Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
trd_02.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(trd_02)
5
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
12 Thread
14 Exec(N(EVS_AnimateWave))
15 Wait(5)
17 Exec(N(EVS_AnimateWave))
18 Wait(5)
20 Exec(N(EVS_AnimateWave))
21 Wait(5)
23 Exec(N(EVS_AnimateWave))
25 Return
26 End
27};
28
29EvtScript N(EVS_PostBattle) = {
30 Return
31 End
32};
33
34s32 N(ForegroundModels)[] = {
37};
38
39Stage NAMESPACE = {
40 .texture = "trd_tex",
41 .shape = "trd_bt02_shape",
42 .hit = "trd_bt02_hit",
43 .preBattle = &N(EVS_PreBattle),
44 .postBattle = &N(EVS_PostBattle),
45 .foregroundModelList = N(ForegroundModels),
46};
Bytecode EvtScript[]
#define MODEL_o298
#define MODEL_o297
#define MODEL_saku
@ CAM_BATTLE
Definition enums.h:1801
#define MODEL_mizu
#define MODEL_mizu2
ApiStatus SetSpriteShading(Evt *script, b32 isInitialCall)
ApiStatus EnableModel(Evt *script, b32 isInitialCall)
Enables or disables the given model.
ApiStatus SetCamBGColor(Evt *script, b32 isInitialCall)
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define LVar0
Definition macros.h:148
#define Exec(EVT_SOURCE)
Launches a new thread.
Definition macros.h:455
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define STAGE_MODEL_LIST_END
Definition battle.h:8
#define MODEL_kabe2_2