4#include "sprite/player.h"
6#define NAMESPACE battle_move_sleep_stomp
BSS s32 PopupMenu_SelectedIndex
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ HIT_RESULT_NICE_NO_DAMAGE
@ BTL_CAM_PLAYER_PRE_ULTRA_JUMP_FINISH
@ BTL_CAM_PLAYER_PRE_JUMP_FINISH
@ BTL_CAM_PLAYER_JUMP_FINISH
#define Switch(LVAR)
Marks the start of a switch statement.
#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 EndChildThread
Marks the end of a child thread block.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#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 DMG_STATUS_KEY(typeFlag, duration, chance)
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#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 ChildThread
Marks the start of a child thread block.
#define CaseGt(RVAR)
Marks the start of a switch case that executes only if LVAR <= RVAR. It also marks the end of any pre...
#define Return
Kills the current EVT thread.