3#include "sprite/npc/Goomba.h"
5#ifndef NESTED_HYPER_GOOMBA_INCLUDE
6#define NAMESPACE A(hyper_goomba)
9extern s32 N(DefaultAnims)[];
22#ifndef NESTED_HYPER_GOOMBA_INCLUDE
30 AVAR_NotFirstTurn = 1,
33s32 N(DefenseTable)[] = {
38s32 N(StatusTable)[] = {
67 .posOffset = { 0, 0, 0 },
68 .targetOffset = { 0, 22 },
70 .idleAnimations = N(DefaultAnims),
71 .defenseTable = N(DefenseTable),
73 .elementImmunityFlags = 0,
74 .projectileTargetOffset = { 0, -10 },
80 .type = ACTOR_TYPE_HYPER_GOOMBA,
81 .level = ACTOR_LEVEL_HYPER_GOOMBA,
84 .partsData = N(ActorParts),
85 .initScript = &N(EVS_Init),
86 .statusTable = N(StatusTable),
89 .hurricaneChance = 90,
91 .upAndAwayChance = 95,
93 .powerBounceChance = 100,
96 .healthBarOffset = { 0, 0 },
97 .statusIconOffset = { -10, 20 },
98 .statusTextOffset = { 10, 20 },
103s32 N(HyperAnims)[] = {
151 Call(MoveBattleCamOver, 20)
160 Call(MoveBattleCamOver, 20)
166 Call(N(StartRumbleWithParams), 128, 10)
346s32 N(DefaultAnims)[] = {
359s32 N(ShuffleAnims)[] = {
572#include "common/CalculateArcsinDeg.inc.c"
592 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
620 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
639 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
654 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
696 Call(SetAnimation,
ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Hyper_Midair)
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(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 Sub(VAR, INT_VALUE)
#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 Goto(LABEL_ID)
Moves execution to the given label.
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#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 IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#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 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.
@ BTL_VAL_HyperSync_Active