6#include "sprite/player.h"
9#define NAMESPACE battle_item_sleepy_sheep
35 script->functionTemp[0] = 0;
38 switch (
script->functionTemp[0]) {
51 script->functionTemp[0] = 1;
57 script->functionTemp[1] = (
script->functionTemp[1] + 1) % 10;
92 script->functionTemp[0] = 2;
110 script->functionTemp[0] = 0;
111 script->functionTemp[1] = 90;
126 if (
script->functionTemp[1] != 0) {
127 script->functionTemp[1]--;
141 script->functionTemp[0] = 0;
175#include "battle/move/item/sleepy_sheep1.png.h"
179#include "battle/move/item/sleepy_sheep2.png.h"
183#include "battle/move/item/sleepy_sheep3.png.h"
188 { .v = {{ -28, 0, 0 },
FALSE, { 0, 1536 }, { 0, 0, 0, 255 }}},
189 { .v = {{ 27, 0, 0 },
FALSE, { 1792, 1536 }, { 0, 0, 0, 255 }}},
190 { .v = {{ 27, 47, 0 },
FALSE, { 1792, 0 }, { 0, 0, 0, 255 }}},
191 { .v = {{ -28, 47, 0 },
FALSE, { 0, 0 }, { 0, 0, 0, 255 }}},
206 gsDPLoadTextureTile_4b(
battle_item_sleepy_sheep1_png,
G_IM_FMT_CI,
battle_item_sleepy_sheep1_png_width,
battle_item_sleepy_sheep1_png_height, 0, 0,
battle_item_sleepy_sheep1_png_width - 1,
battle_item_sleepy_sheep1_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
228 gsDPLoadTextureTile_4b(
battle_item_sleepy_sheep2_png,
G_IM_FMT_CI,
battle_item_sleepy_sheep2_png_width,
battle_item_sleepy_sheep2_png_height, 0, 0,
battle_item_sleepy_sheep2_png_width - 1,
battle_item_sleepy_sheep2_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
250 gsDPLoadTextureTile_4b(
battle_item_sleepy_sheep3_png,
G_IM_FMT_CI,
battle_item_sleepy_sheep3_png_width,
battle_item_sleepy_sheep3_png_height, 0, 0,
battle_item_sleepy_sheep3_png_width - 1,
battle_item_sleepy_sheep3_png_height - 1, 0,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMIRROR |
G_TX_WRAP,
G_TX_NOMASK,
G_TX_NOMASK,
G_TX_NOLOD,
G_TX_NOLOD),
BSS s32 PopupMenu_SelectedIndex
struct SelectableTarget targetData[24]
#define ems_SetRenderMode(mode)
#define ems_Draw(dlist, holdTime)
@ BS_FLAGS1_TRIGGER_EVENTS
@ ACTOR_EVENT_FLAG_ILLUSORY
Player attacks pass through and miss.
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
ActorPart * get_actor_part(Actor *actor, s32 partID)
Actor * get_actor(s32 actorID)
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
ApiStatus CreateVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityMoveSpeed(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityPosition(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityJumpGravity(Evt *script, b32 isInitialCall)
ApiStatus SetVirtualEntityScale(Evt *script, b32 isInitialCall)
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
ApiStatus ShowEmote(Evt *script, b32 isInitialCall)
ApiStatus DeleteVirtualEntity(Evt *script, b32 isInitialCall)
ApiStatus GetItemPower(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityJumpTo(Evt *script, b32 isInitialCall)
ApiStatus VirtualEntityMoveTo(Evt *script, b32 isInitialCall)
#define Ref(sym)
Address/pointer constant.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#define Sub(VAR, INT_VALUE)
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define EndIf
Marks the end of an if statement or an else block.
#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 PlayEffect(args...)
#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 Loop(TIMES)
Marks the beginning of a loop.
#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.
EntityModelScript * D_802A3F28_721578[10]
void virtual_entity_set_pos(s32, s32, s32, s32)
s32 virtual_entity_create(EntityModelScript *)
void virtual_entity_delete_by_index(s32)
void virtual_entity_set_scale(s32, f32, f32, f32)
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus