Paper Mario DX
Paper Mario (N64) modding
 
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defend.c File Reference

Go to the source code of this file.

Enumerations

enum  { BTL_SUBSTATE_AWAIT = 1 }
 

Functions

void btl_state_update_defend (void)
 
void btl_state_draw_defend (void)
 

Enumeration Type Documentation

◆ anonymous enum

Enumerator
BTL_SUBSTATE_AWAIT 

Definition at line 4 of file defend.c.

4 {
5 // BTL_SUBSTATE_INIT = 0,
7};
@ BTL_SUBSTATE_AWAIT
Definition defend.c:6

Function Documentation

◆ btl_state_update_defend()

void btl_state_update_defend ( void )

Definition at line 9 of file defend.c.

9 {
11 Evt* script;
12
13 switch (gBattleSubState) {
16
17 // prompt player to handle PHASE_USE_DEFEND
20 player->takeTurnScriptID = script->id;
21 script->owner1.actorID = ACTOR_PLAYER;
23 break;
25 // wait for PHASE_USE_DEFEND event to complete
27 break;
28 }
29
30 // done waiting for the script
32 break;
33 }
34}
BSS s32 PopupMenu_SelectedIndex
struct Evt * takeTurnScript
s32 takeTurnScriptID
@ PHASE_USE_DEFEND
Definition enums.h:2096
@ BATTLE_STATE_END_PLAYER_TURN
Definition enums.h:3686
@ ACTOR_PLAYER
Definition enums.h:2118
@ EVT_PRIORITY_A
Definition evt.h:154
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
EvtScript EVS_Mario_HandlePhase
@ BTL_SUBSTATE_INIT
Definition states.h:8
struct Actor * playerActor
BattleStatus gBattleStatus
Definition battle.cpp:14
s32 gBattleSubState
Definition battle.cpp:17

Referenced by btl_update().

◆ btl_state_draw_defend()

void btl_state_draw_defend ( void )

Definition at line 36 of file defend.c.

36 {
37}

Referenced by btl_draw_ui().