4#include "sprite/player.h"
7#define NAMESPACE battle_move_hammer_throw
11static s32 pad_images = 0;
13INCLUDE_IMG(
"battle/move/hammer/dusty_hammer.png", battle_move_hammer_throw_dusty_hammer_png);
14INCLUDE_PAL(
"battle/move/hammer/dusty_hammer.pal", battle_move_hammer_throw_dusty_hammer_pal);
16INCLUDE_IMG(
"battle/move/hammer/basic_hammer.png", battle_move_hammer_throw_basic_hammer_png);
17INCLUDE_PAL(
"battle/move/hammer/basic_hammer.pal", battle_move_hammer_throw_basic_hammer_pal);
19INCLUDE_IMG(
"battle/move/hammer/super_hammer.png", battle_move_hammer_throw_super_hammer_png);
20INCLUDE_PAL(
"battle/move/hammer/super_hammer.pal", battle_move_hammer_throw_super_hammer_pal);
22INCLUDE_IMG(
"battle/move/hammer/ultra_hammer.png", battle_move_hammer_throw_ultra_hammer_png);
23INCLUDE_PAL(
"battle/move/hammer/ultra_hammer.pal", battle_move_hammer_throw_ultra_hammer_pal);
25#include "battle/move/hammer/hammer_throw.vtx.inc.c"
27#include "battle/move/hammer/dusty_hammer.gfx.inc.c"
28#include "battle/move/hammer/basic_hammer.gfx.inc.c"
29#include "battle/move/hammer/super_hammer.gfx.inc.c"
30#include "battle/move/hammer/ultra_hammer.gfx.inc.c"
40 Call(ShowActionHud, TRUE)
158 Call(action_command_hammer_init)
164 Call(PlayerRunToGoal, 0)
176 Call(InitTargetIterator)
178 Call(AddBattleCamDist, 50)
179 Call(MoveBattleCamOver, 20)
198 Call(N(ShouldMovesAutoSucceed))
209 Call(action_command_hammer_start, 0,
LVarD, 3)
210 Call(SetActionQuality, 0)
285 Call(InitTargetIterator)
320 ExecWait(N(EVS_HammerSupport_ReturnHome_Miss))
382 Call(MoveBattleCamOver, 10)
420 ExecWait(N(EVS_HammerSupport_ReturnHome_Success))
424 ExecWait(N(EVS_HammerSupport_ReturnHome_Miss))
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ HIT_RESULT_NICE_NO_DAMAGE
@ BTL_CAM_PLAYER_HAMMER_STRIKE
@ BTL_CAM_PLAYER_ATTACK_APPROACH
#define SUPPRESS_EVENTS_HAMMER
@ BTL_RUMBLE_PLAYER_HEAVY
@ BTL_RUMBLE_PLAYER_LIGHT
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
ApiStatus CreateVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityPosition(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityLandJump(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityJumpGravity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityScale(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus DeleteVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityJumpTo(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityRotation(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
#define Switch(LVAR)
Marks the start of a switch statement.
#define Ref(sym)
Address/pointer constant.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#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 Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#define EndIf
Marks the end of an if statement or an else block.
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define BreakLoop
Breaks out of the innermost loop.
#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 EndSwitch
Marks the end of a switch statement and any case.
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define CaseGt(RVAR)
Marks the start of a switch case that executes only if LVAR <= RVAR. It also marks the end of any pre...
#define Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.