Paper Mario DX
Paper Mario (N64) modding
 
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mac_01.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(mac_01)
5
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
11 Thread
13 Exec(N(EVS_AnimateWaveModel))
14 Wait(5)
16 Exec(N(EVS_AnimateWaveModel))
17 Wait(5)
19 Exec(N(EVS_AnimateWaveModel))
20 Wait(5)
22 Exec(N(EVS_AnimateWaveModel))
25 Exec(N(EVS_AnimateFishModel))
26 Return
27 End
28};
29
30EvtScript N(EVS_PostBattle) = {
31 Return
32 End
33};
34
35Stage NAMESPACE = {
36 .texture = "mac_tex",
37 .shape = "mac_bt01_shape",
38 .hit = "mac_bt01_hit",
39 .bg = "nok_bg",
40 .preBattle = &N(EVS_PreBattle),
41 .postBattle = &N(EVS_PostBattle),
42};
Bytecode EvtScript[]
#define MODEL_o391
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_nami1
#define MODEL_nami2
#define MODEL_nami4
#define MODEL_nami3
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