4#include "sprite/npc/BattleEldstar.h"
5#include "sprite/player.h"
7#define NAMESPACE battle_move_refresh
26 npc =
script->functionTempPtr[1];
28 switch (
script->functionTemp[0]) {
75 if (npc->
pos.
y > 200.0f) {
BSS s32 PopupMenu_SelectedIndex
struct EffectInstance * disableEffect
struct DisableXFXData * disableX
EffectInstanceDataPtr data
s32 evt_get_variable(Evt *script, Bytecode var)
void remove_status_debuff(s32)
void btl_update_ko_status(void)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
Npc * get_npc_unsafe(s32 npcID)
ApiStatus PlaySound(Evt *script, b32 isInitialCall)
ApiStatus DeleteNpc(Evt *script, b32 isInitialCall)
ApiStatus SetNpcAnimation(Evt *script, b32 isInitialCall)
ApiStatus ShowStartRecoveryShimmer(Evt *script, b32 isInitialCall)
ApiStatus EnableNpcBlur(Evt *script, b32 isInitialCall)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#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 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
BattleStatus gBattleStatus