Files
papermario/src/code_1AC760.c
2021-02-12 19:47:11 +01:00

96 lines
2.8 KiB
C

#include "common.h"
#include "battle/battle.h"
INCLUDE_ASM(s32, "code_1AC760", dispatch_event_partner);
void dispatch_event_partner_continue_turn(s8 lastEventType) {
BattleStatus* battleStatus = &gBattleStatus;
Actor* partnerActor = battleStatus->partnerActor;
ScriptInstance* onHitScript = partnerActor->onHitScript;
ScriptID onHitID = partnerActor->onHitID;
ScriptInstance* script;
partnerActor->lastEventType = lastEventType;
script = start_script(partnerActor->onHitCode, 10, 0x20);
partnerActor->onHitScript = script;
partnerActor->onHitID = script->id;
script->owner1.actorID = ActorID_PARTNER;
if (onHitScript != NULL) {
kill_script_by_ID(onHitID);
}
}
INCLUDE_ASM(s32, "code_1AC760", calc_partner_test_enemy);
INCLUDE_ASM(s32, "code_1AC760", calc_partner_damage_enemy);
INCLUDE_ASM(s32, "code_1AC760", dispatch_damage_event_partner);
s32 dispatch_damage_event_partner_0(s32 damageAmount, s32 event, s32 stopMotion) {
return dispatch_damage_event_partner(damageAmount, event, FALSE);
}
s32 dispatch_damage_event_partner_1(s32 damageAmount, s32 event, s32 stopMotion) {
return dispatch_damage_event_partner(damageAmount, event, TRUE);
}
INCLUDE_ASM(s32, "code_1AC760", MakeOwnerTargetIndex);
INCLUDE_ASM(s32, "code_1AC760", func_8027FC90);
ApiStatus GetActorLevel(ScriptInstance* script, s32 isInitialCall) {
Bytecode* args = script->ptrReadPos;
ActorID actorID = get_variable(script, *args++);
Bytecode* outVar;
if (actorID == ActorID_SELF) {
actorID = script->owner1.enemyID;
}
outVar = *args++;
set_variable(script, outVar, get_actor(actorID)->staticActorData->level);
return ApiStatus_DONE2;
}
INCLUDE_ASM(s32, "code_1AC760", PartnerDamageEnemy);
INCLUDE_ASM(s32, "code_1AC760", PartnerAfflictEnemy);
INCLUDE_ASM(s32, "code_1AC760", PartnerPowerBounceEnemy);
INCLUDE_ASM(s32, "code_1AC760", PartnerTestEnemy);
INCLUDE_ASM(s32, "code_1AC760", func_8028070C);
ApiStatus DeletePartner(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
delete_actor(battleStatus->partnerActor);
return ApiStatus_DONE2;
}
ApiStatus func_802807D0(ScriptInstance* script, s32 isInitialCall) {
BattleStatus* battleStatus = &gBattleStatus;
s32 var = *script->ptrReadPos;
s32 actionSuccess = battleStatus->actionSuccess;
s32 outVal = 0;
if (actionSuccess < outVal) {
actionSuccess = outVal;
}
if (actionSuccess > outVal) {
outVal = actionSuccess;
}
set_variable(script, var, outVal);
return ApiStatus_DONE2;
}
/// Seems to be the same functionality as YieldTurn in code_1A5830.c
ApiStatus func_80280818(ScriptInstance* script, s32 isInitialCall) {
gBattleStatus.flags1 |= 0x200000;
return ApiStatus_DONE2;
}