Paper Mario DX
Paper Mario (N64) modding
 
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kzn_05.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(kzn_05)
5
6#include "./Decorations.inc.c"
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
13 Exec(N(EVS_TexPan_Lava))
16 Exec(N(EVS_TexPan_Lava))
19 Exec(N(EVS_TexAnim_LavaBubble))
22 Exec(N(EVS_TexAnim_LavaBubble))
25 Exec(N(EVS_TexAnim_LavaBubble))
28 Exec(N(EVS_TexAnim_LavaBubble))
88 Return
89 End
90};
91
92EvtScript N(EVS_PostBattle) = {
93 Return
94 End
95};
96
97Stage NAMESPACE = {
98 .texture = "kzn_tex",
99 .shape = "kzn_bt05_shape",
100 .hit = "kzn_bt05_hit",
101 .preBattle = &N(EVS_PreBattle),
102 .postBattle = &N(EVS_PostBattle),
103};
Bytecode EvtScript[]
#define MODEL_s07
Definition dgb_07_shape.h:7
@ TEX_PANNER_5
Definition enums.h:4403
@ TEX_PANNER_4
Definition enums.h:4402
@ 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_yougan
Definition kpa_01_shape.h:6
#define MODEL_yougan2
#define MODEL_awa2
#define MODEL_awa1
#define MODEL_q08
#define MODEL_r00
#define MODEL_r03
#define MODEL_p04
#define MODEL_q03
#define MODEL_q12
#define MODEL_awa3
#define MODEL_q06
#define MODEL_q05
#define MODEL_s01
#define MODEL_s02
#define MODEL_r08
#define MODEL_r05
#define MODEL_s06
#define MODEL_p11
#define MODEL_p00
#define MODEL_p09
#define MODEL_r07
#define MODEL_p06
#define MODEL_p05
#define MODEL_q02
#define MODEL_awa4
#define MODEL_p12
#define MODEL_p01
#define MODEL_q11
#define MODEL_h09
#define MODEL_p02
#define MODEL_q04
#define MODEL_h02
#define MODEL_r06
#define MODEL_r04
#define MODEL_s08
#define MODEL_h01
#define MODEL_q10
#define MODEL_r02
#define MODEL_s09
#define MODEL_q01
#define MODEL_r12
#define MODEL_r10
#define MODEL_r01
#define MODEL_s03
#define MODEL_h08
#define MODEL_s05
#define MODEL_h03
#define MODEL_r11
#define MODEL_q07
#define MODEL_p03
#define MODEL_h11
#define MODEL_p07
#define MODEL_h04
#define MODEL_h10
#define MODEL_r09
#define MODEL_p08
#define MODEL_h06
#define MODEL_s04
#define MODEL_h07
#define MODEL_q09
#define MODEL_p10
#define MODEL_q00
#define MODEL_h05
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus EnableModel(Evt *script, b32 isInitialCall)
Enables or disables the given model.
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 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 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