3#include "sprite/player.h"
52BSS char N(padding)[4];
171 N(
BeamEffect)->data.peachStarBeam->unk_3C = 0;
173 N(
BeamEffect)->data.peachStarBeam->beamAlpha = 0;
174 N(
BeamEffect)->data.peachStarBeam->twinkYOffset = 30.0f;
175 N(
BeamEffect)->data.peachStarBeam->rotSpeed = 5.0f;
193 N(
BeamEffect)->data.peachStarBeam->unk_3C = 0;
195 N(
BeamEffect)->data.peachStarBeam->beamAlpha = 0;
238 for (i = 0; i < 2; i++) {
286 N(
BeamEffect)->data.peachStarBeam->pos.y = 0.0f;
296 N(
BeamEffect)->data.peachStarBeam->pos.y = 0.0f;
316 N(
BeamEffect)->data.peachStarBeam->unk_3C = 0;
317 N(
BeamEffect)->data.peachStarBeam->beamAlpha = 0;
319 N(
BeamEffect)->data.peachStarBeam->primR = 240;
320 N(
BeamEffect)->data.peachStarBeam->primG = 80;
321 N(
BeamEffect)->data.peachStarBeam->primB = 200;
322 N(
BeamEffect)->data.peachStarBeam->envR = 240;
323 N(
BeamEffect)->data.peachStarBeam->envG = 240;
324 N(
BeamEffect)->data.peachStarBeam->envB = 240;
438 N(
BeamEffect)->data.peachStarBeam->unk_3C = 0;
439 N(
BeamEffect)->data.peachStarBeam->beamAlpha = 0;
493 spirit->lockedPos.y += dist / 60.0f;
518 script->functionTemp[0] = 230;
523 script->functionTemp[0] -= 5;
524 if (
script->functionTemp[0] <= 200) {
BSS s32 PopupMenu_SelectedIndex
@ PEACH_STAR_BEAM_START_FLY_AWAY
@ PEACH_STAR_BEAM_ZOOM_OUT
@ PEACH_STAR_BEAM_SPIRITS_FLY_AWAY
@ PEACH_STAR_BEAM_SPIRITS_APPEAR
@ PEACH_STAR_BEAM_CREATE_EFFECT
@ PEACH_STAR_BEAM_FADE_OUT_BEAM
@ PEACH_STAR_BEAM_MAKE_BEAM
@ PEACH_STAR_BEAM_SHRINK_CIRCLE
@ PEACH_STAR_BEAM_FLY_TO_TARGET
@ PEACH_STAR_BEAM_MAKE_ADDITIONAL_EFFECTS
@ PEACH_STAR_BEAM_SPIRITS_SCATTER
@ FX_INSTANCE_FLAG_DISMISS
@ ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED
Actor glows and listens for Star Beam and Peach Beam events.
@ SOUND_ID_TRIGGER_CHANGE_SOUND
@ SOUND_LRAW_USE_PEACH_BEAM
@ SOUND_LRAW_USE_STAR_BEAM
@ SOUND_LOOP_USE_PEACH_BEAM
@ SOUND_LOOP_USE_STAR_BEAM
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
s32 evt_get_variable(Evt *script, Bytecode var)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
ActorPart * get_actor_part(Actor *actor, s32 partID)
Actor * get_actor(s32 actorID)
void mdl_set_shroud_tint_params(u8 r, u8 g, u8 b, u8 a)
void snd_stop_tracking_env_sound_pos(s32 soundID, s32 keepPlaying)
void sfx_play_sound(s32 soundID)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define EndIf
Marks the end of an if statement or an else block.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define Return
Kills the current EVT thread.
struct Actor * playerActor
BattleStatus gBattleStatus