Paper Mario DX
Paper Mario (N64) modding
 
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kpa_02.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(kpa_02)
5
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
13 Set(LVar2, -400)
14 Set(LVar3, -800)
15 Exec(N(EVS_TexturePanBothU))
18 Set(LVar2, -400)
19 Set(LVar3, -800)
20 Exec(N(EVS_TexturePanBothU))
23 Set(LVar2, -400)
24 Set(LVar3, -800)
25 Exec(N(EVS_TexturePanBothV))
28 Set(LVar2, -400)
29 Set(LVar3, -800)
30 Exec(N(EVS_TexturePanBothV))
31 Return
32 End
33};
34
35EvtScript N(EVS_PostBattle) = {
36 Return
37 End
38};
39
40s32 N(ForegroundModels)[] = {
43};
44
45Stage NAMESPACE = {
46 .texture = "kpa_tex",
47 .shape = "kpa_bt02_shape",
48 .hit = "kpa_bt02_hit",
49 .preBattle = &N(EVS_PreBattle),
50 .postBattle = &N(EVS_PostBattle),
51 .foregroundModelList = N(ForegroundModels),
52};
Bytecode EvtScript[]
#define MODEL_2
#define MODEL_saku
#define MODEL_3
@ TEX_PANNER_0
Definition enums.h:4398
@ TEX_PANNER_2
Definition enums.h:4400
@ TEX_PANNER_3
Definition enums.h:4401
@ TEX_PANNER_1
Definition enums.h:4399
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_1
#define MODEL_4
Definition hos_01_shape.h:8
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 LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define LVar3
Definition macros.h:151
#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