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Melee Modding Library
2.0.0
A C library for modding Super Smash Bros Melee
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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} |
1.8.11