13BSS s32 N(SharedSlotMachineData)[10];
15#define BUF_GameState ArrayVar(1)
17#define BUF_ReelState1 ArrayVar(2)
18#define BUF_ReelState2 ArrayVar(3)
19#define BUF_ReelState3 ArrayVar(4)
21#define BUF_ReelAngle1 ArrayVar(5)
22#define BUF_ReelAngle2 ArrayVar(6)
23#define BUF_ReelAngle3 ArrayVar(7)
25#define BUF_ReelLeft1 ArrayVar(8)
26#define BUF_ReelLeft2 ArrayVar(9)
27#define BUF_ReelLeft3 ArrayVar(10)
30 SLOTS_STATE_INERT = 0,
31 SLOTS_STATE_ACTIVE = 1,
32 SLOTS_STATE_PAYOUT = 2,
38 REEL_STATE_STOPPING = 2,
39 REEL_STATE_STOPPED = 3,
49 AVAL_Block_StopReel1 = 1,
50 AVAL_Block_StopReel2 = 2,
51 AVAL_Block_StopReel3 = 3,
62s32 N(DefenseTable)[] = {
67s32 N(StatusTable)[] = {
96 .posOffset = { 0, 0, 0 },
97 .targetOffset = { 0, 0 },
99 .idleAnimations = NULL,
100 .defenseTable = N(DefenseTable),
102 .elementImmunityFlags = 0,
103 .projectileTargetOffset = { 0, 0 },
109 .type = ACTOR_TYPE_SLOT_MACHINE_STOP,
110 .level = ACTOR_LEVEL_SLOT_MACHINE_STOP,
113 .partsData = N(ActorParts),
114 .initScript = &N(EVS_Init),
115 .statusTable = N(StatusTable),
118 .hurricaneChance = 0,
120 .upAndAwayChance = 0,
122 .powerBounceChance = 0,
125 .healthBarOffset = { 0, 0 },
126 .statusIconOffset = { -10, 20 },
127 .statusTextOffset = { 10, 20 },
132 .type = ACTOR_TYPE_SLOT_MACHINE_START,
133 .level = ACTOR_LEVEL_SLOT_MACHINE_START,
136 .partsData = N(ActorParts),
137 .initScript = &N(EVS_Init),
138 .statusTable = N(StatusTable),
141 .hurricaneChance = 0,
143 .upAndAwayChance = 0,
145 .powerBounceChance = 0,
148 .healthBarOffset = { 0, 0 },
149 .statusIconOffset = { -10, 20 },
150 .statusTextOffset = { 10, 20 },
153API_CALLABLE(N(IsDemoBattle)) {
154 script->varTable[0] = FALSE;
156 script->varTable[0] = TRUE;
162API_CALLABLE(N(Add1Coin)) {
192 Call(N(IsDemoBattle))
213 CaseEq(AVAL_Block_StopReel1)
219 CaseEq(REEL_STATE_STOPPING)
236 CaseEq(AVAL_Block_StopReel2)
242 CaseEq(REEL_STATE_STOPPING)
259 CaseEq(AVAL_Block_StopReel3)
265 CaseEq(REEL_STATE_STOPPING)
343 Call(FreezeBattleState, TRUE)
346 Call(SetBattleCamTarget, 0, 100, 0)
347 Call(SetBattleCamOffsetY, 0)
348 Call(SetBattleCamDist, 340)
349 Call(MoveBattleCamOver, 10)
393 Call(FreezeBattleState, FALSE)
399 Call(MoveBattleCamOver, 25)
406 Call(FreezeBattleState, FALSE)
445 CaseEq(AVAL_Block_StopReel1)
461 Call(FreezeBattleState, TRUE)
470 CaseEq(AVAL_Block_StopReel2)
486 Call(FreezeBattleState, TRUE)
495 CaseEq(AVAL_Block_StopReel3)
511 Call(FreezeBattleState, TRUE)
@ ITEM_SPAWN_MODE_TOSS_SPAWN_ALWAYS_SMALL
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_FLAG_INVISIBLE
Actor is not rendered.
@ ACTOR_FLAG_NO_SHADOW
Hide shadow.
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_HEALTH_BAR
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_PART_FLAG_PRIMARY_TARGET
ApiStatus TranslateModel(Evt *script, b32 isInitialCall)
Translates the given model's position.
ApiStatus RotateModel(Evt *script, b32 isInitialCall)
Rotates the model the given amount on the selected axis.
ApiStatus SetTexPanOffset(Evt *script, b32 isInitialCall)
Sets offsets for texture panners.
ApiStatus SetModelTexVariant(Evt *script, b32 isInitialCall)
ApiStatus MakeItemEntity(Evt *script, b32 isInitialCall)
ApiStatus RandInt(Evt *script, b32 isInitialCall)
ApiStatus EnableTexPanning(Evt *script, b32 isInitialCall)
Enables or disables texture panning on the given model.
#define Else
Marks the end of an if statement and the start of the else block.
#define Switch(LVAR)
Marks the start of a switch statement.
#define Ref(sym)
Address/pointer constant.
#define Mul(VAR, INT_VALUE)
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
#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 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 UseBuf(INT_PTR)
Loads a s32 pointer for use with subsequent EVT_BUF_READ commands.
#define Mod(VAR, INT_VALUE)
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define IfGt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR <= RVAR.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#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 BreakLoop
Breaks out of the innermost loop.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define UseArray(INT_PTR)
Loads an s32 array pointer into the current thread for use with ArrayVar(INDEX).
#define Div(VAR, INT_VALUE)
#define BreakSwitch
Marks the end of a switch case.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define BufPeek(OFFSET, VAR)
Gets the s32 at the given offset of the buffer and stores it in the given variable,...
#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 Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.
GameStatus * gGameStatusPtr