1408 {
1414 Evt* takeTurnScript;
1419
1420 if (formation->home.index >=
EVT_LIMIT) {
1424 } else {
1425 x = formation->home.vec->x;
1426 y = formation->home.vec->y;
1427 z = formation->home.vec->z;
1428 }
1429
1432
1435 break;
1436 }
1437 }
1438
1440
1442
1466 actor->
rot.
x = 0.0f;
1467 actor->
rot.
y = 0.0f;
1468 actor->
rot.
z = 0.0f;
1493
1499 }
1500
1528
1531 }
1532
1533 actor->
state.varTable[0] = formation->var0;
1534 actor->
state.varTable[1] = formation->var1;
1535 actor->
state.varTable[2] = formation->var2;
1536 actor->
state.varTable[3] = formation->var3;
1542
1543 for (
j = 0;
j < partCount;
j++) {
1545
1549 part->targetFlags = 0;
1550
1554
1555 part->visualOffset.x = 0;
1556 part->visualOffset.y = 0;
1557 part->visualOffset.z = 0;
1558
1570 if (
part->opacity < 255) {
1572 }
1578 part->targetPriorityOffset = 0;
1579 part->projectileTargetOffset.x =
actorPartBP->projectileTargetOffset.x;
1580 part->projectileTargetOffset.y =
actorPartBP->projectileTargetOffset.y;
1584 part->rotPivotOffset.x = 0;
1585 part->rotPivotOffset.y = 0;
1586 part->rotPivotOffset.z = 0;
1587 part->scale.x = 1.0f;
1588 part->scale.y = 1.0f;
1589 part->scale.z = 1.0f;
1590 part->verticalStretch = 1;
1591 part->palAnimPosOffset[0] = 0;
1592 part->palAnimPosOffset[1] = 0;
1601
1604 decorations =
part->decorationTable;
1606
1613
1618 }
1619
1623
1626 decorations->
type[
k] = 0;
1627 }
1628
1629 }
1630
1634 }
1635
1638 }
1639
1640 part->animationRate = 1.0f;
1641 part->curAnimation = 0;
1642 part->spriteInstanceID = -1;
1643
1644 if (
part->idleAnimations !=
NULL) {
1647 }
1648
1649 if (
j + 1 >= partCount) {
1651 continue;
1652 }
1653
1658 }
1659
1661 }
1662
1673 return actor;
1674}
s32 get_npc_anim_for_status(AnimID *, s32)
struct EffectInstance * disableEffect
struct EffectInstance * attackResultEffect
struct Evt * takeTurnScript
struct EffectInstance * effect[2]
EvtScript * handleEventSource
struct ActorBlueprint * actorBlueprint
struct Evt * handleEventScript
struct ActorPart * partsTable
EvtScript * handlePhaseSource
struct EffectInstance * icePillarEffect
EvtScript * takeTurnSource
union Evt::@10 owner1
Initially -1.
#define ASSERT(condition)
@ RENDER_MODE_SURFACE_XLU_LAYER3
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_PART_FLAG_TARGET_ONLY
@ ACTOR_PART_FLAG_SKIP_MOVEMENT_ALLOC
@ ACTOR_PART_FLAG_NO_SHADOW
@ ACTOR_PART_FLAG_NO_DECORATIONS
s32 create_status_icon_set(void)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 create_shadow_type(s32 type, f32 x, f32 y, f32 z)
void * heap_malloc(s32 size)
s32 spr_load_npc_sprite(s32 animID, u32 *extraAnimList)
s16 delay[2]
Number of frames to wait between walk/fly sounds. Negative values are in distance.
EXTERN_C ActorSounds bActorSoundTable[]
BattleStatus gBattleStatus
Vec3s StandardActorHomePositions[]