4#include "sprite/player.h"
6#define NAMESPACE battle_move_multibounce
10s32 N(DifficultyTable)[] = {
11 7, 6, 5, 4, 3, 2, 1, 0
19 Call(ShowActionHud, TRUE)
36 Call(action_command_jump_init)
37 Call(SetActionDifficultyTable,
Ref(N(DifficultyTable)))
38 ExecWait(N(EVS_JumpSupport_Approach))
39 ExecWait(N(EVS_JumpSupport_CalcJumpTime))
43 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_MarioB1_Stomp)
78 ExecWait(N(EVS_JumpSupport_NoFollowUp))
99 Call(CloseActionCommandInfo)
101 Call(action_command_jump_init)
103 Call(ShowActionHud, FALSE)
107 ExecWait(N(EVS_JumpSupport_CalcJumpTime))
109 Call(action_command_jump_start,
LVarA, 3)
111 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_Mario1_SpinFall)
160 ExecWait(N(EVS_JumpSupport_Rebound))
163 ExecWait(N(EVS_JumpSupport_NoFollowUp))
169 ExecWait(N(EVS_JumpSupport_Rebound))
177 ExecWait(N(EVS_JumpSupport_WeakRebound))
187 Call(action_command_jump_init)
188 Call(SetActionDifficultyTable,
Ref(N(DifficultyTable)))
189 ExecWait(N(EVS_JumpSupport_Approach))
190 ExecWait(N(EVS_JumpSupport_CalcJumpTime))
191 Call(action_command_jump_start,
LVarA, 1)
194 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_MarioB1_Stomp)
226 ExecWait(N(EVS_JumpSupport_Rebound))
229 ExecWait(N(EVS_JumpSupport_NoFollowUp))
235 ExecWait(N(EVS_JumpSupport_Rebound))
250 Call(CloseActionCommandInfo)
252 Call(action_command_jump_init)
254 Call(ShowActionHud, FALSE)
257 Call(action_command_jump_start, 37, 3)
261 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Sit, ANIM_Mario1_SpinJump)
316 ExecWait(N(EVS_JumpSupport_Rebound))
319 ExecWait(N(EVS_JumpSupport_NoFollowUp))
325 ExecWait(N(EVS_JumpSupport_Rebound))
333 ExecWait(N(EVS_JumpSupport_NoFollowUp))
343 Call(action_command_jump_init)
344 Call(SetActionDifficultyTable,
Ref(N(DifficultyTable)))
345 ExecWait(N(EVS_JumpSupport_Approach))
346 ExecWait(N(EVS_JumpSupport_CalcJumpTime))
347 Call(action_command_jump_start,
LVarA, 1)
350 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_MarioB1_Stomp)
382 ExecWait(N(EVS_JumpSupport_Rebound))
385 ExecWait(N(EVS_JumpSupport_NoFollowUp))
391 ExecWait(N(EVS_JumpSupport_Rebound))
406 Call(CloseActionCommandInfo)
408 Call(action_command_jump_init)
410 Call(ShowActionHud, FALSE)
413 Call(action_command_jump_start, 25, 3)
416 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Jump, ANIM_Mario1_SpinFall)
465 ExecWait(N(EVS_JumpSupport_Rebound))
468 ExecWait(N(EVS_JumpSupport_NoFollowUp))
474 ExecWait(N(EVS_JumpSupport_Rebound))
482 ExecWait(N(EVS_JumpSupport_NoFollowUp))
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BS_FLAGS1_EXECUTING_MOVE
@ HIT_RESULT_NICE_NO_DAMAGE
@ BTL_CAM_PLAYER_MULTIBOUNCE
@ BTL_CAM_PLAYER_JUMP_MIDAIR
@ DAMAGE_TYPE_MULTI_BOUNCE
@ DAMAGE_TYPE_MULTIPLE_POPUPS
#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 Ref(sym)
Address/pointer constant.
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 Sub(VAR, INT_VALUE)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#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 Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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 Return
Kills the current EVT thread.