Paper Mario DX
Paper Mario (N64) modding
 
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jan_01.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(jan_01)
5
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
12 Thread
13 Wait(5)
15 Exec(N(EVS_AnimateWave))
16 Wait(5)
18 Exec(N(EVS_AnimateWave))
19 Wait(5)
21 Exec(N(EVS_AnimateWave))
23 Return
24 End
25};
26
27EvtScript N(EVS_PostBattle) = {
28 Return
29 End
30};
31
32s32 N(ForegroundModels)[] = {
35};
36
37Stage NAMESPACE = {
38 .texture = "jan_tex",
39 .shape = "jan_bt01_shape",
40 .hit = "jan_bt01_hit",
41 .bg = "yos_bg",
42 .preBattle = &N(EVS_PreBattle),
43 .postBattle = &N(EVS_PostBattle),
44 .foregroundModelList = N(ForegroundModels),
45};
#define MODEL_g18
Definition arn_08_shape.h:6
Bytecode EvtScript[]
#define MODEL_o85
#define MODEL_o53
@ MODEL_GROUP_HIDDEN
Definition enums.h:4376
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_o54
#define MODEL_o55
ApiStatus SetGroupVisibility(Evt *script, b32 isInitialCall)
Enables or disables the given group.
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus SetCamBGColor(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define LVar0
Definition macros.h:148
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define STAGE_MODEL_LIST_END
Definition battle.h:8