Melee Modding Library
2.0.0
A C library for modding Super Smash Bros Melee
|
Track the state of in game variables. More...
Go to the source code of this file.
Data Structures | |
struct | Platform |
Platform information. More... | |
struct | Stage |
Stage Information. More... | |
struct | PlayerData |
variables contained in "player data" More... | |
struct | PlayerBlock |
variables contained in "player block" More... | |
struct | GameState |
In game variables. More... | |
Macros | |
#define | DEFAULT_PLATFORM {0.0, 0.0, 0.0} |
#define | DEFAULT_STAGE {0, {0.f, 0.f}, DEFAULT_PLATFORM, DEFAULT_PLATFORM} |
#define | DEFAULT_GAMESTATE {{0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, DEFAULT_STAGE} |
#define | CHAR_SELECT(x) (*((u8*) (0x803F0DE6 + 0x24 * (x)))) |
#define | STAGE_ID (*((u16*) 0x804D6CAD)) |
#define | CURRENT_FRAME (*((u32*) 0x80479D60)) |
Enumerations |
Functions | |
bool | inGame () |
void | updateGameState () |
void | endGame () |
PlayerData * | playerData (u32 id) |
Variables | |
GameState | _gameState |
Track the state of in game variables.
struct Platform |
Platform information.
Data Fields | ||
---|---|---|
float | height |
y-coordinate of character standing on platform |
float | left |
|x-coordinate| of character at left edge |
float | right |
|y-coordinate| of character at right edge |
struct Stage |
struct PlayerData |
variables contained in "player data"
Data Fields | ||
---|---|---|
u32 | actionState |
current action state of player |
float | facingDirection |
-1 facing left, 1 facing right |
float | xSpeedSelfAir | |
float | ySpeedSelf | |
float | zSpeedSelf | |
float | xSpeedAttack | |
float | ySpeedAttack | |
float | zSpeedAttack | |
Point | coordinates | |
float | zPosition | |
Point | prevCoordinates | |
float | zPrevious | |
Point | deltaCoordinates | |
float | zDelta | |
bool | inAir |
true if player is in air |
float | xSpeedSelfGround | |
float | walkInitialVelocity | |
float | walkAcceleration | |
float | walkMaximumVelocity | |
float | slowWalkMax | |
float | midWalkPoint | |
float | fastWalkMin | |
float | groundFriction | |
float | dashInitialVelocity | |
float | dashAccelerationA | |
float | dashAcceleationB | |
float | dashTerminalVelocity | |
float | runAnimationScaling | |
float | runAcceleration | |
float | groundedMaxHorizontalVelocity | |
float | jumpSquat |
frames of jump squat |
float | jumpHorizontalInitialVelocity | |
float | jumpVerticalInitialVelocity | |
float | groundToAirJumpMomentum | |
float | jumpHorizontalMaxVelocity | |
float | hopVerticalInitialVelocity | |
float | airJumpVerticalMultiplier | |
float | airJumpHorizontalMultiplier | |
float | numberOfJumps |
maximum number of jumps |
float | gravity | |
float | terminalVelocity | |
float | airMobilityA | |
float | airMobilityB | |
float | maxHorizontalAirMobility | |
float | horizontalAirFriction | |
float | fastfallVelocity | |
float | jab2inputWindow | |
float | jab3inputWindow | |
float | framesToChangeDirection | |
float | weight | |
float | modelScaling | |
float | maxShieldSize | |
float | shieldBreakInitialVelocity | |
float | rapidJabWindow | |
float | normalLandingLag | |
float | nairLandingLag | |
float | fairLandingLag | |
float | bairLandingLag | |
float | uairLandingLag | |
float | dairLandingLag | |
float | wallJumpHorizontalVelocity | |
float | wallJumpVerticalVelocity | |
float | analogStickX |
used to determine tilt vs smash |
float | analogStickY |
used to determine tilt vs smash |
