Paper Mario DX
Paper Mario (N64) modding
 
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sam_01.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(sam_01)
6
8
9EvtScript N(EVS_PreBattle) = {
10 Call(SetSpriteShading, SHADING_NONE)
11 Exec(N(EVS_SpawnSnowfall))
12 Thread
14 Set(LVar1, 1)
15 Exec(N(EVS_AnimateHangingSnowflake_RandomSpin))
16 Wait(5)
18 Set(LVar1, 3)
19 Exec(N(EVS_AnimateHangingSnowflake_RandomSpin))
20 Wait(5)
22 Set(LVar1, 4)
23 Exec(N(EVS_AnimateHangingSnowflake_RandomSpin))
24 Wait(5)
26 Set(LVar1, 2)
27 Exec(N(EVS_AnimateHangingSnowflake_RandomSpin))
29 Return
30 End
31};
32
33EvtScript N(EVS_PostBattle) = {
34 Return
35 End
36};
37
38s32 N(ForegroundModels)[] = {
39 -1,
42};
43
44Stage NAMESPACE = {
45 .texture = "sam_tex",
46 .shape = "sam_bt01_shape",
47 .hit = "sam_bt01_hit",
48 .bg = "yki_bg",
49 .preBattle = &N(EVS_PreBattle),
50 .postBattle = &N(EVS_PostBattle),
51 .foregroundModelList = N(ForegroundModels),
52};
Bytecode EvtScript[]
#define MODEL_saku
#define MODEL_o260
#define MODEL_o262
Definition gv_01_shape.h:15
#define MODEL_o261
#define MODEL_o253
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
#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 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 LVar1
Definition macros.h:149
#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 LVar0
Definition macros.h:148
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define STAGE_MODEL_LIST_END
Definition battle.h:8