mirror of
https://github.com/pmret/papermario.git
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335 lines
20 KiB
C
335 lines
20 KiB
C
#ifndef _SCRIPT_API_BATTLE_H_
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#define _SCRIPT_API_BATTLE_H_
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#include "common_structs.h"
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#include "si.h"
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#include "script_api/common.h"
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ApiStatus EnablePartnerBlur(ScriptInstance* script, s32 isInitialCall);
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ApiStatus DisablePartnerBlur(ScriptInstance* script, s32 isInitialCall);
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ApiStatus UseCamPreset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleCamTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleCamOffsetZ(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddBattleCamOffsetZ(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleCamYaw(ScriptInstance* script, s32 isInitialCall);
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ApiStatus BattleCamTargetActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus MoveBattleCamOver(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleCamZoom(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddBattleCamZoom(ScriptInstance* script, s32 isInitialCall);
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ApiStatus FreezeBattleCam(ScriptInstance* script, s32 isInitialCall);
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ApiStatus close_action_command_instruction_popup(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ShowMessageBox(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ShowVariableMessageBox(ScriptInstance* script, s32 isInitialCall);
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ApiStatus IsMessageBoxDisplayed(ScriptInstance* script, s32 isInitialCall);
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ApiStatus WaitForMessageBoxDone(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ForceCloseMessageBox(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetMessageBoxDuration(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ItemDamageEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ItemAfflictEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ItemCheckHit(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ActorSpeak(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EndActorSpeech(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ShowBattleChoice(ScriptInstance* script, s32 isInitialCall);
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ApiStatus OverrideBattleDmaDest(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LoadBattleDmaData(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlaySoundAtActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlaySoundAtPart(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetForegroundModelsVisibleUnchecked(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetForegroundModelsVisible(ScriptInstance* script, s32 isInitialCall);
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ApiStatus MakeStatusField(ScriptInstance* script, s32 isInitialCall);
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ApiStatus MultiplyByActorScale(ScriptInstance* script, s32 isInitialCall);
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ApiStatus MultiplyVec2ByActorScale(ScriptInstance* script, s32 isInitialCall);
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ApiStatus MultiplyVec3ByActorScale(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ApplyShrinkFromOwner(ScriptInstance* script, s32 isInitialCall);
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ApiStatus StartRumble(ScriptInstance* script, s32 isInitialCall);
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ApiStatus HasMerleeCastsLeft(ScriptInstance* script, s32 isInitialCall);
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ApiStatus FXRecoverHP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus FXRecoverFP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus IncrementPlayerHP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus IncrementPlayerFP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus create_actor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus StartRumbleWithParams(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LoadItemScript(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LoadFreeItemScript(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LoadMoveScript(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LoadActionCommand(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActionSuccess(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActionSuccess(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActionSuccessCopy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetBlockResult(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CloseActionCommandInfo(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LoadBattleSection(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetBattlePhase(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetLastElement(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetGoalToHome(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetIdleGoalToHome(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetGoalToIndex(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetIndexFromPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetIndexFromHome(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CountPlayerTargets(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ForceHomePos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetHomePos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetGoalToTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartGoalToTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetGoalToFirstTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetGoalPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetIdleGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddGoalPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetGoalPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetIdleGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetHomePos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetEnemyTargetOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetAnimation(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetAnimation(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetAnimationRate(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorYaw(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorYaw(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartYaw(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartYaw(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorJumpGravity(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorIdleJumpGravity(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorSpeed(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorIdleSpeed(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartJumpGravity(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartMoveSpeed(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetJumpAnimations(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddActorPos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorDispOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartDispOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartDispOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddPartDispOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddActorVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartMovementVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartMovementVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddPartMovementVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorRotation(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorRotationOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorRotation(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartRotation(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartRotationOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartRotation(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorScale(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorScaleModifier(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorScale(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartScale(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartScale(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetBattleFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleFlagBits(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetBattleFlags2(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleFlagBits2(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorFlagBits(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartFlagBits(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartTargetFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartTargetFlagBits(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartTargetFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartEventFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartEventBits(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPartEventFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus HPBarToHome(ScriptInstance* script, s32 isInitialCall);
