5#include "sprite/npc/BattleBombette.h"
9#define NAMESPACE battle_partner_bombette
50 switch (selectedMoveID) {
52 if (
script->varTable[10] > 0) {
60 if (
script->varTable[10] > 0) {
68 if (
script->varTable[10] > 0) {
304 .posOffset = { 0, 0, 0 },
305 .targetOffset = { 9, 20 },
310 .elementImmunityFlags = 0,
311 .projectileTargetOffset = { 0, 0 },
326 .hurricaneChance = 0,
328 .upAndAwayChance = 0,
330 .powerBounceChance = 80,
333 .healthBarOffset = { 0, 0 },
334 .statusIconOffset = { -10, 20 },
335 .statusTextOffset = { 10, 20 },
BSS s32 PopupMenu_SelectedIndex
struct ActorBlueprint * actorBlueprint
@ ACTION_COMMAND_BODY_SLAM
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BTL_MENU_TYPE_STAR_POWERS
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ HIT_RESULT_NICE_NO_DAMAGE
@ BTL_CAM_MIDPOINT_NORMAL
@ BTL_CAM_CLOSER_PARTNER_APPROACH
@ BTL_CAM_PARTNER_HIT_SPIKE
@ BTL_CAM_PARTNER_HIT_HAZARD
@ BTL_CAM_PARTNER_MISTAKE
@ SUPPRESS_EVENT_SPIKY_TOP
@ SUPPRESS_EVENT_ALT_SPIKY
@ SUPPRESS_EVENT_SPIKY_FRONT
@ SUPPRESS_EVENT_BURN_CONTACT
@ SOUND_BOMBETTE_BLAST_LV2
@ SOUND_BOMBETTE_BLAST_LV3
@ SOUND_LRAW_BOMBETTE_FUSE
@ SOUND_BOMBETTE_BLAST_LV1
@ SOUND_BOMBETTE_BODY_SLAM
@ DAMAGE_TYPE_MULTIPLE_POPUPS
s32 evt_get_variable(Evt *script, Bytecode var)
void add_xz_vec3f(Vec3f *vector, f32 speed, f32 angleDeg)
void play_movement_dust_effects(s32 var0, f32 xPos, f32 yPos, f32 zPos, f32 angleDeg)
EvtScript EVS_Partner_Hit
EvtScript EVS_Partner_Recover
EvtScript EVS_Partner_Drop
EvtScript EVS_Partner_NoDamageHit
EvtScript EVS_Partner_BurnHit
EvtScript EVS_Partner_BombetteSpikeContact
EvtScript EVS_Partner_Celebrate
EvtScript EVS_RunAwayFail
EvtScript EVS_Partner_RunAway
void sfx_play_sound(s32 soundID)
ApiStatus StopSound(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#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 Ref(sym)
Address/pointer constant.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#define EndChildThread
Marks the end of a child thread block.
#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 EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define IfGt(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 CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#define EndIf
Marks the end of an if statement or an else block.
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define BreakLoop
Breaks out of the innermost loop.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define KillThread(TID)
Kills a thread by its thread ID.
#define BreakSwitch
Marks the end of a switch case.
#define ExecGetTID(EVT_SOURCE, OUTVAR)
Identical to Exec, but the newly-launched thread ID is stored in OUTVAR.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#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 Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define ChildThread
Marks the start of a child thread block.
#define CaseGt(RVAR)
Marks the start of a switch case that executes only if LVAR <= RVAR. It also marks the end of any pre...
#define Loop(TIMES)
Marks the beginning of a loop.
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.
BattleStatus gBattleStatus