Paper Mario DX
Paper Mario (N64) modding
 
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sam_02c.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_02c)
6
8
9EvtScript N(EVS_PreBattle) = {
10 Call(SetSpriteShading, SHADING_NONE)
14 Exec(N(EVS_SpawnSnowfall))
15 Return
16 End
17};
18
19EvtScript N(EVS_PostBattle) = {
20 Return
21 End
22};
23
24s32 N(ForegroundModels)[] = {
25 -1,
28};
29
30Stage NAMESPACE = {
31 .texture = "sam_tex",
32 .shape = "sam_bt02_shape",
33 .hit = "sam_bt02_hit",
34 .bg = "yki_bg",
35 .preBattle = &N(EVS_PreBattle),
36 .postBattle = &N(EVS_PostBattle),
37 .foregroundModelList = N(ForegroundModels),
38};
Bytecode EvtScript[]
@ MODEL_GROUP_HIDDEN
Definition enums.h:4376
#define MODEL_p1
#define MODEL_p2
#define MODEL_yuki
#define MODEL_kouri1
ApiStatus SetGroupVisibility(Evt *script, b32 isInitialCall)
Enables or disables the given group.
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#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