10 switch (task->
state) {
17#if VERSION_EU || VERSION_JP
GameState GAME
The save data, the game mode and the methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
void FIELDSTG_updateRoot(Task *task, Task **children)
FIELDSTG's root task: notes whether the mode is new (GAME.clearTempFlags) and creates the field.
Task * FIELDSTG_start(void)
FIELDSTG's entry point: creates its root task.
Task * FIELDSTG_createField(void)
Creates the field's main task.
FIELDSTG.PRO: the field mode, where the player walks around the map.
s32 randomGauges
gauge games left with random rows, reset with each new mode
Any task, seen through its header.
void(* nextState)(struct Task *task)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find