5#include "sprite/player.h"
7#define NAMESPACE battle_move_jump_charge_2
15API_CALLABLE(N(func_802A1108_74D678)) {
23 fx_stat_change(2, var1, var2, var3, 1.0f, 60);
38 battleStatus->
flags1 &= ~BS_FLAGS1_HAMMER_CHARGED;
45API_CALLABLE(N(func_802A133C_761C5C)) {
47 script->varTable[0] = 6;
49 script->varTable[0] = 7;
76 Call(MoveBattleCamOver, 5)
77 Call(N(IsJumpMaxCharged))
90 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_Mario1_Land)
92 Call(PlayerHopToGoal, 20, 0, 0)
96 Call(N(func_802A133C_761C5C))
97 Call(ShowVariableMessageBox,
LVar0, 60, 3)
110 Call(PlayerRunToGoal, 0)
@ BTL_CAM_PLAYER_CHARGE_UP
s32 evt_get_variable(Evt *script, Bytecode var)
#define Else
Marks the end of an if statement and the start of the else block.
#define EndChildThread
Marks the end of a child thread block.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define Goto(LABEL_ID)
Moves execution to the given label.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define EndIf
Marks the end of an if statement or an else block.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define ChildThread
Marks the start of a child thread block.
#define Return
Kills the current EVT thread.
BattleStatus gBattleStatus