5#define NAMESPACE A(omo_04)
32s32 N(ForegroundModels)[] = {
41 .shape =
"omo_bt04_shape",
42 .hit =
"omo_bt04_hit",
44 .preBattle = &N(EVS_PreBattle),
45 .postBattle = &N(EVS_PostBattle),
46 .foregroundModelList = N(ForegroundModels),
48 .stageFormation = &N(fromation_slot_machine),
51Vec3i N(slot_machine_pos1) = { -49, 56, -68 };
52Vec3i N(slot_machine_pos2) = { -13, 56, -68 };
53Vec3i N(slot_machine_pos3) = { 20, 56, -68 };
54Vec3i N(slot_machine_pos4) = { 53, 56, -68 };
57 ACTOR_BY_POS(N(slot_machine_start), N(slot_machine_pos1), 0, 0),
58 ACTOR_BY_POS(N(slot_machine_stop), N(slot_machine_pos2), 0, 1),
59 ACTOR_BY_POS(N(slot_machine_stop), N(slot_machine_pos3), 0, 2),
60 ACTOR_BY_POS(N(slot_machine_stop), N(slot_machine_pos4), 0, 3),
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus SetTexPanOffset(Evt *script, b32 isInitialCall)
Sets offsets for texture panners.
ApiStatus SetCamBGColor(Evt *script, b32 isInitialCall)
ApiStatus SetTexPanner(Evt *script, b32 isInitialCall)
Sets a model's pannerID and sets the texture pan flag.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
#define STAGE_MODEL_LIST_END