3#include "sprite/player.h"
5#define NAMESPACE battle_move_spin_smash
7API_CALLABLE(func_802A1000_737890) {
10 f32 xPos = playerActor->
curPos.
x + 20.0f;
11 f32 yPos = playerActor->
curPos.
y + 15.0f;
12 f32 zPos = playerActor->
curPos.
z + 5.0f;
14 fx_stars_spread(0, xPos, yPos, zPos, 6, 20);
19API_CALLABLE(func_802A1074_737904) {
22 f32 xPos = playerActor->
curPos.
x + 20.0f;
23 f32 yPos = playerActor->
curPos.
y + 15.0f;
24 f32 zPos = playerActor->
curPos.
z + 5.0f;
26 fx_steam_burst(0, xPos, yPos, zPos, 1.0f, 20);
38 Call(ShowActionHud, TRUE)
64 Call(action_command_hammer_init)
65 Call(InitTargetIterator)
66 ExecWait(N(EVS_HammerSupport_SmashApproach))
92 Call(InitTargetIterator)
100 Call(N(ShouldMovesAutoSucceed))
110 Call(action_command_hammer_start, 0,
LVarD, 3)
111 Call(SetActionQuality, 0)
145 ExecWait(N(EVS_HammerSupport_ReturnHome_Miss))
151 Call(func_802A1000_737890)
154 Call(func_802A1074_737904)
162 ExecWait(N(EVS_Hammer_ReturnHome_B))
180 ExecWait(N(EVS_Hammer_ReturnHome_B))
187 Call(action_command_hammer_init)
188 Call(InitTargetIterator)
189 ExecWait(N(EVS_HammerSupport_SmashApproach))
214 Call(InitTargetIterator)
222 Call(N(ShouldMovesAutoSucceed))
232 Call(action_command_hammer_start, 0,
LVarD, 3)
233 Call(SetActionQuality, 0)
267 ExecWait(N(EVS_HammerSupport_ReturnHome_Miss))
273 Call(func_802A1000_737890)
276 Call(func_802A1074_737904)
284 ExecWait(N(EVS_Hammer_ReturnHome_B))
302 ExecWait(N(EVS_Hammer_ReturnHome_B))
309 Call(action_command_hammer_init)
310 Call(InitTargetIterator)
311 ExecWait(N(EVS_HammerSupport_SmashApproach))
336 Call(InitTargetIterator)
342 Call(N(ShouldMovesAutoSucceed))
352 Call(action_command_hammer_start, 0,
LVarD, 3)
353 Call(SetActionQuality, 0)
387 ExecWait(N(EVS_HammerSupport_ReturnHome_Miss))
393 Call(func_802A1000_737890)
396 Call(func_802A1074_737904)
404 ExecWait(N(EVS_Hammer_ReturnHome_B))
422 ExecWait(N(EVS_Hammer_ReturnHome_B))
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ HIT_RESULT_NICE_NO_DAMAGE
@ BTL_CAM_PLAYER_HAMMER_QUAKE
@ BTL_CAM_PLAYER_AIM_HAMMER
#define SUPPRESS_EVENTS_HAMMER
@ BTL_RUMBLE_PLAYER_HEAVY
@ BTL_RUMBLE_PLAYER_LIGHT
@ DAMAGE_TYPE_MULTIPLE_POPUPS
#define Switch(LVAR)
Marks the start of a switch statement.
#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 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 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 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 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 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 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 CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#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 Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.
struct Actor * playerActor
BattleStatus gBattleStatus