5#include "sprite/npc/SpyGuy.h"
7#define NAMESPACE A(spy_guy)
23 AVAL_Item_KnockAway = 2,
25 AVAR_Knockoff_ItemIdx = 1,
27 AVAL_Weapon_Slingshot = 0,
28 AVAL_Weapon_Mallet = 1,
29 AVAR_ShouldSwitchWeapon = 3,
37s32 N(MalletAnims)[] = {
50s32 N(SlingshotAnims)[] = {
63s32 N(StoneAnims)[] = {
68s32 N(DefenseTable)[] = {
74s32 N(StatusTable)[] = {
103 .posOffset = { 0, 0, 0 },
104 .targetOffset = { 0, 30 },
106 .idleAnimations = N(MalletAnims),
107 .defenseTable = N(DefenseTable),
109 .elementImmunityFlags = 0,
110 .projectileTargetOffset = { -1, -13 },
115 .posOffset = { 0, 0, 0 },
116 .targetOffset = { 0, 24 },
118 .idleAnimations = N(StoneAnims),
119 .defenseTable = N(DefenseTable),
121 .elementImmunityFlags = 0,
122 .projectileTargetOffset = { -1, -10 },
128 .type = ACTOR_TYPE_SPY_GUY,
129 .level = ACTOR_LEVEL_SPY_GUY,
132 .partsData = N(ActorParts),
133 .initScript = &N(EVS_Init),
134 .statusTable = N(StatusTable),
137 .hurricaneChance = 80,
139 .upAndAwayChance = 95,
141 .powerBounceChance = 85,
144 .healthBarOffset = { 0, 0 },
145 .statusIconOffset = { -10, 20 },
146 .statusTextOffset = { 10, 20 },
187 CaseEq(AVAL_Weapon_Slingshot)
189 CaseEq(AVAL_Weapon_Mallet)
200 CaseEq(AVAL_Weapon_Slingshot)
211 CaseEq(AVAL_Weapon_Mallet)
357 Call(MoveBattleCamOver, 1)
434#include "common/ItemEntityJumpToPos.inc.c"
464 CaseEq(AVAL_Item_KnockAway)
542 Call(N(CheckPlayerCanLoseCommand),
LVar0)
564 Exec(N(EVS_ManageItemMotion))
590 Call(N(StartRumbleWithParams), 200, 10)
594 Call(SetActorVar,
ACTOR_SELF, AVAR_ItemState, AVAL_Item_KnockAway)
610 PlayEffect(EFFECT_EMOTE,
EMOTE_QUESTION, 0,
LVar0,
LVar1,
LVar2, 25, -45, 20, 0, 0)
635 CaseEq(AVAL_Weapon_Slingshot)
637 CaseEq(AVAL_Weapon_Mallet)
#define STATUS_FLAGS_IMMOBILIZED
@ ACTOR_SOUND_WALK_INCREMENT
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BS_FLAGS1_EXECUTING_MOVE
@ ITEM_SPAWN_MODE_DECORATION
@ STATUS_TURN_MOD_DEFAULT
@ STATUS_TURN_MOD_PARALYZE
@ ACTOR_PART_FLAG_PRIMARY_TARGET
@ ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION
@ ACTOR_PART_FLAG_NO_TARGET
Cannot be targeted.
@ ACTOR_PART_FLAG_INVISIBLE
@ DAMAGE_TYPE_TRIGGER_LUCKY
EvtScript EVS_Enemy_ReturnHome
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
ApiStatus RemoveItemEntity(Evt *script, b32 isInitialCall)
ApiStatus MakeItemEntity(Evt *script, b32 isInitialCall)
#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 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 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 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 IfLe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR > RVAR.
#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 IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define PlayEffect(args...)
#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 SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
#define Exec(EVT_SOURCE)
Launches a new thread.
#define Return
Kills the current EVT thread.