papermario/src/code_1f580_len_1940.c

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#include "common.h"
INCLUDE_ASM(code_1f580_len_1940, SetEncounterStatusFlags);
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s32 LoadDemoBattle(script_context* script) {
load_demo_battle(get_variable(script, *script->ptrReadPos));
return 2;
}
// ???
s32 func_80044290(script_context* script) {
return 2;
}
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INCLUDE_ASM(code_1f580_len_1940, MakeNpcs);
INCLUDE_ASM(code_1f580_len_1940, RemoveNpc);
INCLUDE_ASM(code_1f580_len_1940, RemoveEncounter);
INCLUDE_ASM(code_1f580_len_1940, GetBattleOutcome);
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s32 GetOwnerEncountered(script_context* script) {
set_variable(script, *script->ptrReadPos, script->ownerActorID->encountered);
return 2;
}
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INCLUDE_ASM(code_1f580_len_1940, DoNpcDefeat);
INCLUDE_ASM(code_1f580_len_1940, start_battle);
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s32 StartBattle(script_context* script) {
start_battle(script, -1);
return 1;
}
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s32 StartBattleWith(script_context* script) {
start_battle(script, get_variable(script, *script->ptrReadPos));
return 1;
}
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INCLUDE_ASM(code_1f580_len_1940, StartBossBattle);
INCLUDE_ASM(code_1f580_len_1940, SetBattleMusic);
INCLUDE_ASM(code_1f580_len_1940, BindNpcAI);
INCLUDE_ASM(code_1f580_len_1940, BindNpcIdle);
INCLUDE_ASM(code_1f580_len_1940, RestartNpcAI);
INCLUDE_ASM(code_1f580_len_1940, EnableNpcAI);
INCLUDE_ASM(code_1f580_len_1940, SetNpcAux);
INCLUDE_ASM(code_1f580_len_1940, BindNpcAux);
INCLUDE_ASM(code_1f580_len_1940, RestartNpcAux);
INCLUDE_ASM(code_1f580_len_1940, EnableNpcAux);
INCLUDE_ASM(code_1f580_len_1940, BindNpcInteract);
INCLUDE_ASM(code_1f580_len_1940, BindNpcHit);
INCLUDE_ASM(code_1f580_len_1940, BindNpcDefeat);
INCLUDE_ASM(code_1f580_len_1940, SetSelfVar);
INCLUDE_ASM(code_1f580_len_1940, GetSelfVar);
INCLUDE_ASM(code_1f580_len_1940, SetNpcVar);
INCLUDE_ASM(code_1f580_len_1940, GetNpcVar);
INCLUDE_ASM(code_1f580_len_1940, SetSelfRotation);
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s32 SetSelfEnemyFlags(script_context* script) {
script->ownerActorID->flags = *script->ptrReadPos;
return 2;
}
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INCLUDE_ASM(code_1f580_len_1940, SetSelfEnemyFlagBits);
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s32 GetSelfNpcID(script_context* script) {
set_variable(script, *script->ptrReadPos, script->ownerActorID->npcID);
return 2;
}
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INCLUDE_ASM(code_1f580_len_1940, ClearDefeatedEnemies);
INCLUDE_ASM(code_1f580_len_1940, SetEnemyFlagBits);
INCLUDE_ASM(code_1f580_len_1940, GetSelfAnimationFromTable);