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ApiStatus HPBarToCurrent(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SummonEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetOwnerID(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetOwnerID(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ActorExists(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleInputMask(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleInputButtons(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CheckButtonPress(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CheckButtonHeld(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CheckButtonDown(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetBattleState(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlayerCreateTargetList(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnemyCreateTargetList(ScriptInstance* script, s32 isInitialCall);
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ApiStatus InitTargetIterator(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetOwnerTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ChooseNextTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetTargetListLength(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetOwnerTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPlayerActorID(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetDistanceToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AddActorDecoration(ScriptInstance* script, s32 isInitialCall);
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ApiStatus RemoveActorDecoration(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ModifyActorDecoration(ScriptInstance* script, s32 isInitialCall);
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ApiStatus UseIdleAnimation(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetStatusFlags(ScriptInstance* script, s32 isInitialCall);
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ApiStatus RemovePlayerBuffs(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartAlpha(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CreatePartShadow(ScriptInstance* script, s32 isInitialCall);
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ApiStatus RemovePartShadow(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetBattleVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetBattleVar(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ResetAllActorSounds(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorSounds(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ResetActorSounds(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartSounds(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorType(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ShowShockEffect(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorAttackBoost(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorDefenseBoost(ScriptInstance* script, s32 isInitialCall);
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ApiStatus BoostAttack(ScriptInstance* script, s32 isInitialCall);
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ApiStatus BoostDefense(ScriptInstance* script, s32 isInitialCall);
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ApiStatus VanishActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ElectrifyActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus HealActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus WaitForBuffDone(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CopyBuffs(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetMenuSelection(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlayerFallToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlayerLandJump(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlayerRunToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CancelablePlayerRunToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetPlayerHP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlayerDamageEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlayerPowerBounceEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PlayerTestEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus DispatchDamagePlayerEvent(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnablePlayerBlur(ScriptInstance* script, s32 isInitialCall);
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ApiStatus DidActionSucceed(ScriptInstance* script, s32 isInitialCall);
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ApiStatus BindTakeTurn(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PauseTakeTurn(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ResumeTakeTurn(ScriptInstance* script, s32 isInitialCall);
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ApiStatus BindIdle(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnableIdleScript(ScriptInstance* script, s32 isInitialCall);
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ApiStatus BindHandleEvent(ScriptInstance* script, s32 isInitialCall);
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ApiStatus BindNextTurn(ScriptInstance* script, s32 isInitialCall);
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ApiStatus JumpToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus IdleJumpToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus JumpWithBounce(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LandJump(ScriptInstance* script, s32 isInitialCall);
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ApiStatus FallToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus RunToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus IdleRunToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus JumpPartTo(ScriptInstance* script, s32 isInitialCall);
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ApiStatus FallPartTo(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LandJumpPart(ScriptInstance* script, s32 isInitialCall);
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ApiStatus RunPartTo(ScriptInstance* script, s32 isInitialCall);
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ApiStatus FlyToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus IdleFlyToGoal(ScriptInstance* script, s32 isInitialCall);
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ApiStatus FlyPartTo(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetLastEvent(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetTargetActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetEnemyHP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorHP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetEnemyMaxHP(ScriptInstance* script, s32 isInitialCall);
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ApiStatus RemoveActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus DropStarPoints(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetDefenseTable(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetStatusTable(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetIdleAnimations(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnemyDamageTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnemyFollowupAfflictTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnemyTestTarget(ScriptInstance* script, s32 isInitialCall);
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ApiStatus DispatchDamageEvent(ScriptInstance* script, s32 isInitialCall);
