6#include "sprite/player.h"
9#define NAMESPACE battle_item_insecticide_herb
60#include "battle/move/item/insecticide_herb.png.h"
65 { .v = { .ob = {-16, -16, 0},
FALSE, .tc = {0, 0}, .cn = {0, 0, 0, 255} } },
66 { .v = { .ob = {15, -16, 0},
FALSE, .tc = {1024, 0}, .cn = {0, 0, 0, 255} } },
67 { .v = { .ob = {15, 15, 0},
FALSE, .tc = {1024, 1024}, .cn = {0, 0, 0, 255} } },
68 { .v = { .ob = {-16, 15, 0},
FALSE, .tc = {0, 1024}, .cn = {0, 0, 0, 255} } },
71Gfx N(displayList)[] = {
83 gsDPLoadTextureTile_4b(
battle_item_insecticide_herb_png,
G_IM_FMT_CI,
battle_item_insecticide_herb_png_width,
battle_item_insecticide_herb_png_height, 0, 0,
battle_item_insecticide_herb_png_width - 1,
battle_item_insecticide_herb_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
BSS s32 PopupMenu_SelectedIndex
#define sfx_play_sound_at_position
EffectInstanceDataPtr data
struct ColdBreathFXData * coldBreath
#define STANDARD_ENTITY_MODEL_SCRIPT(gfx, renderMode)
@ BS_FLAGS1_TRIGGER_EVENTS
s32 evt_get_variable(Evt *script, Bytecode var)
void dispatch_event_actor(Actor *, s32)
Actor * get_actor(s32 actorID)
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus CreateVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityPosition(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityJumpGravity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityScale(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 Ref(sym)
Address/pointer constant.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 EndIf
Marks the end of an if statement or an else block.
#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 SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.
BattleStatus gBattleStatus