float | prevAnalogStickX |
used to determine tilt vs smash |
float | prevAnalogStickY |
used to determine tilt vs smash |
float | cStickX |
-1.0 to 1.0 |
float | cStickY |
-1.0 to 1.0 |
float | analogTriggerData | |
u32 | digitalButtonData | |
u32 | prevDigitalButtonData | |
u8 | analogCardinalXFrames | |
u8 | analogCardinalYFrames | |
float | lastPosition |
last position player landed at |
u8 | platformID |
platform character was last on |
u8 | stageRelationID | |
u8 | stageTransformationID | |
float | actionFrame |
resets to 1 with each new action state |
float | percent |
percent of player |
float | percentForDamageCalc |
percent for damage calculation |
u32 | damageApplied |
percentForDamageCalc cast to int |
float | damageDirection |
-1, 1 depending on direction sent |
u32 | knockbackAngle |
angle of knockback [0, 360], 361 = sakurai |
float | forceApplied | |
float | hitlag |
remaining frames of hitlag |
u8 | jumpsUsed |
number of jumps already used |
u32 | bodyState |
0 - normal, 1 - invulnerable, 2 - intangible |
float | ledgeInvincibility | |
float | haloInvincinility | |
float | shieldSize |
size of shield |
float | lightshieldAmount |
1 = hard shield, 0.071429 = z-shield |
float | breakoutCountdown |
frames until breakout of grab |
u8 | aiType | |
u8 | aiLevel |
cpu level selected on CSS |
u32 | actionCounter |
number of action states this match |
u16 | comboCount | |
u8 | wallrideCounter | |
float | wallLocation | |
u32 | smashAttackState | |
u32 | smashChargeFrame | |
float | smashChargeFrameMax | |
float | smashChargeStrength | |
u8 | canWallJump | |
float | hitstun |
remaining frames of hitstun |
struct PlayerBlock |
variables contained in "player block"
Data Fields | ||
---|---|---|
u32 | playerState |
in game = 2, otherwise = 0 |
u32 | playerCharacter |
character external ID |
u32 | slotType |
human = 0, cpu = 1, demo = 2 |
u16 | transformed | |
u8 | costumeID |
false = 0, true = 1 |
u8 | controllerIndex | |
u8 | subcolorID | |
u8 | teamID |
red = 0, blue = 1, green = 2 |
u8 | playerID | |
u32 | deaths | |
u32 | nanaDeaths | |
u32 | p1Kills | |
u32 | p2Kills | |
u32 | p3Kills | |
u32 | p4Kills | |
u32 | p5Kills | |
u32 | p6Kills | |
u8 | selfDeaths | |
u8 | stocks |
remaining stocks |
struct GameState |
In game variables.
Data Fields | ||
---|---|---|
PlayerData * | playerData[5] |
pointer to player's data |
PlayerBlock * | playerBlock[5] |
pointer to player's static block |
Stage | stage |
Stage Information |
#define DEFAULT_PLATFORM {0.0, 0.0, 0.0} |
Default Platform Value
#define DEFAULT_STAGE {0, {0.f, 0.f}, DEFAULT_PLATFORM, DEFAULT_PLATFORM} |
Default Stage Value
#define DEFAULT_GAMESTATE {{0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, DEFAULT_STAGE} |
Default GameState Value
#define CHAR_SELECT | ( | x | ) | (*((u8*) (0x803F0DE6 + 0x24 * (x)))) |
Character Selection of each player (1-4)
#define CURRENT_FRAME (*((u32*) 0x80479D60)) |
Current Frame (32-bit)
enum StageName |
Name of Stage and Internal ID
Enumerator | |
---|---|
YOSHIS |
Yoshi's Story |
FOUNTAIN |
Fountain of Dreams |
STADIUM |
Pokemon Stadium |
BATTLEFIELD |
Battlefield |
FINAL |
Final Destination |
DREAMLAND |
Dreamland |
bool inGame | ( | ) |
Determine if currently playing game
void updateGameState | ( | ) |
Update the global GameState variable
void endGame | ( | ) |
Branch to this symbol when game ends, never call directly
PlayerData* playerData | ( | u32 | id | ) |
Get pointer to player's data
id | - unsigned integer in {1,2,3,4} |