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player.h
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1#ifndef _player_h_
2#define _player_h_
3
4#include <Runtime/platform.h>
5
6#include <melee/ft/forward.h>
7#include <melee/pl/forward.h>
9
10#include <dolphin/mtx.h>
11#include <melee/pl/types.h>
14
15typedef struct _StaticPlayer {
18
20
22
23 /*0x0C*/ u8 transformed[2]; // 0x0001 for normal, 0x0100 for transformed
24 // (Probably Zelda/Sheik only)
25 /*0x0E*/ s16 unk0E;
26
27 union {
28 struct {
29 /*0x10-0x1B*/ Vec3
34 } byVecName;
35
37 } player_poses;
38
40
41 /*0x44*/ u8 costume_id;
44 /*0x45*/ u8 unk45;
47 /*0x47*/ u8 team;
48 /*0x48*/ u8 player_id;
49 /*0x49*/ u8 cpu_level;
50 /*0x4A*/ u8 cpu_type;
51 /*0x4B*/ u8 handicap;
52
53 /*0x4C*/ s8 unk4C;
54 /*0x4D*/ s8 unk4D;
55 /*0x4E*/ s8 unk4E;
56 /*0x4F*/ s8 unk4F;
57
58 /*0x50*/ f32 unk50;
59
60 /*0x54*/ f32 attack_ratio;
62
63 /*0x5C*/ f32 model_scale;
64
65 union {
66 struct {
69 /*0x64*/ s16 stamina;
70 /*0x66*/ s16 unk66;
71 } byName;
73 } staminas;
74
75 /*0x68 - 0x6C*/ s32 falls[2];
76
77 /*0x70-0x84*/ u32 kos_by_player[6];
78
81
83
84 /*0x8E*/ s8 stocks;
85 /*0x8F*/ s8 unk8F;
86
87 /*0x90*/ int current_coins;
88 /*0x94*/ s32 total_coins;
89
90 /*0x98*/ s32 unk98;
91 /*0x9C*/ s32 unk9C;
92
93 /*0xA0-A4*/ s32
94 joystick_direction_input_count[2]; // Incremented every time you move
95 // the joystick a different
96 // direction from neutral.
97
98 /*0xA8*/ int nametag_slot_id;
99
100 /*0xAC*/ struct {
101 u8 b0 : 1; // rumble enabled
102 u8 b1 : 1;
103 u8 b2 : 1;
104 u8 b3 : 1;
105 u8 b4 : 1;
107 u8 b6 : 1;
108 u8 b7 : 1;
109 } flags;
110
111 /*0xAD*/ struct {
112 u8 b0 : 1;
113 u8 b1 : 1;
114 u8 b2 : 1;
115 u8 b3 : 1;
116 u8 b4 : 1;
117 u8 b5 : 1;
118 u8 b6 : 2;
119 } more_flags;
120
121 /*0xAE*/ struct {
122 u8 b0 : 1;
123 u8 b1 : 1;
124 u8 b2 : 1;
125 u8 b3 : 1;
126 u8 b4 : 1;
127 u8 b5 : 1;
128 u8 b6 : 1;
129 u8 b7 : 1;
130 } flagsAE;
131
132 /*0xAF*/ s8 unkAF;
133
135 /*0xB4*/ /*void* sub_character_entity;*/ // Used for followers, such as
136 // Nana
137
138 /*0xB8*/ void (*struct_func)(s32 slot);
139
141
142 /*0xDB0*/ u8 xDB0[0xE90 - 0xDB0];
143
145
147void Player_80031790(int slot);
148void Player_80031848(int slot);
149void Player_80031900(void);
150bool Player_800319C4(int slot, bool arg1);
151void Player_80031AD0(int slot);
152void Player_80031CB0(CharacterKind kind, u8 color);
153void Player_80031D2C(CharacterKind kind, u8 color);
154void Player_80031DA8(s32 param_1, s32 param_2);
155void Player_80031DC8(void func_arg(s32, s32));
156void Player_80031EBC(int slot);
157void Player_80031FB0(int slot, s32 entity_index);
158void Player_80032070(int slot, bool bool_arg);
