Paper Mario DX
Paper Mario (N64) modding
 
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iwa_02.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(iwa_02)
5
6// this (unused) whacka is part of the stage
7extern ActorBlueprint N(whacka);
8
9EvtScript N(EVS_PreBattle) = {
10 Call(SetSpriteShading, SHADING_NONE)
11 Return
12 End
13};
14
15EvtScript N(EVS_PostBattle) = {
16 Return
17 End
18};
19
20s32 N(ForegroundModels)[] = {
24};
25
26Stage NAMESPACE = {
27 .texture = "iwa_tex",
28 .shape = "iwa_bt02_shape",
29 .hit = "iwa_bt02_hit",
30 .bg = "iwa_bg",
31 .preBattle = &N(EVS_PreBattle),
32 .postBattle = &N(EVS_PostBattle),
33 .foregroundModelList = N(ForegroundModels),
34};
35
36Vec3i N(OriginPos) = { 0, 0, 0 };
37
38Formation N(WhackaFormation) = {
39 ACTOR_BY_POS(N(whacka), N(OriginPos), 0),
40};
41
42// needs to match stage name used while defining NAMESPACE above
43// the actor include redefines NAMESPACE based on current AREA, so we need to insert the stage name via prefix
44#define NAME_PREFIX iwa_02_
46#define NAME_PREFIX
#define MODEL_iwa1
Bytecode EvtScript[]
#define MODEL_o331
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