Paper Mario DX
Paper Mario (N64) modding
 
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trd_03.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
3
4#define NAMESPACE A(trd_03)
5
7
8EvtScript N(EVS_PreBattle) = {
9 Call(SetSpriteShading, SHADING_NONE)
11 Set(LVar2, 0)
12 Exec(N(EVS_AnimateCloud))
14 Set(LVar2, 70)
15 Set(LVar3, 175)
16 Set(LVar4, -170)
17 Exec(N(EVS_AnimateCloud_WithOffset2D))
18 Return
19 End
20};
21
22EvtScript N(EVS_PostBattle) = {
23 Return
24 End
25};
26
27s32 N(ForegroundModels)[] = {
32};
33
34Stage NAMESPACE = {
35 .texture = "trd_tex",
36 .shape = "trd_bt03_shape",
37 .hit = "trd_bt03_hit",
38 .bg = "nok_bg",
39 .preBattle = &N(EVS_PreBattle),
40 .postBattle = &N(EVS_PostBattle),
41 .foregroundModelList = N(ForegroundModels),
42};
#define MODEL_kabe
#define MODEL_kabe2
Bytecode EvtScript[]
#define MODEL_g65
#define MODEL_g62
#define MODEL_saku
ApiStatus SetSpriteShading(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 LVar2
Definition macros.h:150
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#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