159bool Player_8003219C(int slot);
160bool Player_8003221C(int slot);
165Gm_PKind Player_8003248C(s32 slot, bool arg1);
166void Player_SetSlottype(s32 slot, Gm_PKind value);
168s8 Player_80032610(s32 slot, bool arg1);
169void Player_LoadPlayerCoords(s32 slot, Vec3* out_vec);
170void Player_80032768(s32 slot, Vec3* arg_vec);
171void Player_80032828(s32 slot, s32 index, Vec3* arg_vec);
172void Player_800328D4(int slot, Vec3* arg_vec);
173void Player_80032A04(int slot, Vec3* arg_vec);
176void Player_SetScale(s32 slot, f32 scale);
177void Player_GetSpawnPlatformPos(s32 slot, Vec3* arg_vec);
178void Player_SetSpawnPlatformPos(s32 slot, Vec3* arg_vec);
179void Player_GetSomePos(s32 slot, Vec3* arg_vec);
180void Player_SetSomePos(s32 slot, Vec3* arg_vec);
182void Player_80032FA4(s32 slot, s32 arg);
186u32 Player_GetCostumeId(int slot);
187void Player_SetCostumeId(int slot, int costume_id);
189void Player_SetControllerIndex(int slot, s8 controller_index);
190int Player_GetTeam(int slot);
191void Player_SetTeam(int slot, s8 unk_color);
192int Player_GetPlayerId(int slot);
193void Player_SetPlayerId(int slot, int player_id);
194int Player_GetCpuLevel(int slot);
195void Player_SetPlayerAndEntityCpuLevel(int slot, int cpu_level);
196int Player_GetCpuType(int slot);
197void Player_SetPlayerAndEntityCpuType(int slot, int cpu_type);
198int Player_GetHandicap(int slot);
199void Player_SetHandicap(int slot, s8 handicap);
200f32 Player_GetUnk50(int slot);
201f32 Player_GetAttackRatio(int slot);
202void Player_SetAttackRatio(int slot, f32 attack_ratio);
204void Player_SetDefenseRatio(int slot, f32 defense_ratio);
205f32 Player_GetModelScale(int slot);
206void Player_SetModelScale(int slot, f32 model_scale);
207s32 Player_GetStocks(int slot);
208int Player_GetP1Stock(void);
209void Player_SetStocks(int slot, int stocks);
210void Player_LoseStock(int slot);
211int Player_GetCoins(int slot);
212void Player_SetCoins(int slot, int current_coins);
213int Player_GetTotalCoins(int slot);
214void Player_SetTotalCoins(int slot, int coins);
216void Player_SetUnk98(s32 slot, s32 unk98);
218void Player_SetUnk9C(s32 slot, s32 unk9C);
220HSD_GObj* Player_GetEntityAtIndex(int slot, int index);
221void Player_SwapTransformedStates(s32 slot, s32 arg1, s32 arg2);
223void Player_SetHUDDamage(s32 slot, s32 arg1);
224void Player_SetHPByIndex(s32 slot, s32 arg1, s32 arg2);
226int Player_GetRemainingHP(s32 slot);
228void Player_SetMoreFlagsBit2(s32 slot, u8 bit2);
230void Player_SetMoreFlagsBit3(s32 slot, u8 bit3);
231void Player_SetMoreFlagsBit4(s32 slot, u8 bit4);
234void Player_SetMoreFlagsBit5(s32 slot, u8 bit5);
236void Player_SetMoreFlagsBit6(s32 slot, u8 bit6);
240s32 Player_GetFallsByIndex(s32 slot, s32 index);
