Paper Mario DX
Paper Mario (N64) modding
 
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coconut.c
Go to the documentation of this file.
1#include "common.h"
2#include "script_api/battle.h"
3#include "entity.h"
4#include "ld_addrs.h"
5#include "sprite/player.h"
6#include "include_asset.h"
7
8#define NAMESPACE battle_item_coconut
9
12
13static s32 _pad = 0;
14
15#include "battle/move/item/coconut.png.h"
16INCLUDE_IMG("battle/move/item/coconut.png", battle_item_coconut_png);
17INCLUDE_PAL("battle/move/item/coconut.pal", battle_item_coconut_pal);
18
20Vtx N(model)[] = {
21 { .v = {{ -16, -16, 0 }, FALSE, { 0, 0 }, { 0, 0, 0, 255 }}},
22 { .v = {{ 15, -16, 0 }, FALSE, { 1024, 0 }, { 0, 0, 0, 255 }}},
23 { .v = {{ 15, 15, 0 }, FALSE, { 1024, 1024 }, { 0, 0, 0, 255 }}},
24 { .v = {{ -16, 15, 0 }, FALSE, { 0, 1024 }, { 0, 0, 0, 255 }}},
25};
26
27Gfx N(displayList)[] = {
29 gsSPTexture(-1, -1, 0, G_TX_RENDERTILE, G_ON),
42 gsSPVertex(&N(model), ARRAY_COUNT(N(model)), 0),
43 gsSP1Triangle(0, 1, 2, 0),
44 gsSP1Triangle(0, 2, 3, 0),
47};
48
50
58 Wait(3)
60 SetF(LVar0, Float(1.0))
64 Set(LVar3, 20)
65 Set(LVar4, 42)
66 Set(LVar5, 5)
75 Thread
76 Set(LVar0, 0)
77 Loop(18)
78 Add(LVar0, -60)
80 Wait(1)
84 Add(LVar2, 5)
89 Add(LVar0, 60)
90 Add(LVar1, 0)
94 Return
95 End
96};
BSS s32 PopupMenu_SelectedIndex
Bytecode EvtScript[]
s32 EntityModelScript[]
Definition entity.h:7
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
Definition entity.h:56
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3608
@ BTL_CAM_VIEW_ENEMIES
Definition enums.h:4410
@ SOUND_THROW
Definition enums.h:1314
@ RENDER_MODE_ALPHATEST
Definition enums.h:3310
@ ACTOR_PLAYER
Definition enums.h:2118
@ ACTOR_SELF
Definition enums.h:2117
@ DAMAGE_TYPE_IGNORE_DEFENSE
Definition enums.h:2911
@ DAMAGE_TYPE_NO_CONTACT
Definition enums.h:2912
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus CreateVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityPosition(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityJumpGravity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityScale(Evt *script, b32 isInitialCall)
ApiStatus DeleteVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus GetItemPower(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityJumpTo(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityRotation(Evt *script, b32 isInitialCall)
#define Ref(sym)
Address/pointer constant.
Definition macros.h:61
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:366
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:214
#define Add(VAR, INT_VALUE)
Definition macros.h:377
#define EndLoop
Marks the end of a loop.
Definition macros.h:249
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define Float(DOUBLE)
Definition macros.h:52
#define LVar5
Definition macros.h:154
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:476
#define Thread
Marks the start of a thread block.
Definition macros.h:545
#define EndThread
Marks the end of a thread block.
Definition macros.h:548
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:374
#define LVar2
Definition macros.h:151
#define LVar1
Definition macros.h:150
#define LVarA
Definition macros.h:159
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:255
#define LVar9
Definition macros.h:158
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:577
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:246
#define LVar4
Definition macros.h:153
#define LVar3
Definition macros.h:152
#define LVar0
Definition macros.h:149
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:371
#define Return
Kills the current EVT thread.
Definition macros.h:218