6#include "sprite/player.h"
9#define NAMESPACE battle_item_egg_missile
29#include "battle/move/item/egg_missile1.png.h"
33#include "battle/move/item/egg_missile2.png.h"
37#include "battle/move/item/egg_missile3.png.h"
41#include "battle/move/item/egg_missile4.png.h"
46 { .v = {{ -16, -16, 0 },
FALSE, { 0, 0 }, { 0, 0, 0, 255 }}},
47 { .v = {{ 15, -16, 0 },
FALSE, { 1024, 0 }, { 0, 0, 0, 255 }}},
48 { .v = {{ 15, 15, 0 },
FALSE, { 1024, 1024 }, { 0, 0, 0, 255 }}},
49 { .v = {{ -16, 15, 0 },
FALSE, { 0, 1024 }, { 0, 0, 0, 255 }}},
64 gsDPLoadTextureTile_4b(
battle_item_egg_missile1_png,
G_IM_FMT_CI,
battle_item_egg_missile1_png_width,
battle_item_egg_missile1_png_height, 0, 0,
battle_item_egg_missile1_png_width - 1,
battle_item_egg_missile1_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
86 gsDPLoadTextureTile_4b(
battle_item_egg_missile2_png,
G_IM_FMT_CI,
battle_item_egg_missile2_png_width, 0, 0, 0,
battle_item_egg_missile2_png_width - 1,
battle_item_egg_missile2_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
108 gsDPLoadTextureTile_4b(
battle_item_egg_missile3_png,
G_IM_FMT_CI,
battle_item_egg_missile3_png_width, 0, 0, 0,
battle_item_egg_missile3_png_width - 1,
battle_item_egg_missile3_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
130 gsDPLoadTextureTile_4b(
battle_item_egg_missile4_png,
G_IM_FMT_CI,
battle_item_egg_missile4_png_width, 0, 0, 0,
battle_item_egg_missile4_png_width - 1,
battle_item_egg_missile4_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
BSS s32 PopupMenu_SelectedIndex
EntityModelScript unusedModelScript
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
#define ems_SetRenderMode(mode)
#define ems_Draw(dlist, holdTime)
@ BS_FLAGS1_TRIGGER_EVENTS
@ SOUND_EGG_MISSILE_BLAST
@ DAMAGE_TYPE_IGNORE_DEFENSE
s32 evt_get_variable(Evt *script, Bytecode var)
#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 ShakeCam(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.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 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 Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#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.