4#define NAMESPACE battle_item_dizzy_dial
6static s32 ScreenBlurWorkerID;
19 script->functionTemp[0] = 0;
22 switch (
script->functionTemp[0]) {
24 script->functionTemp[1] = 0;
25 script->functionTemp[2] = 0;
29 script->functionTemp[0] = 1;
32 angle =
script->functionTemp[1];
36 if (
script->functionTemp[2] <= 90) {
BSS s32 PopupMenu_SelectedIndex
void N worker_render_screen_blur(void)
#define draw_prev_frame_buffer_at_screen_pos
@ BS_FLAGS1_TRIGGER_EVENTS
@ BTL_RUMBLE_PLAYER_LIGHT
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
s32 create_worker_frontUI(void(*updateFunc)(void), void(*drawFunc)(void))
void sfx_play_sound(s32 soundID)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus GetItemPower(Evt *script, b32 isInitialCall)
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.