5#include "sprite/player.h"
7#define NAMESPACE battle_item_pow_block
11API_CALLABLE(N(ForceTriggerPOWBlockEntity)) {
18 s32 entityID = script->varTable[10];
24 playerStatus->
flags &= ~PS_FLAG_JUMPING;
31API_CALLABLE(N(DeletePOWBlockEntity)) {
39API_CALLABLE(N(AdjustPOWBlockEntityScale)) {
48 entity->
pos.
y -= 10.0f;
62 Call(N(AdjustPOWBlockEntityScale))
63 PlayEffect(EFFECT_WALKING_DUST, 2, -40, 60, 20, 0, 0, 0)
64 PlayEffect(EFFECT_WALKING_DUST, 2, -30, 65, 20, 0, 0, 0)
65 PlayEffect(EFFECT_WALKING_DUST, 2, -40, 60, 20, 0, 0, 0)
66 PlayEffect(EFFECT_WALKING_DUST, 2, -40, 55, 20, 0, 0, 0)
70 Call(MoveBattleCamOver, 20)
74 Call(N(ForceTriggerPOWBlockEntity))
75 PlayEffect(EFFECT_WALKING_DUST, 2, -40, 60, 20, 0, 0, 0)
76 PlayEffect(EFFECT_WALKING_DUST, 2, -30, 65, 20, 0, 0, 0)
77 PlayEffect(EFFECT_WALKING_DUST, 2, -40, 60, 20, 0, 0, 0)
78 PlayEffect(EFFECT_WALKING_DUST, 2, -40, 55, 20, 0, 0, 0)
97 Call(PlayerRunToGoal, 0)
99 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Jump, ANIM_Mario1_Fall, ANIM_Mario1_Land)
102 Call(PlayerHopToGoal, 20, 0, 0)
105 Call(MoveBattleCamOver, 20)
106 Call(InitTargetIterator)
122 PlayEffect(EFFECT_WALKING_DUST, 2, -70, 60, 20, 0, 0, 0)
123 PlayEffect(EFFECT_WALKING_DUST, 2, -60, 65, 20, 0, 0, 0)
124 PlayEffect(EFFECT_WALKING_DUST, 2, -70, 60, 20, 0, 0, 0)
125 PlayEffect(EFFECT_WALKING_DUST, 2, -70, 55, 20, 0, 0, 0)
126 Call(N(DeletePOWBlockEntity))
EntityBlueprint Entity_PowBlock
@ BS_FLAGS1_TRIGGER_EVENTS
@ ENTITY_FLAG_PENDING_INSTANCE_DELETE
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_MULTIPLE_POPUPS
Entity * get_entity_by_index(s32 index)
void update_entities(void)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus MakeEntity(Evt *script, b32 isInitialCall)
Creates an entity.
ApiStatus GetItemPower(Evt *script, b32 isInitialCall)
#define Ref(sym)
Address/pointer constant.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define COLLISION_WITH_ENTITY_BIT
#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 EndIf
Marks the end of an if statement or an else block.
#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 Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Return
Kills the current EVT thread.
struct Actor * playerActor
CollisionStatus gCollisionStatus
BattleStatus gBattleStatus
PlayerStatus gPlayerStatus