2#include "sprite/npc/Toad.h"
5extern EvtScript N(EVS_ToadHouse_SetDialogue);
6extern EvtScript N(EVS_ToadHouse_ReturnFromRest);
43#ifndef ANIM_ShiverToad_Red_Talk
44#define ANIM_ShiverToad_Red_Talk ANIM_Toad_Red_Talk
47#ifndef ANIM_ShiverToad_Red_Idle
48#define ANIM_ShiverToad_Red_Idle ANIM_Toad_Red_Idle
51EvtScript N(EVS_NpcInteract_ToadHouseKeeper) = {
52 Call(N(ToadHouse_InitScreenOverlay), 0, 0, 0)
53 ExecWait(N(EVS_ToadHouse_SetDialogue))
60 Call(N(ToadHouse_DoesPlayerNeedSleep))
75 Call(N(ToadHouse_DisableStatusBar))
77 Exec(N(EVS_ToadHouse_Unk2))
86 Call(N(ToadHouse_UpdateScreenOverlay), 3,
LVar0)
94 Exec(N(EVS_ToadHouse_Unk1))
96 Call(N(ToadHouse_GetPartnerBackOut),
LVarA)
101 Call(N(ToadHouse_UpdateScreenOverlay), 0,
LVar0)
108 ExecWait(N(EVS_ToadHouse_ReturnFromRest))
112 Call(N(ToadHouse_ShowWorldStatusBar))
#define ANIM_ShiverToad_Red_Idle
#define ANIM_ShiverToad_Red_Talk
@ NPC_FLAG_IGNORE_PLAYER_COLLISION
#define ContinueSpeech(ARGS...)
#define SpeakToPlayer(ARGS...)
ApiStatus EnableModel(Evt *script, b32 isInitialCall)
Enables or disables the given model.
ApiStatus RotateModel(Evt *script, b32 isInitialCall)
Rotates the model the given amount on the selected axis.
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus SetPlayerJumpscale(Evt *script, b32 isInitialCall)
ApiStatus ShowChoice(Evt *script, b32 isInitialCall)
ApiStatus FullyRestoreSP(Evt *script, b32 isInitialCall)
ApiStatus FullyRestoreHPandFP(Evt *script, b32 isInitialCall)
ApiStatus DisablePlayerPhysics(Evt *script, b32 isInitialCall)
Disables player physics if disable is TRUE, enables it if FALSE.
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
ApiStatus SetNpcFlagBits(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 Goto(LABEL_ID)
Moves execution to the given label.
#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 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 IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Exec(EVT_SOURCE)
Launches a new thread.
#define Return
Kills the current EVT thread.