241void Player_SetFalls(int slot, s32 falls);
242void Player_SetFallsByIndex(int slot, enum_t index, s32 falls);
243s32 Player_GetKOsByPlayerIndex(int slot, int idx);
244void Player_UpdateKOsBySlot(int slot, bool bool_arg, int other_slot);
246void Player_UpdateMatchFrameCount(int slot, bool condition);
248void Player_SetSelfDestructs(s32 slot, u32 self_destructs);
249void Player_IncSelfDestructs(s32 slot, s32 condition);
250bool Player_800353BC(s32 slot);
251bool Player_8003544C(s32 slot, bool condition);
252void Player_SetFlagsBit0(int slot, bool bit0);
254void Player_SetNametagSlotID(int slot, int nametag_slot_id);
256void Player_SetFlagsBit1(s32 slot);
257void Player_UnsetFlagsBit1(int slot);
259void Player_SetFlagsBit3(s32 slot, u8 bit3);
260int Player_GetFlagsBit4(int slot);
262void Player_SetFlagsBit5(s32 slot, u8 is_metal);
264void Player_SetFlagsBit6(s32 slot, u8 bit6);
266void Player_SetFlagsBit7(s32 slot, u8 bit7);
269void Player_SetMoreFlagsBit1(s32 slot, u8 bit1);
271void Player_SetUnk4D(s32 slot, s8 unk4D);
273u8 Player_SetFlagsAEBit1(int slot, u8 bit1);
274int Player_GetUnk4C(s32 slot);
275void Player_SetUnk4C(s32 slot, u8 unk4C);
276bool Player_80036058(s32 slot);
277float Player_800360D8(s32 slot);
278void Player_SetStructFunc(s32 slot, void* arg_func);
281struct pl_x5EC_t* Player_GetUnk6A8Ptr(int slot);
285void Player_SetUnk45(s32 slot, int unk45);
289void Player_800366DC(s32 slot, s32 arg1);
290void Player_80036790(s32 slot, f32 arg1);
291void Player_80036844(s32 slot, s32 arg1);
292bool Player_800368F8(int slot);
293void Player_80036978(s32 slot, Vec3* pos);
295void Player_80036CF0(s32 slot);
296void Player_80036D24(s32 slot);
297void Player_InitAllPlayers(void);
298void Player_80036DA4(void);
299void Player_80036DD8(void);
300void Player_80036E20(CharacterKind ckind, HSD_Archive* archive, s32 arg2);
302void Player_80036F34(s32 slot, s32 arg1);
303void Player_80037054(s32 slot, s32 arg1);
304void Player_SetOtherStamina(s32 slot, s32 stamina);
305void Player_SetFlagsAEBit0(s32 slot, u8 bit0);
306s32 Player_80033BB8(int slot);
307/* 4D6470 */ extern pl_804D6470_t* pl_804D6470;
308
309#endif
struct Vec Vec3
signed char s8
Definition types.h:4
unsigned long u32
Definition types.h:9
signed short int s16
Definition types.h:6
float f32
Definition types.h:13
unsigned short int u16
Definition types.h:7
signed long s32
Definition types.h:8
unsigned char u8
Definition types.h:5
static float direction(float x)
Definition gmvs.c:1761
static float const scale
Definition itlgunray.c:22
CharacterKind
Definition forward.h:130
FighterKind
Definition forward.h:92
Gm_PKind
Definition forward.h:11
int enum_t
The underlying type of an enum, used as a placeholder.
