BSS s32 PopupMenu_SelectedIndex
@ MODEL_FLAG_HAS_TRANSFORM
@ MODEL_FLAG_MATRIX_DIRTY
@ SOUND_SHAKE_TREE_LEAVES
s32 evt_get_variable(Evt *script, Bytecode var)
s32 get_model_list_index_from_tree_index(s32 treeIndex)
struct Model * get_model_from_list_index(s32 listIndex)
f32 evt_get_float_variable(Evt *script, Bytecode var)
void setup_shear_mtx(Matrix4f mtx, f32 scale, f32 xAmount, f32 zAmount)
ApiStatus PlaySoundAtModel(Evt *script, b32 isInitialCall)
Plays the given sound at the given model.
ApiStatus TranslateModel(Evt *script, b32 isInitialCall)
Translates the given model's position.
ApiStatus DropItemEntity(Evt *script, b32 isInitialCall)
ApiStatus SetValueByRef(Evt *script, b32 isInitialCall)
ApiStatus GetValueByRef(Evt *script, b32 isInitialCall)
ApiStatus GetPlayerPos(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
#define EndLoop
Marks the end of a loop.
#define BufRead4(VAR1, VAR2, VAR3, VAR4)
Consumes the next four s32s from the buffer and stores them in the given variables.
#define BufRead1(VAR)
Consumes the next s32 from the buffer and stores it in the given variable.
#define BufRead3(VAR1, VAR2, VAR3)
Consumes the next three s32s from the buffer and stores them in the given variables.
#define EndIf
Marks the end of an if statement or an else block.
#define SetTimescale(TIMESCALE)
Sets the current thread's timescale. This is a multiplier applied to Wait and Wait_SECONDS.
#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 PlayEffect(args...)
#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 Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.