3#include "sprite/player.h"
5#define NAMESPACE battle_move_mega_quake
9API_CALLABLE(func_802A10A4_756824) {
11 script->functionTemp[0] = 0;
14 if (script->functionTemp[0] != 0) {
15 if (script->functionTemp[0] != 1) {
19 script->functionTemp[1] = 30;
20 script->functionTemp[0] = 1;
27 if (script->functionTemp[1] != 0) {
28 script->functionTemp[1]--;
41 Call(ShowActionHud, TRUE)
68 ExecWait(N(EVS_Hammer_UseBasicQuake))
70 ExecWait(N(EVS_Hammer_UseSuperQuake))
72 ExecWait(N(EVS_Hammer_UseUltraQuake))
79 PlayEffect(EFFECT_SMOKE_IMPACT, 1,
LVar0,
LVar1,
LVar2, 60, 8, 0, 30, 0, 0, 0, 0, 0)
81 PlayEffect(EFFECT_SMOKE_IMPACT, 1,
LVar0,
LVar1,
LVar2, 60, 8, 33, 30, 0, 0, 0, 0, 0)
83 PlayEffect(EFFECT_SMOKE_IMPACT, 1,
LVar0,
LVar1,
LVar2, 60, 8, 66, 30, 0, 0, 0, 0, 0)
103 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 0, 30, 0, 0, 0, 0, 0)
105 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 24, 30, 0, 0, 0, 0, 0)
107 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 48, 30, 0, 0, 0, 0, 0)
109 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 72, 30, 0, 0, 0, 0, 0)
113 PlayEffect(EFFECT_SHOCKWAVE, 1,
LVar0,
LVar1,
LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
131 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 0, 30, 0, 0, 0, 0, 0)
133 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 24, 30, 0, 0, 0, 0, 0)
135 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 48, 30, 0, 0, 0, 0, 0)
137 PlayEffect(EFFECT_SMOKE_IMPACT, 0,
LVar0,
LVar1,
LVar2, 72, 8, 72, 30, 0, 0, 0, 0, 0)
141 PlayEffect(EFFECT_SHOCKWAVE, 1,
LVar0,
LVar1,
LVar2, 0, 0, 0, 0, 0, 0, 0, 0, 0)
147 Call(MoveBattleCamOver, 5)
156 PlayEffect(EFFECT_LIGHTNING_BOLT, 0,
LVar3, 1,
LVar2,
LVar4, 1,
LVar5,
Float(4.0), 30, 0, 0, 0, 0)
162 Call(MoveBattleCamOver, 50)
184 Call(InitTargetIterator)
210 ExecWait(N(EVS_Hammer_ReturnHome_B))
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BTL_CAM_PLAYER_HAMMER_QUAKE
#define SUPPRESS_EVENTS_HAMMER
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_QUAKE_HAMMER
@ DAMAGE_TYPE_MULTIPLE_POPUPS
void set_screen_overlay_params_back(u8, f32)
void set_screen_overlay_center(s32, s32, s32, s32)
ApiStatus AddVectorPolar(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#define Else
Marks the end of an if statement and the start of the else block.
#define Switch(LVAR)
Marks the start of a switch statement.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define AddF(VAR, FLOAT_VALUE)
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
#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 CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#define EndSwitch
Marks the end of a switch statement and any case.
#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 CaseGt(RVAR)
Marks the start of a switch case that executes only if LVAR <= RVAR. It also marks the end of any pre...
#define Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.