5#include "sprite/player.h"
8#define NAMESPACE battle_item_strange_cake
15#include "battle/move/item/strange_cake1.png.h"
16INCLUDE_IMG(
"battle/move/item/strange_cake1.png", battle_item_strange_cake1_png);
17INCLUDE_PAL(
"battle/move/item/strange_cake1.pal", battle_item_strange_cake1_pal);
19#include "battle/move/item/strange_cake2.png.h"
20INCLUDE_IMG(
"battle/move/item/strange_cake2.png", battle_item_strange_cake2_png);
21INCLUDE_PAL(
"battle/move/item/strange_cake2.pal", battle_item_strange_cake2_pal);
23#include "battle/move/item/strange_cake3.png.h"
24INCLUDE_IMG(
"battle/move/item/strange_cake3.png", battle_item_strange_cake3_png);
25INCLUDE_PAL(
"battle/move/item/strange_cake3.pal", battle_item_strange_cake3_pal);
32 &N(D_802A27F8), &N(D_802A2820), &N(D_802A27D0), &N(D_802A27F8)
36s32 N(D_802A2858_732B58)[] = {
49void N(func_802A123C_73153C(
void)) {
56 draw_box(0,
WINDOW_STYLE_7, 106, 86, 0, 36, 36, 255, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, NULL, NULL, NULL,
SCREEN_WIDTH,
SCREEN_HEIGHT, NULL);
57 gDPSetScissor(
gMainGfxPos++, G_SC_NON_INTERLACE, 108, 90, 139, 118);
71API_CALLABLE(N(func_802A13E4_7316E4)) {
133 var_v0_2 = temp_a0_4 + 3;
137 temp_a0_4 = var_v0_2 >> 2;
140 if (temp_a0_4 == 0) {
146 if (temp_v1_3 == 0) {
150 temp_a0_4 = 26 - temp_v1_3;
151 var_v0_3 = temp_a0_4 + 3;
155 temp_a0_4 = var_v0_3 >> 2;
170 battleStatus->
moveArgument = N(D_802A2858_732B58)[var_v0_3];
181API_CALLABLE(N(SpawnHeartRecoveryFX)) {
182 Bytecode* args = script->ptrReadPos;
188 fx_recover(0, a, b, c, d);
192API_CALLABLE(N(SpawnFlowerRecoveryFX)) {
193 Bytecode* args = script->ptrReadPos;
199 fx_recover(1, a, b, c, d);
207API_CALLABLE(N(func_802A1A40_731D40)) {
216 script->varTable[3] = item->
potencyA;
222API_CALLABLE(N(func_802A1A8C_731D8C)) {
231 script->varTable[3] = item->
potencyB;
236API_CALLABLE(N(func_802A1AD8_731DD8)) {
246API_CALLABLE(N(func_802A1B14_731E14)) {
258API_CALLABLE(N(func_802A1B68_731E68)) {
279 Call(N(func_802A1A8C_731D8C))
311 Call(N(func_802A13E4_7316E4))
331 Call(N(func_802A1AD8_731DD8))
334 Call(WaitForMessageBoxDone)
344 Call(N(func_802A1B14_731E14))
347 Call(WaitForMessageBoxDone)
357 Call(N(func_802A1B68_731E68))
360 Call(WaitForMessageBoxDone)
struct ActorPart * partsTable
@ BTL_MSG_PLAYER_TRANSPARENT
@ ACTOR_PART_FLAG_TRANSPARENT
s32 evt_get_variable(Evt *script, Bytecode var)
s32 inflict_status(Actor *, s32, s32)
s32 create_worker_frontUI(void(*updateFunc)(void), void(*drawFunc)(void))
void hud_element_draw_without_clipping(s32 id)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_set_flags(s32 id, s32 flags)
Turns on the given flags.
void hud_element_free(s32 id)
#define HES_TEMPLATE_CI_ENUM_SIZE(name, sizeX, sizeY)
Basic HudScript used for static CI images, setting size with hs_SetTileSize.
EvtScript EVS_PlaySleepHitFX
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
ApiStatus ShowRecoveryShimmer(Evt *script, b32 isInitialCall)
ApiStatus ShowStartRecoveryShimmer(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 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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndIf
Marks the end of an if statement or an else block.
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#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 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 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.
struct Actor * playerActor
BattleStatus gBattleStatus