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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> &#124;
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<p>Stores session-relevant data.
<a href="classutils_1_1GameMode.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="game__mode_8hpp_source.html">game_mode.hpp</a>&gt;</code></p>
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<div id="dynsection-0" onclick="return toggleVisibility(this)" class="dynheader closed" style="cursor:pointer;">
<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&lt; gd::PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>player_scene</b> {}</td></tr>
<tr class="memdesc:a7e7258b38b17cde56ba9b130bbaf9908"><td class="mdescLeft">&#160;</td><td class="mdescRight">The scene to instantiate when spawning a player. <br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<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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<li class="navelem"><b>utils</b></li><li class="navelem"><a class="el" href="classutils_1_1GameMode.html">GameMode</a></li>
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