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ApiStatus DispatchEvent(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetTargetOffset(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnableActorBlur(ScriptInstance* script, s32 isInitialCall);
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ApiStatus AfflictActor(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetEncounterState(ScriptInstance* script, s32 isInitialCall);
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ApiStatus YieldTurn(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetActorSize(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorSize(ScriptInstance* script, s32 isInitialCall);
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ApiStatus SetPartSize(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetOriginalActorType(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetCurrentActorType(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetLastDamage(ScriptInstance* script, s32 isInitialCall);
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ApiStatus EnableActorGlow(ScriptInstance* script, s32 isInitialCall);
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ApiStatus WasStatusInflicted(ScriptInstance* script, s32 isInitialCall);
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ApiStatus CopyStatusEffects(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ClearStatusEffects(ScriptInstance* script, s32 isInitialCall);
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ApiStatus MakeOwnerTargetIndex(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetActorLevel(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PartnerDamageEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PartnerAfflictEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PartnerPowerBounceEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus PartnerTestEnemy(ScriptInstance* script, s32 isInitialCall);
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ApiStatus DeletePartner(ScriptInstance* script, s32 isInitialCall);
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ApiStatus GetDamageIntensity(ScriptInstance* script, s32 isInitialCall);
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ApiStatus ActorAddMovePos(ScriptInstance* script, s32 isInitialCall);
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ApiStatus LoadStarPowerScript(ScriptInstance* script, s32 isInitialCall);
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extern Bytecode PlayerScriptDispatcher[];
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extern Bytecode PeachScriptDispatcher[];
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extern Bytecode ExecutePlayerAction[];
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extern Bytecode ExecutePeachAction[];
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extern Bytecode HandleEvent_Player[];
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extern Bytecode BtlPutPartnerAway[];
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extern Bytecode BtlBringPartnerOut[];
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extern Bytecode MarioEnterStage[];
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extern Bytecode PeachEnterStage[];
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extern Bytecode PlayerFirstStrike[];
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extern Bytecode StartDefend[];
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extern Bytecode RunAwayStart[];
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extern Bytecode RunAwayFail[];
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extern Bytecode RunAwayReset[];
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extern Bytecode PlayEatFX[];
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extern Bytecode PlayDrinkFX[];
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extern Bytecode UseLifeShroom[];
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extern Bytecode MerleeRunOut[];
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extern Bytecode MerleeAttackBonus[];
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extern Bytecode MerleeDefenseBonus[];
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extern Bytecode MerleeExpBonus[];
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extern Bytecode PlayerHappy[];
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extern Bytecode DoDizzyAttack[];
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extern Bytecode RegainAbility[];
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extern Bytecode UseMystery[];
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extern Bytecode DoSleepHit[];
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extern Bytecode DoDizzyHit[];
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extern Bytecode DoParalyzeHit[];
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extern Bytecode DoPoisonHit[];
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extern Bytecode DoStopHit[];
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extern Bytecode DoFreezeHit[];
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extern Bytecode DoShinkHit[];
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extern Bytecode ForceNextTarget[];
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extern Bytecode DoNormalHit[];
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extern Bytecode DoBurnHit[];
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extern Bytecode DoShockHit[];
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extern Bytecode DoImmune[];
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extern Bytecode DoDeath[];
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extern Bytecode Collapse[];
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extern Bytecode DoScareAway[];
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extern Bytecode DoSpinSmashHit[];
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extern Bytecode DoJumpBack[];
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extern Bytecode DoReturnHome[];
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extern Bytecode DoRecover[];
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extern Bytecode DoAirLift[];
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extern Bytecode DoBlowAway[];
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extern Bytecode Rumble_1[];
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extern Bytecode Rumble_2[];
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extern Bytecode Rumble_3[];
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extern Bytecode Rumble_4[];
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extern Bytecode Rumble_5[];
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extern Bytecode Rumble_6[];
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extern Bytecode Rumble_7[];
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extern Bytecode Rumble_Unused_1[];
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extern Bytecode Rumble_Unused_2[];
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extern Bytecode Rumble_Unused_3[];
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extern Bytecode Rumble_Unused_4[];
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extern Bytecode CamPreset_A[];
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extern Bytecode CamPreset_B[];
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extern Bytecode CamPreset_C[];
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extern Bytecode CamPreset_D[];
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extern Bytecode CamPreset_E[];
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extern Bytecode CamPreset_F[];
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extern Bytecode CamPreset_G[];
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extern Bytecode CamPreset_H[];
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extern Bytecode CamPreset_I[];
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extern Bytecode CamPreset_J[];
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extern Bytecode CamPreset_K[];
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extern Bytecode CamPreset_L[];
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extern Bytecode CamPreset_M[];
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extern Bytecode CamPreset_N[];
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#endif
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