Paper Mario DX
Paper Mario (N64) modding
 
Loading...
Searching...
No Matches
trd_02d.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(trd_02d)
5
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
17 Return
18 End
19};
20
21EvtScript N(EVS_PostBattle) = {
22 Return
23 End
24};
25
26s32 N(ForegroundModels)[] = {
29};
30
31Stage NAMESPACE = {
32 .texture = "trd_tex",
33 .shape = "trd_bt02_shape",
34 .hit = "trd_bt02_hit",
35 .preBattle = &N(EVS_PreBattle),
36 .postBattle = &N(EVS_PostBattle),
37 .foregroundModelList = N(ForegroundModels),
38};
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 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_kiwa
#define MODEL_tyuu