2#include <game/bases/d_scene.hpp>
3#include <game/mLib/m_vec.hpp>
23 u8 getCurrArea()
const {
return mCurrArea; }
25 static dScStage_c *getInstance() {
return m_instance; }
26 static float getLoopPosX(
float x);
27 static u32 m_exeFrame;
28 static int m_loopType;
31 static const char mCdArcName[];
34 static bool m_KoopaJrEscape;
36 typedef void (*changePosFunc)(
mVec3_c *);
37 static void setChangePosFunc(
int);
39 static void setTitleReplayRandomTable();
41 static changePosFunc changePos;
LOOP_TYPE_e
The possible stage loop types.
@ LOOP_NONE
No stage looping occurs.
@ LOOP_SECTION
The stage loops in specific sections.
@ LOOP_EDGES
The stage loops around on the zone edges. Only works for specific zone sizes.
static bool m_isCourseOut
Whether the game is transitioning from a stage scene to a non-stage scene.
dScene_c()
Creates a new scene.
A three-dimensional floating point vector.
PLAYER_TYPE_e
The identifiers for each player type.
#define STAR_COIN_COUNT
The amount of Star Coins per level.