SSBM Decomp
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lbl_8046B6A0_t Struct Reference

#include <types.h>

Data Fields

u8 unk_0
 
s8 pauser
 
u8 pause_timer
 
u8 unk_3
 
u8 unk_4
 
u8 hud_enabled
 
u8 terminate_match
 
u8 is_singleplayer
 
u8 match_result
 
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
 
u32 * unk_1C
 
u32 * unk_20
 
u32 frame_count
 
u32 timer_seconds
 
u16 unk_2C
 timer frames
 
u16 unk_2E
 
u8 unk_30
 
f32 unk_34
 
struct { 
 
   u8   x0 
 CharacterKind. More...
 
   u8   x1 
 
   u8   slot_type 
 
   s8   spawn_point 
 
   u8   x4_b0: 1 
 metal More...
 
   u8   x4_b1: 1 
 
   u8   x4_b2: 1 
 invisible More...
 
   u8   x4_b3: 1 
 
   u8   x4_b4: 1 
 Zelda/Sheik transforming on load. More...
 
   u8   x4_b5: 1 
 
   u8   x4_b6: 1 
 
   u8   x4_b7: 1 
 
   u8   x5 
 
   u16   x6 
 
   u16   x8 
 
   u8   respawn_timer 
 
   u8   xB 
 
   u16   xC 
 
FighterMatchInfo [6] 
 
char pad_8C [0x24C - 0x8C]
 
struct lbl_8046B6A0_24C_t x24C
 
struct StartMeleeRules x24C8
 

Field Documentation

◆ unk_0

u8 lbl_8046B6A0_t::unk_0

◆ pauser

s8 lbl_8046B6A0_t::pauser

◆ pause_timer

u8 lbl_8046B6A0_t::pause_timer

◆ unk_3

u8 lbl_8046B6A0_t::unk_3

◆ unk_4

u8 lbl_8046B6A0_t::unk_4

◆ hud_enabled

u8 lbl_8046B6A0_t::hud_enabled

◆ terminate_match

u8 lbl_8046B6A0_t::terminate_match

◆ is_singleplayer

u8 lbl_8046B6A0_t::is_singleplayer

◆ match_result

u8 lbl_8046B6A0_t::match_result

◆ unk_9

u8 lbl_8046B6A0_t::unk_9

◆ unk_A

u8 lbl_8046B6A0_t::unk_A

◆ unk_B

u8 lbl_8046B6A0_t::unk_B

◆ unk_C

u8 lbl_8046B6A0_t::unk_C

◆ unk_D

u8 lbl_8046B6A0_t::unk_D

◆ match_over

u8 lbl_8046B6A0_t::match_over

◆ unk_F

u8 lbl_8046B6A0_t::unk_F

◆ unk_10

s32 lbl_8046B6A0_t::unk_10

◆ unk_14

s32 lbl_8046B6A0_t::unk_14

◆ unk_18

u8 lbl_8046B6A0_t::unk_18

◆ unk_1C

u32* lbl_8046B6A0_t::unk_1C

◆ unk_20

u32* lbl_8046B6A0_t::unk_20

◆ frame_count

u32 lbl_8046B6A0_t::frame_count

◆ timer_seconds

u32 lbl_8046B6A0_t::timer_seconds

◆ unk_2C

u16 lbl_8046B6A0_t::unk_2C

timer frames

◆ unk_2E

u16 lbl_8046B6A0_t::unk_2E

◆ unk_30

u8 lbl_8046B6A0_t::unk_30

◆ unk_34

f32 lbl_8046B6A0_t::unk_34

◆ x0

u8 lbl_8046B6A0_t::x0

CharacterKind.

◆ x1

u8 lbl_8046B6A0_t::x1

◆ slot_type

u8 lbl_8046B6A0_t::slot_type

◆ spawn_point

s8 lbl_8046B6A0_t::spawn_point

◆ x4_b0

u8 lbl_8046B6A0_t::x4_b0

metal

◆ x4_b1

u8 lbl_8046B6A0_t::x4_b1

◆ x4_b2

u8 lbl_8046B6A0_t::x4_b2

invisible

◆ x4_b3

u8 lbl_8046B6A0_t::x4_b3

◆ x4_b4

u8 lbl_8046B6A0_t::x4_b4

Zelda/Sheik transforming on load.

◆ x4_b5

u8 lbl_8046B6A0_t::x4_b5

◆ x4_b6

u8 lbl_8046B6A0_t::x4_b6

◆ x4_b7

u8 lbl_8046B6A0_t::x4_b7

◆ x5

u8 lbl_8046B6A0_t::x5

◆ x6

u16 lbl_8046B6A0_t::x6

◆ x8

u16 lbl_8046B6A0_t::x8

◆ respawn_timer

u8 lbl_8046B6A0_t::respawn_timer

◆ xB

u8 lbl_8046B6A0_t::xB

◆ xC

u16 lbl_8046B6A0_t::xC

◆ [struct]

struct { ... } lbl_8046B6A0_t::FighterMatchInfo[6]

◆ pad_8C

char lbl_8046B6A0_t::pad_8C[0x24C - 0x8C]

◆ x24C

struct lbl_8046B6A0_24C_t lbl_8046B6A0_t::x24C

◆ x24C8

struct StartMeleeRules lbl_8046B6A0_t::x24C8

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