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VsSceneState Struct Reference

#include <types.h>

Data Fields

u8 unk_0
 0 During a match 1 While GAME!
s8 pauser
u8 pause_timer
 Frames remaining before unpause input is accepted after pausing.
u8 unk_3
u8 unpause_timer
 Frames remaining before pause input is accepted after unpausing.
u8 hud_enabled
u8 terminate_match
u8 is_singleplayer
u8 match_result
 MatchOutcome Sticky, stays until a new match starts.
u8 unk_9
u8 unk_A
u8 unk_B
u8 unk_C
u8 unk_D
u8 match_over
u8 unk_F
s32 unk_10
s32 unk_14
u8 unk_18
u32unk_1C
u32unk_20
u32 frame_count
u32 timer_seconds
u16 unk_2C
 timer frames
u16 unk_2E
u8 unk_30
f32 unk_34
struct VsSceneFighter fighters [GM_MAX_PLAYERS]
char pad_8C [0x24C - 0x8C]
MatchEnd x24C

Field Documentation

◆ unk_0

u8 VsSceneState::unk_0

0 During a match 1 While GAME!

or "TIMEOUT!" is displayed/match is frozen on final frame 2 While in 1p and scores are shown calculating 3 When match is finished. Stays 0 when LRA+Start ends a match

◆ pauser

s8 VsSceneState::pauser

◆ pause_timer

u8 VsSceneState::pause_timer

Frames remaining before unpause input is accepted after pausing.

Set to 0xA on pause and decremented each frame while paused.

◆ unk_3

u8 VsSceneState::unk_3

◆ unpause_timer

u8 VsSceneState::unpause_timer

Frames remaining before pause input is accepted after unpausing.

Set to 0xA on unpause and decremented each frame while unpaused. Mirrors #VsSceneController::pause_timer semantics.

◆ hud_enabled

u8 VsSceneState::hud_enabled

◆ terminate_match

u8 VsSceneState::terminate_match

◆ is_singleplayer

u8 VsSceneState::is_singleplayer

◆ match_result

u8 VsSceneState::match_result

MatchOutcome Sticky, stays until a new match starts.

◆ unk_9

u8 VsSceneState::unk_9

◆ unk_A

u8 VsSceneState::unk_A

◆ unk_B

u8 VsSceneState::unk_B

◆ unk_C

u8 VsSceneState::unk_C

◆ unk_D

u8 VsSceneState::unk_D

◆ match_over

u8 VsSceneState::match_over

◆ unk_F

u8 VsSceneState::unk_F

◆ unk_10

s32 VsSceneState::unk_10

◆ unk_14

s32 VsSceneState::unk_14

◆ unk_18

u8 VsSceneState::unk_18

◆ unk_1C

u32* VsSceneState::unk_1C

◆ unk_20

u32* VsSceneState::unk_20

◆ frame_count

u32 VsSceneState::frame_count

◆ timer_seconds

u32 VsSceneState::timer_seconds

◆ unk_2C

u16 VsSceneState::unk_2C

timer frames

◆ unk_2E

u16 VsSceneState::unk_2E

◆ unk_30

u8 VsSceneState::unk_30

◆ unk_34

f32 VsSceneState::unk_34

◆ fighters

struct VsSceneFighter VsSceneState::fighters[GM_MAX_PLAYERS]

◆ pad_8C

char VsSceneState::pad_8C[0x24C - 0x8C]

◆ x24C

MatchEnd VsSceneState::x24C

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