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gamelogic.h
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gamelogic.h
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#pragma once
#include <prism/actorhandler.h>
#include <prism/wrapper.h>
typedef enum {
GAME_MODE_ARCADE,
GAME_MODE_FREE_PLAY,
GAME_MODE_STORY,
GAME_MODE_VERSUS,
GAME_MODE_SURVIVAL,
GAME_MODE_TRAINING,
GAME_MODE_WATCH,
GAME_MODE_SUPER_WATCH,
GAME_MODE_EXHIBIT,
GAME_MODE_OSU,
GAME_MODE_NETPLAY,
} GameMode;
ActorBlueprint getDreamGameLogic();
int getDreamGameTime();
int getDreamRoundNumber();
int getRoundsToWin();
int hasCustomRoundsToWinAmount();
void setRoundsToWin(int tRoundsToWin);
int hasCustomTimerDuration();
int getCustomTimerDuration();
void setTimerDuration(int tTimerDuration);
int getDreamRoundStateNumber();
int getDreamMatchNumber();
int isDreamMatchOver();
void setDreamRoundNotOverFlag();
int isDreamGameModeTwoPlayer();
void setDreamGameModeSinglePlayer();
void setDreamGameModeTwoPlayer();
int getDreamTicksPerSecond();
int getDreamMatchWinnerIndex();
int isDreamRoundKO();
int isDreamRoundDraw();
int getDreamTimeSinceKO();
void resetRound();
void reloadFight();
void skipFightIntroWithoutFading();
void setFightContinueActive();
void setFightContinueInactive();
void setGameModeArcade();
void setGameModeFreePlay();
void setGameModeVersus();
void setGameModeSurvival(double tLifePercentage, int tRound);
void setGameModeTraining();
void setGameModeWatch();
void setGameModeSuperWatch();
void setGameModeExhibit(int tEndTime, int tIsDisplayingBars, int tIsDisplayingDebug);
void setGameModeStory();
void setGameModeOsu();
void setGameModeNetplay(int isHost);
void resetGameMode();
GameMode getGameMode();