Paper Mario DX
Paper Mario (N64) modding
 
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kkj_01.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(kkj_01)
5
6EvtScript N(EVS_PreBattle) = {
7 Call(SetSpriteShading, SHADING_NONE)
9 End
10};
11
12EvtScript N(EVS_PostBattle) = {
13 Return
14 End
15};
16
17s32 N(ForegroundModels)[] = {
22};
23
24Stage NAMESPACE = {
25 .texture = "kkj_tex",
26 .shape = "kkj_bt01_shape",
27 .hit = "kkj_bt01_hit",
28 .bg = "kpa_bg",
29 .preBattle = &N(EVS_PreBattle),
30 .postBattle = &N(EVS_PostBattle),
31 .foregroundModelList = N(ForegroundModels),
32};
Bytecode EvtScript[]
#define MODEL_hana
#define MODEL_ha2
#define MODEL_ha1
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