Paper Mario DX
Paper Mario (N64) modding
 
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trd_02c.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(trd_02c)
5
6EvtScript N(EVS_PreBattle) = {
7 Call(SetSpriteShading, SHADING_NONE)
11 Return
12 End
13};
14
15EvtScript N(EVS_PostBattle) = {
16 Return
17 End
18};
19
20s32 N(ForegroundModels)[] = {
23};
24
25Stage NAMESPACE = {
26 .texture = "trd_tex",
27 .shape = "trd_bt02_shape",
28 .hit = "trd_bt02_hit",
29 .preBattle = &N(EVS_PreBattle),
30 .postBattle = &N(EVS_PostBattle),
31 .foregroundModelList = N(ForegroundModels),
32};
#define MODEL_dai
Definition arn_11_shape.h:9
Bytecode EvtScript[]
#define MODEL_saku
@ CAM_BATTLE
Definition enums.h:1801
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 End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define STAGE_MODEL_LIST_END
Definition battle.h:8
#define MODEL_kusari1