Definition platform.h:28
pl_804D6470_t * pl_804D6470
Definition player.c:84
u8 Player_GetFlagsBit6(s32 slot)
Definition player.c:1573
int Player_GetRemainingHP(s32 slot)
Definition player.c:1117
void Player_UpdateKOsBySlot(int slot, bool bool_arg, int other_slot)
Definition player.c:1335
void Player_SetStocks(int slot, int stocks)
Definition player.c:943
bool Player_GetMoreFlagsBit4(s32 slot)
Definition player.c:1186
void Player_80037054(s32 slot, s32 arg1)
Definition player.c:2093
int Player_GetTeam(int slot)
Definition player.c:753
void Player_80031D2C(CharacterKind kind, u8 color)
Definition player.c:275
void Player_80031900(void)
Definition player.c:159
void Player_SetUnk98(s32 slot, s32 unk98)
Definition player.c:1008
int Player_GetPlayerId(int slot)
Definition player.c:771
StaleMoveTable * Player_GetStaleMoveTableIndexPtr(s32 slot)
Definition player.c:1725
s32 Player_80036428(s32 slot)
Definition player.c:1770
void Player_80036790(s32 slot, f32 arg1)
Definition player.c:1839
void Player_SetPlayerCharacter(s32 slot, CharacterKind value)
Definition player.c:413
void Player_800366DC(s32 slot, s32 arg1)
Definition player.c:1825
Gm_PKind Player_8003248C(s32 slot, bool arg1)
Definition player.c:431
void Player_SetDefenseRatio(int slot, f32 defense_ratio)
Definition player.c:897
void Player_80036DD8(void)
Definition player.c:2030
int Player_GetUnk4C(s32 slot)
Definition player.c:1673
u32 Player_GetSelfDestructs(int slot)
Definition player.c:1400
u32 Player_GetUnk45(s32 slot)
Definition player.c:1793
void Player_UpdateJoystickCountByIndex(s32 slot, s32 index)
Definition player.c:1805
void Player_SetSpawnPlatformPos(s32 slot, Vec3 *arg_vec)
Definition player.c:643
bool Player_8003221C(int slot)
Definition player.c:377
int Player_GetCoins(int slot)
Definition player.c:962
FighterKind Player_80036394(s32 slot)
Definition player.c:1755
s32 Player_GetStocks(int slot)
Definition player.c:928
s32 Player_GetFlagsBit1(s32 slot)
Definition player.c:1498
bool Player_GetMoreFlagsBit6(s32 slot)
Definition player.c:1220
Gm_PKind Player_GetPlayerSlotType(s32 slot)
Definition player.c:421
int Player_GetCpuLevel(int slot)
Definition player.c:789
s32 Player_GetFallsByIndex(s32 slot, s32 index)
Definition player.c:1299
bool Player_800353BC(s32 slot)
Definition player.c:1440
int Player_GetP1Stock(void)
Definition player.c:938
void Player_SetMoreFlagsBit3(s32 slot, u8 bit3)
Definition player.c:1166
void Player_SetHandicap(int slot, s8 handicap)
Definition player.c:851
u8 Player_SetFlagsAEBit1(int slot, u8 bit1)
Definition player.c:1665
void Player_80036CF0(s32 slot)
Definition player.c:2000
f32 Player_GetModelScale(int slot)
Definition player.c:905
u8 Player_GetNametagSlotID(int slot)
Definition player.c:1480
void Player_SetFlagsBit7(s32 slot, u8 bit7)
Definition player.c:1601
void Player_SetFalls(int slot, s32 falls)
Definition player.c:1309
void Player_SetHUDDamage(s32 slot, s32 arg1)
Definition player.c:1074
s8 Player_800325C8(CharacterKind, bool b)
Definition player.c:464
void Player_80036F34(s32 slot, s32 arg1)
Definition player.c:2067
void Player_80036E20(CharacterKind ckind, HSD_Archive *archive, s32 arg2)
Definition player.c:2039
void Player_SetFlagsBit1(s32 slot)
Definition player.c:1508
void Player_80032070(int slot, bool bool_arg)
new match decomp.me/scratch/oHfiV
Definition player.c:343
bool Player_800368F8(int slot)
Definition player.c:1868
void Player_SetScale(s32 slot, f32 scale)
