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GearLoader 1.1.0
Mod loader for GGXXACPR
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Data Fields | |
| uint32_t | size |
| The size of the struct in bytes. | |
| uint32_t | version |
| The API version. | |
| const struct BaseMod_CharDataApi * | CharacterData |
| API for accessing static character data. | |
| GGXXACPR_Entity *BASEMOD_CALL(* | GetPlayer )(int playerIndex) |
| Gets player data. | |
| GGXXACPR_PlayerInput *BASEMOD_CALL(* | GetPlayerInputStructArr )() |
| Gets a pointer to the player input struct array. See GGXXACPR_PlayerInput. | |
| GGXXACPR_Camera *BASEMOD_CALL(* | GetCamera )() |
| Gets camera data. | |
| int32_t BASEMOD_CALL(* | IsInGame )() |
| returns a non-zero value if the game is on the battle screen. | |
| int32_t BASEMOD_CALL(* | GetJobMode )() |
| Returns the current job mode, see enum GGXXACPR_JobMode. This variable determines what scene the game is set to such as "TitleScreen", "Battle", "MissionMenu". | |
| uint32_t BASEMOD_CALL(* | GetGameModeFeatureFlags )() |
| See enum GGXXACPR_GameModeFeatureFlags. Returns the current game mode feature flags. | |
| uint32_t BASEMOD_CALL(* | GetMainMenuSelection )() |
| Enum GGXXACPR_MainMenuItem. Returns the game mode selected from the main menu. | |
| void *BASEMOD_CALL(* | GetD3D9Device )() |
| Returns the D3D9 device pointer. | |
| uint32_t BASEMOD_CALL(* | GetGameVersion )() |
| Gets the current game version. See enum GGXXACPR_GameVersion. | |
| uint32_t BASEMOD_CALL(* | GetViewWidth )() |
| Returns the current view width. | |
| uint32_t BASEMOD_CALL(* | GetViewHeight )() |
| Returns the current view height. | |
| GGXXACPR_Entity *BASEMOD_CALL(* | GetRootEntity )() |
| Returns a pointer to the root entity. | |
| uint32_t BASEMOD_CALL(* | GetGlobalThrowFlags )() |
| Gets raw throw detection info. | |
| int32_t *BASEMOD_CALL(* | GetPauseState )() |
| Gets a pointer to the pause state global variable. | |
| int32_t *BASEMOD_CALL(* | GetPauseDisplayState )() |
| Gets a pointer to the pause display state global variable. | |
| GGXXACPR_LocaleState *BASEMOD_CALL(* | GetLocaleState )() |
| Gets a pointer to the game's locale state. see GGXXACPR_LocaleState. | |
| void *BASEMOD_CALL(* BaseMod_GameDataApi::GetD3D9Device) () |
Returns the D3D9 device pointer.
Include d3d9.h and cast to IDirect3DDevice9 to use. This is a borrowed pointer. Do not call Release().
| uint32_t BASEMOD_CALL(* BaseMod_GameDataApi::GetGameVersion) () |
Gets the current game version. See enum GGXXACPR_GameVersion.
AC or AC+R as selected from the "Main Menu > help & options > Game Settings > "Version" setting.
| uint32_t BASEMOD_CALL(* BaseMod_GameDataApi::GetMainMenuSelection) () |
Enum GGXXACPR_MainMenuItem. Returns the game mode selected from the main menu.
This value defaults to MAIN_MENU_ITEM_ARCADE and is set when selecting an option on the main menu.
| int32_t *BASEMOD_CALL(* BaseMod_GameDataApi::GetPauseDisplayState) () |
Gets a pointer to the pause display state global variable.
The pause menu should be drawn if the value at this address is non-zero.
| int32_t *BASEMOD_CALL(* BaseMod_GameDataApi::GetPauseState) () |
Gets a pointer to the pause state global variable.
The game is paused if this value is non zero. In training mode, this variable transitions from 0 to 1 to 2 when pausing.
| GGXXACPR_Entity *BASEMOD_CALL(* BaseMod_GameDataApi::GetPlayer) (int playerIndex) |
Gets player data.
Player entities are not loaded until the first time the battle screen loads. Null checks must be performed on this function's output. Player entities are stored sequentially, so you can treat the player 1 pointer as an array containing both player structs (ex. GGXXACPR_Entity p2 = GetPlayer(0)[1];).
| playerIndex | 0 for P1, 1 for P2 |
| GGXXACPR_PlayerInput *BASEMOD_CALL(* BaseMod_GameDataApi::GetPlayerInputStructArr) () |
Gets a pointer to the player input struct array. See GGXXACPR_PlayerInput.
The array returned is size 2, first entry is player 1's input and second is player 2's.
| GGXXACPR_Entity *BASEMOD_CALL(* BaseMod_GameDataApi::GetRootEntity) () |
Returns a pointer to the root entity.
This entity is the root node of the entity linked list. Iterate through it using GGXXACPR_Entity::nextPtr and GGXXACPR_Entity::prevPtr.