1#ifndef MELEE_GM_FORWARD_H
2#define MELEE_GM_FORWARD_H
struct GameSceneInfo GameSceneInfo
Definition forward.h:127
bool(* GmRouteCallback)(int)
Definition forward.h:158
GameModeKind
Definition forward.h:6
@ GM_TARGET_TEST
Definition forward.h:22
@ GM_COUNT
Definition forward.h:52
@ GM_VS
Definition forward.h:9
@ GM_3MIN_VS
Definition forward.h:42
@ GM_CHALLENGER_APPROACH
Definition forward.h:27
@ GM_PROGRESSIVE_SCAN
Definition forward.h:46
@ GM_15MIN_VS
Definition forward.h:43
@ GM_DEBUG_GOVER
trophy fall and 'congrats'
Definition forward.h:33
@ GM_CLASSIC
Definition forward.h:10
@ GM_TOY_GALLERY
Definition forward.h:18
@ GM_MEMCARD
Definition forward.h:48
@ GM_ENDLESS_VS
Definition forward.h:44
@ GM_SUPER_SUDDEN_DEATH_VS
Definition forward.h:23
@ GM_INVISIBLE_VS
Definition forward.h:24
@ GM_HANYU_CSS
Definition forward.h:15
@ GM_CAMERA_MODE
Definition forward.h:17
@ GM_ADVENTURE_GOVER
Definition forward.h:29
@ GM_HOME_RUN_CONTEST
Definition forward.h:39
@ GM_HANYU_SSS
Definition forward.h:16
@ GM_ALLSTAR_GOVER
Definition forward.h:30
@ GM_BOOT
Definition forward.h:47
@ GM_GIANT_VS
Definition forward.h:37
@ GM_OPENING_MV
Definition forward.h:31
@ GM_ALLSTAR
Definition forward.h:12
@ GM_DEBUG
Definition forward.h:13
@ GM_LIGHTNING_VS
Definition forward.h:26
@ GM_TOURNAMENT
Definition forward.h:34
@ GM_DEBUG_CUTSCENE
Definition forward.h:32
@ GM_FIXED_CAMERA_VS
Definition forward.h:49
@ GM_ADVENTURE
Definition forward.h:11
@ GM_STAMINA_VS
Definition forward.h:38
@ GM_DEBUG_VS
Definition forward.h:21
@ GM_10MAN_VS
Definition forward.h:40
@ GM_EVENT
Definition forward.h:50
@ GM_SINGLE_BUTTON_VS
Definition forward.h:51
@ GM_CLASSIC_GOVER
Definition forward.h:28
@ GM_TOY_COLLECTION
Definition forward.h:20
@ GM_SLOMO_VS
Definition forward.h:25
@ GM_TRAINING
Definition forward.h:35
@ GM_TITLE
Definition forward.h:7
@ GM_DEBUG_SOUND_TEST
Definition forward.h:14
@ GM_100MAN_VS
Definition forward.h:41
@ GM_TINY_VS
Definition forward.h:36
@ GM_CRUEL_VS
Definition forward.h:45
@ GM_TOY_LOTTERY
Definition forward.h:19
@ GM_MENU
Definition forward.h:8
struct gmm_x0_528_t gmm_x0_528_t
Definition forward.h:151
struct Unk1PData_x24 Unk1PData_x24
Definition forward.h:152
MatchOutcome
Definition forward.h:109
@ OUTCOME_0x3
Definition forward.h:113
@ OUTCOME_NONE
Definition forward.h:110
@ OUTCOME_0x9
Definition forward.h:119
@ OUTCOME_RETRY
Definition forward.h:118
@ OUTCOME_LRASTART
Definition forward.h:117
@ OUTCOME_0x6
Definition forward.h:116
@ OUTCOME_0x5
Definition forward.h:115
@ OUTCOME_0x4
Definition forward.h:114
@ OUTCOME_TIMEOUT
Definition forward.h:111
@ OUTCOME_ELIMINATION
Definition forward.h:112
struct Placeholder_8016AE38_flags Placeholder_8016AE38_flags
Definition forward.h:135
GameSceneKind
Definition forward.h:55
@ GS_TOU_ALT
Winner Out/Loser Out "Match Type".