Definition player.c:620
void Player_IncSelfDestructs(s32 slot, s32 condition)
Definition player.c:1423
void Player_GetSpawnPlatformPos(s32 slot, Vec3 *arg_vec)
Definition player.c:635
struct pl_x5EC_t * Player_GetUnk6A8Ptr(int slot)
Definition player.c:1735
bool Player_GetMoreFlagsBit1(s32 slot)
Definition player.c:1619
s32 Player_GetRemainingHPByIndex(s32 slot, s32 index)
Definition player.c:1264
void Player_SetMoreFlagsBit1(s32 slot, u8 bit1)
Definition player.c:1629
void Player_SetSlottype(s32 slot, Gm_PKind value)
Definition player.c:456
f32 Player_GetAttackRatio(int slot)
Definition player.c:869
f32 Player_GetUnk50(int slot)
Definition player.c:859
void Player_80032768(s32 slot, Vec3 *arg_vec)
Definition player.c:508
HSD_GObj * Player_GetEntity(s32 slot)
Definition player.c:1034
u8 Player_GetFlagsAEBit0(s32 slot)
Definition player.c:1242
s32 Player_GetDamage(s32 slot)
Definition player.c:1066
void Player_SetSomePos(s32 slot, Vec3 *arg_vec)
Definition player.c:659
void Player_80032FA4(s32 slot, s32 arg)
Definition player.c:677
void Player_SetFlagsBit6(s32 slot, u8 bit6)
Definition player.c:1583
void Player_SetMoreFlagsBit2(s32 slot, u8 bit2)
Definition player.c:1144
void Player_SetFlagsAEBit0(s32 slot, u8 bit0)
Definition player.c:1254
void Player_SetUnk4D(s32 slot, s8 unk4D)
Definition player.c:1647
void Player_SetSelfDestructs(s32 slot, u32 self_destructs)
Definition player.c:1410
s8 Player_80032610(s32 slot, bool arg1)
Definition player.c:475
void Player_80031FB0(int slot, s32 entity_index)
Definition player.c:326
bool Player_GetMoreFlagsBit3(s32 slot)
Definition player.c:1154
s32 Player_GetJoystickCountByIndex(s32 slot, s32 index)
Definition player.c:1815
bool Player_GetMoreFlagsBit0(s32 slot)
Definition player.c:1609
u32 Player_GetCostumeId(int slot)
Definition player.c:717
void Player_SetTeam(int slot, s8 unk_color)
Definition player.c:763
void Player_SetHPByIndex(s32 slot, s32 arg1, s32 arg2)
Definition player.c:1090
f32 Player_GetDefenseRatio(int slot)
Definition player.c:887
void Player_SetPlayerAndEntityCpuLevel(int slot, int cpu_level)
Definition player.c:799
void Player_SetNametagSlotID(int slot, int nametag_slot_id)
Definition player.c:1490
void Player_LoadPlayerCoords(s32 slot, Vec3 *out_vec)
Definition player.c:496
CharacterKind Player_GetPlayerCharacter(int slot)
Definition player.c:403
int Player_GetHandicap(int slot)
Definition player.c:841
s32 Player_80033BB8(int slot)
Definition player.c:923
void Player_80036DA4(void)
Definition player.c:2024
void Player_SetFacingDirectionConditional(s32 slot, bool b, f32 direction)
Definition player.c:705
void Player_80036978(s32 slot, Vec3 *pos)
Definition player.c:1876
bool Player_8003219C(int slot)
Definition player.c:369
f32 Player_GetFacingDirection(s32 slot)
Definition player.c:688
void Player_SetMoreFlagsBit5(s32 slot, u8 bit5)
Definition player.c:1210
void Player_80031DC8(void func_arg(s32, s32))
Definition player.c:291
void Player_SetFacingDirection(s32 slot, f32 direction)
Definition player.c:697
pl_StaleMoveTableExt_t * Player_GetStaleMoveTableIndexPtr2(s32 slot)
Definition player.c:1745
s32 Player_GetKOsByPlayerIndex(int slot, int idx)
Definition player.c:1327
void Player_SetPlayerAndEntityCpuType(int slot, int cpu_type)
Definition player.c:825
s32 Player_GetUnk98(s32 slot)
Definition player.c:998
void Player_SetCoins(int slot, int current_coins)
Definition player.c:972
