3#include "sprite/npc/Paragoomba.h" 
    4#include "sprite/npc/Goomba.h" 
    7#define NAMESPACE A(paragloomba) 
   21extern s32 N(LeftWingAnims)[];
 
   22extern s32 N(RightWingAnims)[];
 
   41s32 N(FlyingDefense)[] = {
 
   71s32 N(FlyingStatusTable)[] = {
 
  100        .posOffset = { 0, 0, 0 },
 
  101        .targetOffset = { 0, 20 },
 
  106        .elementImmunityFlags = 0,
 
  107        .projectileTargetOffset = { 0, -10 },
 
  112        .posOffset = { 0, 0, 0 },
 
  113        .targetOffset = { 0, 24 },
 
  116        .defenseTable = N(FlyingDefense),
 
  118        .elementImmunityFlags = 0,
 
  119        .projectileTargetOffset = { 0, -10 },
 
  124        .posOffset = { 0, 0, 0 },
 
  125        .targetOffset = { -16, 24 },
 
  127        .idleAnimations = N(LeftWingAnims),
 
  130        .elementImmunityFlags = 0,
 
  131        .projectileTargetOffset = { 0, -10 },
 
  136        .posOffset = { 0, 0, 0 },
 
  137        .targetOffset = { -16, 24 },
 
  139        .idleAnimations = N(RightWingAnims),
 
  142        .elementImmunityFlags = 0,
 
  143        .projectileTargetOffset = { 0, -10 },
 
  153    .partsData = N(ActorParts),
 
  155    .statusTable = N(FlyingStatusTable),
 
  158    .hurricaneChance = 90,
 
  160    .upAndAwayChance = 95,
 
  162    .powerBounceChance = 100,
 
  165    .healthBarOffset = { 0, 0 },
 
  166    .statusIconOffset = { -10, 20 },
 
  167    .statusTextOffset = { 10, 20 },
 
 
  196s32 N(LeftWingAnims)[] = {
 
  201s32 N(RightWingAnims)[] = {
 
  496#include "common/StartRumbleWithParams.inc.c" 
  766#include "common/CalculateArcsinDeg.inc.c" 
BSS s32 PopupMenu_SelectedIndex
#define STATUS_FLAGS_IMMOBILIZED
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ ACTOR_EVENT_FLAG_GROUNDABLE
Actor can be knocked down from flight; triggered by jump attacks.
@ ENCOUNTER_TRIGGER_HAMMER
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ SOUND_PARAGOOMBA_PREDIVE
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
@ ACTOR_FLAG_TYPE_CHANGED
Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle sta...
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_NO_SHADOW
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_Knockback
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_ShockHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus RandInt(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 Ref(sym)
Address/pointer constant.
#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 Mod(VAR, INT_VALUE)
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#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 Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#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 Loop(TIMES)
Marks the beginning of a loop.
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.