Paper Mario DX
Paper Mario (N64) modding
 
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flo_04.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(flo_04)
5
7
8EvtScript N(EVS_AnimateCloud) = {
10 Set(LVarF, 0)
11 Loop(0)
12 Call(N(CosInterpMinMax), LVarF, LVar0, Float(0.968), Float(1.031), 15, 0, 0)
13 Call(N(CosInterpMinMax), LVarF, LVar1, Float(1.031), Float(0.968), 15, 0, 0)
15 Add(LVarF, 1)
16 IfGe(LVarF, 30)
17 Set(LVarF, 0)
18 EndIf
19 Wait(1)
21 Return
22 End
23};
24
25#include "common/MakeSun.inc.c"
26
27EvtScript N(EVS_PreBattle) = {
28 Call(SetSpriteShading, SHADING_NONE)
31 Exec(N(EVS_AnimateCloud))
33 Exec(N(EVS_AnimateCloud))
35 Exec(N(EVS_AnimateCloud))
37 Exec(N(EVS_AnimateCloud))
39 Exec(N(EVS_AnimateCloud))
40 Thread
42 Exec(N(EVS_AnimateCloud))
44 Exec(N(EVS_AnimateCloud))
45 Wait(5)
47 Exec(N(EVS_AnimateCloud))
49 Exec(N(EVS_AnimateCloud))
50 Wait(5)
52 Exec(N(EVS_AnimateCloud))
54 Exec(N(EVS_AnimateCloud))
56 Exec(N(EVS_AnimateCloud))
57 Wait(5)
59 Exec(N(EVS_AnimateCloud))
61 Exec(N(EVS_AnimateCloud))
64 Call(EnableModel, CLONED_MODEL(0), FALSE)
65 Call(TranslateModel, CLONED_MODEL(0), 0, 9, 0)
67 ExecWait(N(MakeSun))
68 Return
69 End
70};
71
72EvtScript N(EVS_PostBattle) = {
73 Return
74 End
75};
76
77s32 N(ForegroundModels)[] = {
78 -1,
82};
83
84Stage NAMESPACE = {
85 .texture = "flo_tex",
86 .shape = "flo_bt04_shape",
87 .hit = "flo_bt04_hit",
88 .bg = "sra_bg",
89 .preBattle = &N(EVS_PreBattle),
90 .postBattle = &N(EVS_PostBattle),
91 .foregroundModelList = N(ForegroundModels),
92};
Bytecode EvtScript[]
#define MODEL_o419
#define MODEL_o412
#define MODEL_o413
#define MODEL_o431
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_o414
#define MODEL_o415
#define MODEL_o434
#define MODEL_o433
#define MODEL_o427
#define MODEL_b2_2
#define MODEL_b2_1
#define MODEL_b1_1
#define MODEL_b1_2
#define MODEL_o432
#define MODEL_b1_3
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus EnableModel(Evt *script, b32 isInitialCall)
Enables or disables the given model.
ApiStatus TranslateModel(Evt *script, b32 isInitialCall)
Translates the given model's position.
ApiStatus ScaleModel(Evt *script, b32 isInitialCall)
Scales the model the given amount along the selected axis.
ApiStatus SetCamBGColor(Evt *script, b32 isInitialCall)
ApiStatus ParentColliderToModel(Evt *script, b32 isInitialCall)
Associates a model with a collider and applies the model's transformation.
ApiStatus CloneModel(Evt *script, b32 isInitialCall)
Clones the given model.
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition macros.h:284
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define LVarF
Definition macros.h:163
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define Float(DOUBLE)
Definition macros.h:51
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define LVar1
Definition macros.h:149
#define LVarA
Definition macros.h:158
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar0
Definition macros.h:148
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define CLONED_MODEL(idx)
Definition map.h:18
#define STAGE_MODEL_LIST_END
Definition battle.h:8