter::x2222_flag? | |
| static MotionFlags const | Ft_MF_UnkUpdatePhys = 1 << 20 |
| static MotionFlags const | Ft_MF_FreezeState = 1 << 21 |
| Sets anim rate to 0 and some other stuff. | |
| static MotionFlags const | Ft_MF_SkipModelPartVis = 1 << 22 |
| static MotionFlags const | Ft_MF_SkipMetalB = 1 << 23 |
| static MotionFlags const | Ft_MF_Unk24 = 1 << 24 |
| static MotionFlags const | Ft_MF_SkipAttackCount = 1 << 25 |
| static MotionFlags const | Ft_MF_SkipModelFlags = 1 << 26 |
| static MotionFlags const | Ft_MF_Unk27 = 1 << 27 |
| static MotionFlags const | Ft_MF_SkipHitStun = 1 << 28 |
| static MotionFlags const | Ft_MF_SkipAnim = 1 << 29 |
| Keeps current fighter animation? | |
| static MotionFlags const | Ft_MF_Unk30 = 1 << 30 |
| static MotionFlags const | Ft_MF_Unk31 = 1 << 31 |
| Unused? | |
| #define FIGHTERVARS_SIZE 0xF8 |
| #define CLIFFCATCH_BOTH 0 |
Ledge Grab Macros.
| #define CLIFFCATCH_LEFT -1 |
| #define CLIFFCATCH_RIGHT 1 |
| typedef enum_t FtMotionId |
| typedef struct Fighter_x1670_t Fighter_x1670_t |
| typedef struct ftMaterial_UnkTevStruct ftMaterial_UnkTevStruct |
| typedef u32 MotionFlags |
| typedef char *(* Fighter_MotionFileStringGetter) (enum_t arg0) |
| typedef void(* Fighter_UnkPtrEvent) (int arg0, int *arg1, int *arg2) |
| typedef void(* FighterEvent) (Fighter *fp) |
| typedef void(* FtCmd) (Fighter_GObj *, CommandInfo *) |
| typedef void(* FtCmd2) (Fighter_GObj *, CommandInfo *, int) |
| typedef bool(* ftDevice_Callback0) (Ground_GObj *, Fighter_GObj *, Vec3 *) |
| enum FighterKind |
| enum CharacterKind |
| enum Fighter_Part |
| enum FtWalkType |
| enum FtMoveId |
| enum SmashState |
| enum ftCommon_BuryType |
| enum EntityKind |
| enum GroundOrAir |
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Preserve full body collision state.
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Keep hitboxes.
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Ignore model state change ?
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Ignore switching to character's "hurt" textures ?
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Resets thrower GObj pointer to NULL if false?
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Ignore Parasol state change.
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Ignore rumble update?
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Keep respawn platform?
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Run all Subaction Events up to the current animation frame.
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Assume this is for individual bones?
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Used by Ness during Up/Down Smash.
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Skips updating bit 5 of #Fighter::x2222_flag?
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Sets anim rate to 0 and some other stuff.
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Keeps current fighter animation?
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Unused?