Definition forward.h:99
@ GS_CUTSCENE_BRINSTAR
"Vi0401.dat" - "visual0401Scene" - "visual0401InfoScene"
Definition forward.h:75
@ GS_COMING_SOON
Definition forward.h:96
@ GS_CAMERA_VS
Definition forward.h:105
@ GS_INTRO_NORMAL
Adventure Mode intro.
Definition forward.h:70
@ GS_SSS
Definition forward.h:65
@ GS_MOVIE_OMAKE15
"Special Movie"
Definition forward.h:92
@ GS_TITLE
Definition forward.h:56
@ GS_SUDDEN_DEATH
Definition forward.h:59
@ GS_MEMCARD
Memcard Prompt.
Definition forward.h:103
@ GS_TOY_LOTTERY
Definition forward.h:68
@ GS_CUTSCENE_STARFOX
"Vi0601.dat" - "visual0601Scene"
Definition forward.h:81
@ GS_CUTSCENE_FZERO
"Vi0801.dat" - "visual0801Scene"
Definition forward.h:82
@ GS_REGEND_CONGRATS
"REG" may refer to any 1p mode
Definition forward.h:73
@ GS_CUTSCENE_GIANTKIRBY
"Vi0502.dat" - "visual0502Scene"
Definition forward.h:80
@ GS_CUTSCENE_EXPLOSION
Planet Explosion / "Vi0402.dat" - "visual0402Scene".
Definition forward.h:77
@ GS_TOY_COLLECTION
Definition forward.h:69
@ GS_MOVIE_OPENING
Definition forward.h:89
@ GS_CUTSCENE_GIGADEFEATED
"Vi1202.dat" - "visual1202Scene"
Definition forward.h:88
@ GS_REGEND_TOYFALL
Trophy fall scene that happens when you win in 1p mode.
Definition forward.h:71
@ GS_0x6
Unused? It is skipped in the table entirely.
Definition forward.h:62
@ GS_TOY_GALLERY
Definition forward.h:67
@ GS_CUTSCENE_3KIRBYS
"Vi0501.dat" - "visual0501Scene"
Definition forward.h:79
@ GS_TOU_SETUP
Selections and settings.
Definition forward.h:97
@ GS_VS
Definition forward.h:58
@ GS_0xA
Unused? Empty in the table.
Definition forward.h:66
@ GS_MENU
Definition forward.h:57
@ GS_CUTSCENE_LUIGI
"Vi0102.dat" - "visual0102Scene"
Definition forward.h:74
@ GS_PROG_SCAN
Definition forward.h:101
@ GS_GAMEOVER
Definition forward.h:95
@ GS_DEBUG_MENU
Definition forward.h:63
@ GS_PRIZE_INTERFACE
Achievement/Special Message Pop-up.
Definition forward.h:100
@ GS_INTRO_EASY
Classic Mode splash screen.
Definition forward.h:93
@ GS_INTRO_ALLSTAR
Unused?
Definition forward.h:94
@ GS_TRAINING_MODE
Definition forward.h:60
@ GS_APPROACH
Challenger Approaching.
Definition forward.h:102
@ GS_RESULTS
Definition forward.h:61
@ GS_MOVIE_HOWTO
Definition forward.h:91
@ GS_COUNT
Definition forward.h:106
@ GS_CUTSCENE_METAL
Metal Mario/Luigi / "Vi1101.dat" -.
Definition forward.h:83
@ GS_CSS
Definition forward.h:64
@ GS_MOVIE_END
1p mode ending movie
Definition forward.h:90
@ GS_CUTSCENE_GIGATRANSFORM
"Vi1201v2.dat" - "visual1201v2Scene"
Definition forward.h:86
@ GS_TOU_BRACKET
Tournament "Match Type".
Definition forward.h:98
@ GS_STAFFROLL
Credits.
Definition forward.h:104
@ GS_CUTSCENE_BOWSERTOY
"Vi1201v1.dat" - "visual1201v1Scene"
Definition forward.h:85
struct gm_8016A92C_arg0_t gm_8016A92C_arg0_t
Definition forward.h:131
int bool
A signed integer used to contain boolean values.
Definition stdbool.h:8