Paper Mario DX
Paper Mario (N64) modding
 
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iwa_01b.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(iwa_01b)
5
6EvtScript N(EVS_PreBattle) = {
7 Call(SetSpriteShading, SHADING_NONE)
10 End
11};
12
13EvtScript N(EVS_PostBattle) = {
14 Return
15 End
16};
17
18s32 N(ForegroundModels)[] = {
22};
23
24Stage NAMESPACE = {
25 .texture = "iwa_tex",
26 .shape = "iwa_bt01_shape",
27 .hit = "iwa_bt01_hit",
28 .bg = "iwa_bg",
29 .preBattle = &N(EVS_PreBattle),
30 .postBattle = &N(EVS_PostBattle),
31 .foregroundModelList = N(ForegroundModels),
32};
#define MODEL_iwa1
Bytecode EvtScript[]
@ MODEL_GROUP_HIDDEN
Definition enums.h:4376
#define MODEL_a
Definition gv_01_shape.h:14
#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 STAGE_MODEL_LIST_END
Definition battle.h:8