1676 {
1682 Evt* takeTurnScript;
1683 s32 partCount;
1687
1688 if (formation->home.index >=
EVT_LIMIT) {
1692 } else {
1693 x = formation->home.vec->x;
1694 y = formation->home.vec->y;
1695 z = formation->home.vec->z;
1696 }
1697
1700
1703 break;
1704 }
1705 }
1706
1708
1710
1734 actor->
rot.
x = 0.0f;
1735 actor->
rot.
y = 0.0f;
1736 actor->
rot.
z = 0.0f;
1761
1767 }
1768
1796
1799 }
1800
1801 actor->
state.varTable[0] = formation->var0;
1802 actor->
state.varTable[1] = formation->var1;
1803 actor->
state.varTable[2] = formation->var2;
1804 actor->
state.varTable[3] = formation->var3;
1810
1811 for (
j = 0;
j < partCount;
j++) {
1813
1817 part->targetFlags = 0;
1818
1822
1823 part->visualOffset.x = 0;
1824 part->visualOffset.y = 0;
1825 part->visualOffset.z = 0;
1826
1838 if (
part->opacity < 255) {
1840 }
1846 part->targetPriorityOffset = 0;
1847 part->projectileTargetOffset.x =
actorPartBP->projectileTargetOffset.x;
1848 part->projectileTargetOffset.y =
actorPartBP->projectileTargetOffset.y;
1852 part->rotPivotOffset.x = 0;
1853 part->rotPivotOffset.y = 0;
1854 part->rotPivotOffset.z = 0;
1855 part->scale.x = 1.0f;
1856 part->scale.y = 1.0f;
1857 part->scale.z = 1.0f;
1858 part->verticalStretch = 1;
1859 part->palAnimPosOffset[0] = 0;
1860 part->palAnimPosOffset[1] = 0;
1869
1872 decorations =
part->decorationTable;
1874
1881
1886 }
1887
1891
1894 decorations->
type[
k] = 0;
1895 }
1896
1897 }
1898
1902 }
1903
1906 }
1907
1908 part->animationRate = 1.0f;
1909 part->curAnimation = 0;
1910 part->spriteInstanceID = -1;
1911
1912 if (
part->idleAnimations !=
NULL) {
1915 }
1916
1917 if (
j + 1 >= partCount) {
1919 continue;
1920 }
1921
1926 }
1927
1929 }
1930
1941 return actor;
1942}
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
union Evt::@8 owner1
Initially -1.
EvtScript * takeTurnSource
#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)
ActorSounds bActorSoundTable[]
s16 delay[2]
Number of frames to wait between walk/fly sounds. Negative values are in distance.
BattleStatus gBattleStatus
Vec3s StandardActorHomePositions[]