Paper Mario DX
Paper Mario (N64) modding
 
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isk_04.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3#include "effects.h"
4
5#define NAMESPACE A(isk_04)
6
7BSS EffectInstance* N(TorchFlameL);
8BSS EffectInstance* N(TorchFlameR);
9
10API_CALLABLE(N(CreateTorchFX)) {
11 fx_flame(FX_FLAME_RED, -133.0f, 72.0f, -143.0f, 0.3f, &N(TorchFlameL));
12 fx_flame(FX_FLAME_RED, 129.0f, 72.0f, -143.0f, 0.3f, &N(TorchFlameR));
13 return ApiStatus_DONE2;
14}
15
16API_CALLABLE(N(DeleteTorchFX)) {
17 remove_effect(N(TorchFlameL));
18 remove_effect(N(TorchFlameR));
19 return ApiStatus_DONE2;
20}
21
22EvtScript N(EVS_PreBattle) = {
23 Call(SetSpriteShading, SHADING_NONE)
25 Call(N(CreateTorchFX))
26 Return
27 End
28};
29
30EvtScript N(EVS_PostBattle) = {
31 Call(N(DeleteTorchFX))
32 Return
33 End
34};
35
36s32 N(ForegroundModels)[] = {
40};
41
42Stage NAMESPACE = {
43 .texture = "isk_tex",
44 .shape = "isk_bt04_shape",
45 .hit = "isk_bt04_hit",
46 .preBattle = &N(EVS_PreBattle),
47 .postBattle = &N(EVS_PostBattle),
48 .foregroundModelList = N(ForegroundModels),
49};
Bytecode EvtScript[]
#define remove_effect
@ FX_FLAME_RED
Definition effects.h:481
@ CAM_BATTLE
Definition enums.h:1801
#define ApiStatus_DONE2
Definition evt.h:118
#define MODEL_o500
#define MODEL_o501
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus SetCamBGColor(Evt *script, b32 isInitialCall)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define BSS
Definition macros.h:7
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define STAGE_MODEL_LIST_END
Definition battle.h:8