4#include "sprite/player.h"
6#define BASIC_HAMMER_DMG_BAD 1
7#define BASIC_HAMMER_DMG_GOOD 2
8#define SUPER_HAMMER_DMG_BAD 2
9#define SUPER_HAMMER_DMG_GOOD 4
10#define ULTRA_HAMMER_DMG_BAD 3
11#define ULTRA_HAMMER_DMG_GOOD 6
BSS s32 PopupMenu_SelectedIndex
@ AC_MODE_TUTORIAL_WAIT_INPUT
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BTL_CAM_PLAYER_AIM_HAMMER
@ BTL_CAM_PLAYER_HAMMER_STRIKE
@ BTL_CAM_PLAYER_ATTACK_APPROACH
s32 is_ability_active(s32 arg0)
#define Else
Marks the end of an if statement and the start of the else block.
#define Switch(LVAR)
Marks the start of a switch statement.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define Sub(VAR, INT_VALUE)
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define EndIf
Marks the end of an if statement or an else block.
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define BreakLoop
Breaks out of the innermost loop.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define EndSwitch
Marks the end of a switch statement and any case.
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.
BattleStatus gBattleStatus