Paper Mario DX
Paper Mario (N64) modding
 
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iwa_01.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(iwa_01)
5
6// this (unused) whacka is part of the stage
7extern ActorBlueprint N(whacka);
8extern Formation N(WhackaFormation);
9
10EvtScript N(EVS_PreBattle) = {
11 Call(SetSpriteShading, SHADING_NONE)
13 Return
14 End
15};
16
17EvtScript N(EVS_PostBattle) = {
18 Return
19 End
20};
21
22s32 N(ForegroundModels)[] = {
26};
27
28Stage NAMESPACE = {
29 .texture = "iwa_tex",
30 .shape = "iwa_bt01_shape",
31 .hit = "iwa_bt01_hit",
32 .bg = "iwa_bg\0",
33 .preBattle = &N(EVS_PreBattle),
34 .postBattle = &N(EVS_PostBattle),
35 .foregroundModelList = N(ForegroundModels),
36 .stageEnemyCount = 1,
37 .stageFormation = &N(WhackaFormation),
38 .stageEnemyChance = 512,
39};
40
41Vec3i N(WhackaPos) = { 116, 0, -30 };
42
43Formation N(WhackaFormation) = {
44 ACTOR_BY_POS(N(whacka), N(WhackaPos), 0),
45};
46
47// needs to match stage name used while defining NAMESPACE above
48// the actor include redefines NAMESPACE based on current AREA, so we need to insert the stage name via prefix
49#define NAME_PREFIX iwa_01_
51#define NAME_PREFIX
#define MODEL_iwa1
Bytecode EvtScript[]
@ MODEL_GROUP_HIDDEN
Definition enums.h:4376
#define MODEL_b
#define MODEL_o331
ApiStatus SetGroupVisibility(Evt *script, b32 isInitialCall)
Enables or disables the given group.
ApiStatus SetSpriteShading(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 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 ACTOR_BY_POS(_name, _pos, _priority, args...)
Definition battle.h:230
#define STAGE_MODEL_LIST_END
Definition battle.h:8
FormationRow Formation[]
Definition battle.h:167