void Player_SetStructFunc(s32 slot, void *arg_func)
Definition player.c:1707
void Player_InitAllPlayers(void)
Definition player.c:2012
HSD_JObj * Player_80036EA0(s32 slot)
Definition player.c:2051
float Player_800360D8(s32 slot)
Definition player.c:1699
void Player_SetOtherStamina(s32 slot, s32 stamina)
Definition player.c:1109
bool Player_GetMoreFlagsBit5(s32 slot)
Definition player.c:1198
void Player_GetSomePos(s32 slot, Vec3 *arg_vec)
Definition player.c:651
int Player_GetFlagsBit4(int slot)
Definition player.c:1545
void Player_80036D24(s32 slot)
Definition player.c:2006
void Player_InitOrResetPlayer(s32 slot)
Definition player.c:1888
int Player_GetTotalCoins(int slot)
Definition player.c:980
bool Player_GetMoreFlagsBit2(s32 slot)
Definition player.c:1133
s32 Player_GetUnk9C(s32 slot)
Definition player.c:1016
s32 Player_GetPlayerState(s32 slot)
Definition player.c:393
plActionStats * Player_GetActionStats(int slot)
Definition player.c:1715
bool Player_80036058(s32 slot)
Definition player.c:1691
void Player_SetMoreFlagsBit4(s32 slot, u8 bit4)
Definition player.c:1176
void Player_80032828(s32 slot, s32 index, Vec3 *arg_vec)
Definition player.c:529
void Player_80036844(s32 slot, s32 arg1)
Definition player.c:1854
void Player_SetPlayerAndEntityFacingDirection(s32 slot, f32 direction)
Definition player.c:592
bool Player_8003544C(s32 slot, bool condition)
Definition player.c:1454
u8 Player_GetFlagsBit5(s32 slot)
player is metal
Definition player.c:1555
StaticPlayer * Player_GetPtrForSlot(int slot)
Matches when everything is moved over.
Definition player.c:101
u8 Player_GetFlagsAEBit1(s32 slot)
Definition player.c:1655
HSD_GObj * Player_GetEntityAtIndex(int slot, int index)
Definition player.c:1044
void Player_SetUnk9C(s32 slot, s32 unk9C)
Definition player.c:1026
void Player_80031EBC(int slot)
Definition player.c:308
void Player_80031DA8(s32 param_1, s32 param_2)
Definition player.c:286
int Player_GetOtherStamina(s32 slot)
Definition player.c:1099
void Player_80031790(int slot)
Definition player.c:107
void Player_SetUnk45(s32 slot, int unk45)
Definition player.c:1785
void Player_SetMoreFlagsBit6(s32 slot, u8 bit6)
Definition player.c:1232
void Player_SetFlagsBit0(int slot, bool bit0)
Definition player.c:1472
u8 Player_GetControllerIndex(int slot)
Definition player.c:735
void Player_UnsetFlagsBit1(int slot)
Definition player.c:1517
s32 Player_GetFalls(s32 slot)
Definition player.c:1281
void Player_80031848(int slot)
Definition player.c:127
f32 Player_80032BB0(s32 slot)
Definition player.c:610
void Player_SetUnk4C(s32 slot, u8 unk4C)
Definition player.c:1683
void Player_800328D4(int slot, Vec3 *arg_vec)
Definition player.c:542
s32 Player_GetUnk4D(s32 slot)
Definition player.c:1637
void Player_LoseStock(int slot)
Definition player.c:951
void Player_SetFallsByIndex(int slot, enum_t index, s32 falls)
Definition player.c:1319
void Player_SetFlagsBit5(s32 slot, u8 is_metal)
player is metal
Definition player.c:1565
void Player_SetPlayerId(int slot, int player_id)
Definition player.c:781
bool Player_800319C4(int slot, bool arg1)
Definition player.c:169
void Player_SetTotalCoins(int slot, int coins)
Definition player.c:990
void Player_SetAttackRatio(int slot, f32 attack_ratio)
Definition player.c:879
s32 Player_GetFlagsBit3(s32 slot)
Definition player.c:1527
s32 Player_80032F30(s32 slot)
Definition player.c:667
void Player_SwapTransformedStates(s32 slot, s32 arg1, s32 arg2)
Definition player.c:1054
