6#include "sprite/player.h"
9#define NAMESPACE battle_item_sleepy_sheep
27API_CALLABLE(N(func_802A123C_71E88C)) {
35 script->functionTemp[0] = 0;
38 switch (script->functionTemp[0]) {
51 script->functionTemp[0] = 1;
57 script->functionTemp[1] = (script->functionTemp[1] + 1) % 10;
78 fx_landing_dust(3, x, y, z, 0.0f);
89 fx_landing_dust(2, x, y, z, 0.0f);
91 if (posPtr->
x >= 320.0f) {
92 script->functionTemp[0] = 2;
104API_CALLABLE(N(func_802A1740_71ED90)) {
110 script->functionTemp[0] = 0;
111 script->functionTemp[1] = 90;
121 targetActor->
yaw += 33.0f;
126 if (script->functionTemp[1] != 0) {
127 script->functionTemp[1]--;
134API_CALLABLE(N(func_802A1848_71EE98)) {
141 script->functionTemp[0] = 0;
151 if (targetActor != NULL) {
154 if (targetActor->
yaw < 360.0f) {
155 targetActor->
yaw += 33.0f;
156 if (targetActor->
yaw >= 360.0f) {
157 targetActor->
yaw = 360.0f;
175#include "battle/move/item/sleepy_sheep1.png.h"
176INCLUDE_IMG(
"battle/move/item/sleepy_sheep1.png", battle_item_sleepy_sheep1_png);
177INCLUDE_PAL(
"battle/move/item/sleepy_sheep1.pal", battle_item_sleepy_sheep1_pal);
179#include "battle/move/item/sleepy_sheep2.png.h"
180INCLUDE_IMG(
"battle/move/item/sleepy_sheep2.png", battle_item_sleepy_sheep2_png);
181INCLUDE_PAL(
"battle/move/item/sleepy_sheep2.pal", battle_item_sleepy_sheep2_pal);
183#include "battle/move/item/sleepy_sheep3.png.h"
184INCLUDE_IMG(
"battle/move/item/sleepy_sheep3.png", battle_item_sleepy_sheep3_png);
185INCLUDE_PAL(
"battle/move/item/sleepy_sheep3.pal", battle_item_sleepy_sheep3_pal);
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 }}},
194Gfx N(frame1_displayList)[] = {
196 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
197 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
198 gsDPSetTexturePersp(G_TP_PERSP),
199 gsDPSetTextureDetail(G_TD_CLAMP),
200 gsDPSetTextureLOD(G_TL_TILE),
201 gsDPSetTextureLUT(G_TT_NONE),
202 gsDPSetTextureFilter(G_TF_AVERAGE),
203 gsDPSetTextureConvert(G_TC_FILT),
204 gsDPSetTextureLUT(G_TT_RGBA16),
205 gsDPLoadTLUT_pal16(0, battle_item_sleepy_sheep1_pal),
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),
207 gsSPClearGeometryMode(G_LIGHTING),
208 gsSPClearGeometryMode(G_SHADING_SMOOTH),
210 gsSP1Triangle(0, 1, 2, 0),
211 gsSP1Triangle(0, 2, 3, 0),
213 gsSPEndDisplayList(),
216Gfx N(frame2_displayList)[] = {
218 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
219 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
220 gsDPSetTexturePersp(G_TP_PERSP),
221 gsDPSetTextureDetail(G_TD_CLAMP),
222 gsDPSetTextureLOD(G_TL_TILE),
223 gsDPSetTextureLUT(G_TT_NONE),
224 gsDPSetTextureFilter(G_TF_AVERAGE),
225 gsDPSetTextureConvert(G_TC_FILT),
226 gsDPSetTextureLUT(G_TT_RGBA16),
227 gsDPLoadTLUT_pal16(0, battle_item_sleepy_sheep2_pal),
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),
229 gsSPClearGeometryMode(G_LIGHTING),
230 gsSPClearGeometryMode(G_SHADING_SMOOTH),
232 gsSP1Triangle(0, 1, 2, 0),
233 gsSP1Triangle(0, 2, 3, 0),
235 gsSPEndDisplayList(),
238Gfx N(frame3_displayList)[] = {
240 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
241 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
242 gsDPSetTexturePersp(G_TP_PERSP),
243 gsDPSetTextureDetail(G_TD_CLAMP),
244 gsDPSetTextureLOD(G_TL_TILE),
245 gsDPSetTextureLUT(G_TT_NONE),
246 gsDPSetTextureFilter(G_TF_AVERAGE),
247 gsDPSetTextureConvert(G_TC_FILT),
248 gsDPSetTextureLUT(G_TT_RGBA16),
249 gsDPLoadTLUT_pal16(0, battle_item_sleepy_sheep3_pal),
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),
251 gsSPClearGeometryMode(G_LIGHTING),
252 gsSPClearGeometryMode(G_SHADING_SMOOTH),
254 gsSP1Triangle(0, 1, 2, 0),
255 gsSP1Triangle(0, 2, 3, 0),
257 gsSPEndDisplayList(),
294 Call(SetBattleCamTarget, -67, -15, -5)
295 Call(SetBattleCamOffsetY, 45)
296 Call(SetBattleCamDist, 169)
297 Call(MoveBattleCamOver, 50)
337 Call(N(func_802A123C_71E88C))
339 Call(InitTargetIterator)
342 Call(N(func_802A1740_71ED90))
343 Call(N(func_802A1848_71EE98))
346 Call(MoveBattleCamOver, 20)
348 Call(SetJumpAnimations,
ACTOR_PLAYER, 0, ANIM_Mario1_Flail, ANIM_Mario1_Flail, ANIM_Mario1_Fall)
352 Call(PlayerHopToGoal, 15, 0, 0)
417 Call(MoveBattleCamOver, 20)
418 Call(InitTargetIterator)
456 &N(modelCommandList),
457 &N(modelCommandList2),
458 &N(modelCommandList3),
459 &N(modelCommandList),
460 &N(modelCommandList2),
461 &N(modelCommandList3),
462 &N(modelCommandList),
463 &N(modelCommandList2),
464 &N(modelCommandList3),
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)
struct Actor * playerActor
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus