Paper Mario DX
Paper Mario (N64) modding
 
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flo_02b.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3#include "effects.h"
4
5#define NAMESPACE A(flo_02b)
6
9
10EvtScript N(EVS_PreBattle) = {
11 Call(SetSpriteShading, SHADING_NONE)
16 Exec(N(EVS_RandomFlowers_FarBack))
18 ExecWait(N(MakeSun))
19 Return
20 End
21};
22
23EvtScript N(EVS_PostBattle) = {
24 Return
25 End
26};
27
28s32 N(ForegroundModels)[] = {
29 -1,
37};
38
39Stage NAMESPACE = {
40 .texture = "flo_tex",
41 .shape = "flo_bt02_shape",
42 .hit = "flo_bt02_hit",
43 .bg = "fla_bg",
44 .preBattle = &N(EVS_PreBattle),
45 .postBattle = &N(EVS_PostBattle),
46 .foregroundModelList = N(ForegroundModels),
47};
Bytecode EvtScript[]
@ SURFACE_TYPE_FLOWERS
Definition enums.h:4676
@ MODIFY_COLLIDER_FLAGS_SET_SURFACE
Definition enums.h:4708
@ MODEL_GROUP_HIDDEN
Definition enums.h:4376
@ MODEL_GROUP_VISIBLE
Definition enums.h:4377
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_dai_05
#define MODEL_8hana3
#define MODEL_16
#define MODEL_0809
#define MODEL_8hana4
#define MODEL_8hana6
#define MODEL_8hana1
#define MODEL_8hana5
ApiStatus SetGroupVisibility(Evt *script, b32 isInitialCall)
Enables or disables the given group.
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus SetCamBGColor(Evt *script, b32 isInitialCall)
ApiStatus ModifyColliderFlags(Evt *script, b32 isInitialCall)
Set flags for collider + siblings + children.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define STAGE_MODEL_LIST_END
Definition battle.h:8