Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
omo_04.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
4
5#define NAMESPACE A(omo_04)
6
7extern Formation N(fromation_slot_machine);
8extern ActorBlueprint N(slot_machine_stop);
9extern ActorBlueprint N(slot_machine_start);
10
11EvtScript N(EVS_PreBattle) = {
12 Call(SetSpriteShading, SHADING_NONE)
15 Thread
16 Set(LVarE, 0)
17 Loop(0)
18 Add(LVarE, 0x8000)
20 Wait(10)
23 Return
24 End
25};
26
27EvtScript N(EVS_PostBattle) = {
28 Return
29 End
30};
31
32s32 N(ForegroundModels)[] = {
37};
38
39Stage NAMESPACE = {
40 .texture = "omo_tex",
41 .shape = "omo_bt04_shape",
42 .hit = "omo_bt04_hit",
43 .bg = "omo_bg",
44 .preBattle = &N(EVS_PreBattle),
45 .postBattle = &N(EVS_PostBattle),
46 .foregroundModelList = N(ForegroundModels),
47 .stageEnemyCount = 4,
48 .stageFormation = &N(fromation_slot_machine),
49};
50
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 };
55
56Formation N(fromation_slot_machine) = {
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),
61};
62
Bytecode EvtScript[]
#define MODEL_o409
@ TEX_PANNER_MAIN
Definition enums.h:4415
@ TEX_PANNER_A
Definition enums.h:4408
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_kusari
#define MODEL_itigo
#define MODEL_kisya
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.
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 Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#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 Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVarE
Definition macros.h:162
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
Definition battle.h:230
#define STAGE_MODEL_LIST_END
Definition battle.h:8
FormationRow Formation[]
Definition battle.h:167