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< div id = "projectbrief" > A collection of utility classes, functions and macros for use with Godot and GDExtension.< / div >
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< a href = "#pri-attribs" > Private Attributes< / a > |
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< div class = "headertitle" > < div class = "title" > utils::GameMode Class Reference< / div > < / div >
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< p > Stores session-relevant data.
< a href = "classutils_1_1GameMode.html#details" > More...< / a > < / p >
< p > < code > #include < < a class = "el" href = "game__mode_8hpp_source.html" > game_mode.hpp< / a > > < / code > < / p >
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< img id = "dynsection-0-trigger" src = "closed.png" alt = "+" / > Inheritance diagram for utils::GameMode:< / div >
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Private Attributes< / h2 > < / td > < / tr >
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gd::Ref< gd::PackedScene >   < / td > < td class = "memItemRight" valign = "bottom" > < b > player_scene< / b > {}< / td > < / tr >
< tr class = "memdesc:a7e7258b38b17cde56ba9b130bbaf9908" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > The scene to instantiate when spawning a player. < br / > < / td > < / tr >
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< div class = "textblock" > < p > Stores session-relevant data. < / p >
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< p > Inheriting classes are intended to keep only data that is relevant for the duration of the current session/match. Use < a class = "el" href = "classutils_1_1GameState.html" title = "Parent class for saved game state." > GameState< / a > instead if you want data to be saved between sessions. Will be destroyed when a level is loaded that does not match the same game mode class. The current active game mode can be gotten from the < a class = "el" href = "classutils_1_1GameRoot3D.html" title = "The root of a game." > GameRoot3D< / a > singleton instance. < / p >
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< / div > < hr / > The documentation for this class was generated from the following files:< ul >
< li > < a class = "el" href = "game__mode_8hpp_source.html" > game_mode.hpp< / a > < / li >
< li > game_mode.cpp< / li >
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