Paper Mario DX
Paper Mario (N64) modding
 
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sleep_stomp.c
Go to the documentation of this file.
1#include "common.h"
2#include "script_api/battle.h"
4#include "sprite/player.h"
5
6#define NAMESPACE battle_move_sleep_stomp
7
9
13
18 CaseEq(0)
20 CaseEq(1)
22 CaseEq(2)
25 Return
26 End
27};
28
34 Return
35 EndIf
36 Wait(1)
50 Return
58 Wait(5)
71 Wait(1)
76 Return
77 End
78};
79
85 Return
86 EndIf
87 Wait(1)
101 Return
110 Wait(5)
123 Wait(7)
126 Wait(1)
131 Return
132 End
133};
134
140 Return
141 EndIf
142 Wait(1)
156 Return
165 Wait(5)
179 Wait(1)
184 Return
185 End
186};
BSS s32 PopupMenu_SelectedIndex
@ AC_DIFFICULTY_3
Definition action_cmd.h:45
Bytecode EvtScript[]
@ ACTION_COMMAND_JUMP
Definition enums.h:3473
@ ACTOR_SOUND_HURT
Definition enums.h:2037
@ BS_FLAGS1_NO_RATING
Definition enums.h:3576
@ BS_FLAGS1_NICE_HIT
Definition enums.h:3575
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3574
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3570
@ PLAYER_ULTRA_JUMP_4
Definition enums.h:4316
@ PLAYER_SUPER_JUMP_4
Definition enums.h:4306
@ PLAYER_SUPER_JUMP_5
Definition enums.h:4307
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_NICE_NO_DAMAGE
Definition enums.h:1953
@ HIT_RESULT_NICE
Definition enums.h:1951
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_PLAYER_PRE_ULTRA_JUMP_FINISH
Definition enums.h:4849
@ BTL_CAM_PLAYER_PRE_JUMP_FINISH
Definition enums.h:4848
@ BTL_CAM_PLAYER_JUMP_FINISH
Definition enums.h:4856
@ PLAYER_BASIC_JUMP_3
Definition enums.h:4297
@ STATUS_FLAG_SLEEP
Definition enums.h:2812
@ SOUND_ACTOR_JUMPED_2
Definition enums.h:778
@ SOUND_ACTOR_JUMPED_1
Definition enums.h:777
@ SOUND_NONE
Definition enums.h:547
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_BLUR_ENABLE
Definition enums.h:6413
@ ACTOR_BLUR_DISABLE
Definition enums.h:6412
@ DAMAGE_TYPE_JUMP
Definition enums.h:2858
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define EndChildThread
Marks the end of a child thread block.
Definition macros.h:563
#define LVarF
Definition macros.h:163
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define LVar2
Definition macros.h:150
#define DMG_STATUS_KEY(typeFlag, duration, chance)
Definition macros.h:228
#define LVar1
Definition macros.h:149
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define ChildThread
Marks the start of a child thread block.
Definition macros.h:560
#define CaseGt(RVAR)
Marks the start of a switch case that executes only if LVAR <= RVAR. It also marks the end of any pre...
Definition macros.h:328
#define LVar0
Definition macros.h:148
#define Return
Kills the current EVT thread.
Definition macros.h:217