void Player_80032A04(int slot, Vec3 *arg_vec)
Definition player.c:573
void Player_SetControllerIndex(int slot, s8 controller_index)
Definition player.c:745
void Player_UpdateMatchFrameCount(int slot, bool condition)
Definition player.c:1387
u32 Player_GetMatchFrameCount(int slot)
Definition player.c:1377
void Player_SetFlagsBit3(s32 slot, u8 bit3)
Definition player.c:1537
void Player_80031CB0(CharacterKind kind, u8 color)
Definition player.c:264
void Player_80031AD0(int slot)
Definition player.c:198
u8 Player_GetFlagsBit7(s32 slot)
Definition player.c:1591
void Player_SetCostumeId(int slot, int costume_id)
Definition player.c:727
int Player_GetCpuType(int slot)
Definition player.c:815
void Player_SetModelScale(int slot, f32 model_scale)
Definition player.c:915
Definition archive.h:35
Definition gobj.h:13
Definition jobj.h:104
Definition types.h:100
Definition player.h:15
Vec3 byIndex[4]
Definition player.h:36
u8 b7
Definition player.h:108
u32 kos_by_player[6]
other index for nana falls
Definition player.h:77
s16 unk66
Definition player.h:70
s8 unk4D
Definition player.h:54
s8 unk8F
Definition player.h:85
u8 b5
Definition player.h:117
u8 cpu_type
CpuKind
Definition player.h:50
u32 match_frame_count
Definition player.h:80
s8 unk4F
Definition player.h:56
int nametag_slot_id
Definition player.h:98
s8 unkAF
Definition player.h:132
f32 defense_ratio
Definition player.h:61
u8 b0
Definition player.h:101
u8 b4
Definition player.h:105
enum_t player_state
Definition player.h:17
u8 b6
Definition player.h:107
u8 unk45
Definition player.h:44
u8 b2
Definition player.h:103
CharacterKind ckind
Definition player.h:19
Vec3 transformed_player_pos
Horizontal, Vertical, Depth (floats).
Definition player.h:31
u8 is_metal
Definition player.h:106
u8 b1
Definition player.h:102
Vec3 nametag_pos
Definition player.h:30
u8 player_id
Player "slot" up to GM_MAX_PLAYERS.
Definition player.h:48
f32 model_scale
Definition player.h:63
f32 attack_ratio
Definition player.h:60
s16 stamina
Definition player.h:69
HSD_GObj * player_entity[2]
Definition player.h:134
s32 total_coins
Definition player.h:88
Gm_PKind pkind
Definition player.h:21
s16 damage_percent_alt_or_start_hp
Definition player.h:68
s32 falls[2]
Definition player.h:75
u8 xDB0[0xE90 - 0xDB0]
Definition player.h:142
s8 controller_index
Physical controller port up to PAD_MAX_CONTROLLERS.
Definition player.h:45
int current_coins
Definition player.h:87
void(* struct_func)(s32 slot)
Definition player.h:138
u8 handicap
Definition player.h:51
s32 unk98
Definition player.h:90
s32 joystick_direction_input_count[2]
Definition player.h:94
s16 damage_percent
Definition player.h:67
u16 self_destructs
Definition player.h:82
s8 unk4E
Definition player.h:55
Vec3 spawn_platform_final_pos
Definition player.h:32
Vec3 some_other_player_pos
Definition player.h:33
StaleMoveTable stale_moves
Definition player.h:140
u8 costume_id
CostumeId; max value depends on CostumeListsForeachCharacter and gm_GetNumCostumesForCKind
Definition player.h:41
s32 unk9C
Definition player.h:91
f32 unk50
Definition player.h:58
u8 transformed[2]
Definition player.h:23
u8 b3
Definition player.h:104
s16 unk0E
Definition player.h:25
u8 team
TeamColor
Definition player.h:47
f32 facing_direction
Definition player.h:39
u8 cpu_level
1 to 9
Definition player.h:49
s8 unk4C
Definition player.h:53
s8 stocks
Definition player.h:84
Definition types.h:58
Definition types.h:267
Definition types.h:174