SSBM Decomp
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StaticPlayer Struct Reference

#include <player.h>

Data Fields

enum_t player_state
 
CharacterKind player_character
 
enum_t slot_type
 
u8 transformed [2]
 
s16 unk0E
 
union { 
 
   struct { 
 
      Vec3   nametag_pos 
 
      Vec3   transformed_player_pos 
 Horizontal, Vertical, Depth (floats) More...
 
      Vec3   spawn_platform_final_pos 
 
      Vec3   some_other_player_pos 
 
   }   byVecName 
 
   Vec3   byIndex [4] 
 
player_poses 
 
f32 facing_direction
 
u8 costume_id
 
s8 unk45
 
s8 controller_index
 
u8 team
 
s8 player_id
 00 = red, 01 = blue, 02 = green
 
u8 cpu_level
 
u8 cpu_type
 
s8 handicap
 
s8 unk4C
 
s8 unk4D
 
s8 unk4E
 
s8 unk4F
 
f32 unk50
 
f32 attack_ratio
 
f32 defense_ratio
 
f32 model_scale
 
union { 
 
   struct { 
 
      s16   damage_percent 
 
      s16   damage_percent_alt_or_start_hp 
 
      s16   stamina 
 
      s16   unk66 
 
   }   byName 
 
   s16   byIndex [4] 
 
staminas 
 
s32 falls [2]
 
uint kos_by_player [6]
 other index for nana falls
 
uint match_frame_count
 
u16 suicide_count
 
s8 stocks
 
s8 unk8F
 
int current_coins
 
s32 total_coins
 
s32 unk98
 
s32 unk9C
 
s32 joystick_direction_input_count [2]
 
int nametag_slot_id
 
struct { 
 
   u8   b0: 1 
 
   u8   b1: 1 
 
   u8   b2: 1 
 
   u8   b3: 1 
 
   u8   b4: 1 
 
   u8   b5: 1 
 
   u8   b6: 1 
 
   u8   b7: 1 
 
flags 
 
struct { 
 
   u8   b0: 1 
 
   u8   b1: 1 
 
   u8   b2: 1 
 
   u8   b3: 1 
 
   u8   b4: 1 
 
   u8   b5: 1 
 
   u8   b6: 2 
 
more_flags 
 
struct { 
 
   u8   b0: 1 
 
   u8   b1: 1 
 
   u8   b2: 1 
 
   u8   b3: 1 
 
   u8   b4: 1 
 
   u8   b5: 1 
 
   u8   b6: 1 
 
   u8   b7: 1 
 
flagsAE 
 
s8 unkAF
 
HSD_GObjplayer_entity [2]
 
void(* struct_func )(s32 slot)
 
StaleMoveTable stale_moves
 
u8 xDB0 [0xE90 - 0xDB0]
 

Field Documentation

◆ player_state

enum_t StaticPlayer::player_state
Offset:
0x0.
Size:
0x4 bytes.
Todo:
0x02 In-Game (includes dead). 0x00 Otherwise.

◆ player_character

CharacterKind StaticPlayer::player_character
Offset:
0x4.
Size:
0x4 bytes.
Todo:
External ID.

◆ slot_type

enum_t StaticPlayer::slot_type
Offset:
0x8.
Size:
0x4 bytes.
Todo:
0 is HMN, 1 is CPU, 2 is Demo, 3 n/a

◆ transformed

u8 StaticPlayer::transformed[2]

◆ unk0E

s16 StaticPlayer::unk0E

◆ nametag_pos

Vec3 StaticPlayer::nametag_pos

◆ transformed_player_pos

Vec3 StaticPlayer::transformed_player_pos

Horizontal, Vertical, Depth (floats)

◆ spawn_platform_final_pos

Vec3 StaticPlayer::spawn_platform_final_pos

◆ some_other_player_pos

Vec3 StaticPlayer::some_other_player_pos

◆ [struct]

struct { ... } StaticPlayer::byVecName

◆ byIndex [1/2]

Vec3 StaticPlayer::byIndex[4]

◆ [union]

union { ... } StaticPlayer::player_poses

◆ facing_direction

f32 StaticPlayer::facing_direction

◆ costume_id

u8 StaticPlayer::costume_id

◆ unk45

s8 StaticPlayer::unk45

◆ controller_index

s8 StaticPlayer::controller_index

◆ team

u8 StaticPlayer::team

◆ player_id

s8 StaticPlayer::player_id

00 = red, 01 = blue, 02 = green

◆ cpu_level

u8 StaticPlayer::cpu_level

◆ cpu_type

u8 StaticPlayer::cpu_type

◆ handicap

s8 StaticPlayer::handicap

◆ unk4C

s8 StaticPlayer::unk4C

◆ unk4D

s8 StaticPlayer::unk4D

◆ unk4E

s8 StaticPlayer::unk4E

◆ unk4F

s8 StaticPlayer::unk4F

◆ unk50

f32 StaticPlayer::unk50

◆ attack_ratio

f32 StaticPlayer::attack_ratio

◆ defense_ratio

f32 StaticPlayer::defense_ratio

◆ model_scale

f32 StaticPlayer::model_scale

◆ damage_percent

s16 StaticPlayer::damage_percent

◆ damage_percent_alt_or_start_hp

s16 StaticPlayer::damage_percent_alt_or_start_hp

◆ stamina

s16 StaticPlayer::stamina

◆ unk66

s16 StaticPlayer::unk66

◆ [struct]

struct { ... } StaticPlayer::byName

◆ byIndex [2/2]

s16 StaticPlayer::byIndex[4]

◆ [union]

union { ... } StaticPlayer::staminas

◆ falls

s32 StaticPlayer::falls[2]

◆ kos_by_player

uint StaticPlayer::kos_by_player[6]

other index for nana falls

◆ match_frame_count

uint StaticPlayer::match_frame_count
Offset:
0x88.
Size:
0x4 bytes.
Remarks
If -1 in zz_0035184, then it's set to MatchInfo->frame_count

◆ suicide_count

u16 StaticPlayer::suicide_count

◆ stocks

s8 StaticPlayer::stocks

◆ unk8F

s8 StaticPlayer::unk8F

◆ current_coins

int StaticPlayer::current_coins

◆ total_coins

s32 StaticPlayer::total_coins

◆ unk98

s32 StaticPlayer::unk98

◆ unk9C

s32 StaticPlayer::unk9C

◆ joystick_direction_input_count

s32 StaticPlayer::joystick_direction_input_count[2]

◆ nametag_slot_id

int StaticPlayer::nametag_slot_id

◆ b0

u8 StaticPlayer::b0

◆ b1

u8 StaticPlayer::b1

◆ b2

u8 StaticPlayer::b2

◆ b3

u8 StaticPlayer::b3

◆ b4

u8 StaticPlayer::b4

◆ b5

u8 StaticPlayer::b5

◆ b6

u8 StaticPlayer::b6

◆ b7

u8 StaticPlayer::b7

◆ [struct]

struct { ... } StaticPlayer::flags

◆ [struct]

struct { ... } StaticPlayer::more_flags

◆ [struct]

struct { ... } StaticPlayer::flagsAE

◆ unkAF

s8 StaticPlayer::unkAF

◆ player_entity

HSD_GObj* StaticPlayer::player_entity[2]

◆ struct_func

void(* StaticPlayer::struct_func) (s32 slot)

◆ stale_moves

StaleMoveTable StaticPlayer::stale_moves

◆ xDB0

u8 StaticPlayer::xDB0[0xE90 - 0xDB0]

The documentation for this struct was generated from the following file: