mirror of https://github.com/pmret/papermario.git
455 lines
18 KiB
C
455 lines
18 KiB
C
#include "common.h"
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#include "battle/battle.h"
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#include "script_api/battle.h"
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#include "sprite/npc/Goomba.h"
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s32 N(DefenseTable)[] = {
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ELEMENT_NORMAL, 0,
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ELEMENT_END,
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};
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s32 N(StatusTable)[] = {
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STATUS_NORMAL, 0,
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STATUS_DEFAULT, 0,
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STATUS_SLEEP, 100,
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STATUS_POISON, 100,
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STATUS_FROZEN, 100,
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STATUS_DIZZY, 100,
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STATUS_FEAR, 100,
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STATUS_STATIC, 100,
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STATUS_PARALYZE, 100,
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STATUS_SHRINK, 100,
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STATUS_STOP, 100,
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STATUS_DEFAULT_TURN_MOD, 0,
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STATUS_SLEEP_TURN_MOD, 0,
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STATUS_POISON_TURN_MOD, 0,
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STATUS_FROZEN_TURN_MOD, 0,
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STATUS_DIZZY_TURN_MOD, 0,
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STATUS_FEAR_TURN_MOD, 0,
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STATUS_STATIC_TURN_MOD, 0,
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STATUS_PARALYZE_TURN_MOD, 0,
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STATUS_SHRINK_TURN_MOD, 0,
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STATUS_STOP_TURN_MOD, 0,
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STATUS_END,
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};
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extern s32 N(IdleAnimations)[];
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extern EvtScript N(init);
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ActorPartBlueprint N(parts)[] = {
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{
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.flags = ACTOR_PART_FLAG_MULTI_TARGET,
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.index = 1,
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.posOffset = { 0, 0, 0 },
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.targetOffset = { 0, 20 },
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.opacity = 255,
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.idleAnimations = N(IdleAnimations),
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.defenseTable = N(DefenseTable),
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.eventFlags = ACTOR_EVENT_FLAG_0,
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.elementImmunityFlags = 0,
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.projectileTargetOffset = { 0, -10 },
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},
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};
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ActorBlueprint NAMESPACE = {
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.flags = 0,
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.type = ACTOR_TYPE_GOOMBA,
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.level = 5,
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.maxHP = 2,
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.partCount = ARRAY_COUNT(N(parts)),
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.partsData = N(parts),
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.initScript = &N(init),
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.statusTable = N(StatusTable),
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.escapeChance = 90,
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.airLiftChance = 100,
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.hurricaneChance = 90,
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.spookChance = 100,
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.upAndAwayChance = 95,
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.spinSmashReq = 0,
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.powerBounceChance = 100,
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.coinReward = 1,
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.size = { 24, 24 },
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.hpBarOffset = { 0, 0 },
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.statusIconOffset = { -10, 20 },
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.statusMessageOffset = { 10, 20 },
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};
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s32 N(IdleAnimations)[] = {
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STATUS_NORMAL, ANIM_Goomba_Idle,
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STATUS_STONE, ANIM_Goomba_Still,
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STATUS_SLEEP, ANIM_Goomba_Sleep,
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STATUS_POISON, ANIM_Goomba_Idle,
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STATUS_STOP, ANIM_Goomba_Still,
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STATUS_STATIC, ANIM_Goomba_Idle,
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STATUS_PARALYZE, ANIM_Goomba_Still,
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STATUS_DIZZY, ANIM_Goomba_Dizzy,
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STATUS_FEAR, ANIM_Goomba_Dizzy,
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STATUS_END,
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};
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s32 N(IdleAnimations2)[] = {
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STATUS_NORMAL, ANIM_Goomba_Run,
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STATUS_STONE, ANIM_Goomba_Still,
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STATUS_SLEEP, ANIM_Goomba_Sleep,
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STATUS_POISON, ANIM_Goomba_Idle,
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STATUS_STOP, ANIM_Goomba_Still,
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STATUS_STATIC, ANIM_Goomba_Run,
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STATUS_PARALYZE, ANIM_Goomba_Still,
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STATUS_DIZZY, ANIM_Goomba_Dizzy,
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STATUS_FEAR, ANIM_Goomba_Dizzy,
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STATUS_END,
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};
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extern EvtScript N(takeTurn);
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extern EvtScript N(idle);
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extern EvtScript N(handleEvent);
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EvtScript N(init) = {
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EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
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EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
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EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
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EVT_RETURN
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EVT_END
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};
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EvtScript N(idle) = {
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EVT_LABEL(10)
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EVT_CALL(RandInt, 80, LVar0)
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EVT_ADD(LVar0, 80)
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EVT_LOOP(LVar0)
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EVT_LABEL(0)
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EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
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EVT_IF_FLAG(LVar1, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
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EVT_WAIT(1)
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EVT_GOTO(0)
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EVT_END_IF
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EVT_WAIT(1)
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EVT_END_LOOP
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EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_ADD(LVar0, 5)
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EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
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EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
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EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
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EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
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EVT_LOOP(20)
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EVT_LABEL(1)
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EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
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EVT_IF_FLAG(LVar1, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
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EVT_WAIT(1)
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EVT_GOTO(1)
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EVT_END_IF
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EVT_WAIT(1)
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EVT_END_LOOP
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EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_SUB(LVar0, 5)
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EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
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EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
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EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
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EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations)))
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EVT_LOOP(80)
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EVT_LABEL(2)
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EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
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EVT_IF_FLAG(LVar1, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
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EVT_WAIT(1)
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EVT_GOTO(2)
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EVT_END_IF
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EVT_WAIT(1)
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EVT_END_LOOP
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EVT_GOTO(10)
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EVT_RETURN
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EVT_END
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};
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EvtScript N(handleEvent) = {
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
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EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
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EVT_SWITCH(LVar0)
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EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
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EVT_CASE_OR_EQ(EVENT_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Hurt)
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EVT_EXEC_WAIT(EVS_DoNormalHit)
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EVT_END_CASE_GROUP
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EVT_CASE_EQ(EVENT_BURN_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_BurnHurt)
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EVT_SET_CONST(LVar2, ANIM_Goomba_BurnStill)
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EVT_EXEC_WAIT(DoBurnHit)
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EVT_CASE_EQ(EVENT_BURN_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_BurnHurt)
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EVT_SET_CONST(LVar2, ANIM_Goomba_BurnStill)
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EVT_EXEC_WAIT(DoBurnHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_BurnStill)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Hurt)
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EVT_EXEC_WAIT(DoSpinSmashHit)
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EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Hurt)
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EVT_EXEC_WAIT(DoSpinSmashHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Dead)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_SHOCK_HIT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Electrocute)
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EVT_EXEC_WAIT(DoShockHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Hurt)
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EVT_EXEC_WAIT(DoJumpBack)
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EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
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EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Dizzy)
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EVT_CALL(SetGoalToHome, ACTOR_SELF)
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EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
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EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
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EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
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EVT_WAIT(5)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Idle)
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EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
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EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
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EVT_CASE_EQ(EVENT_SHOCK_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Electrocute)
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EVT_EXEC_WAIT(DoShockHit)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Dead)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_STAR_BEAM)
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EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
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EVT_CASE_OR_EQ(EVENT_IMMUNE)
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EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Idle)
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EVT_EXEC_WAIT(DoImmune)
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EVT_END_CASE_GROUP
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EVT_CASE_EQ(EVENT_DEATH)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Hurt)
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EVT_EXEC_WAIT(EVS_DoNormalHit)
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EVT_WAIT(10)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Dead)
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EVT_EXEC_WAIT(EVS_DoDeath)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
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EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Run)
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EVT_CALL(SetGoalToHome, ACTOR_SELF)
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EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
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EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
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EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
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EVT_CALL(HPBarToHome, ACTOR_SELF)
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EVT_CASE_EQ(EVENT_RECOVER_STATUS)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Idle)
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EVT_EXEC_WAIT(DoRecover)
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EVT_CASE_EQ(EVENT_SCARE_AWAY)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Run)
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EVT_SET_CONST(LVar2, ANIM_Goomba_Hurt)
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EVT_EXEC_WAIT(DoScareAway)
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EVT_RETURN
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EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Run)
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EVT_EXEC_WAIT(DoAirLift)
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EVT_CASE_EQ(EVENT_BLOW_AWAY)
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EVT_SET_CONST(LVar0, 1)
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EVT_SET_CONST(LVar1, ANIM_Goomba_Hurt)
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EVT_EXEC_WAIT(DoBlowAway)
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EVT_RETURN
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EVT_CASE_DEFAULT
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EVT_END_SWITCH
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Idle)
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
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EVT_RETURN
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EVT_END
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};
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#include "common/CalculateArcsinDeg.inc.c"
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EvtScript N(takeTurn) = {
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EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
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EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
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EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
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EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
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EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
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EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Run)
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EVT_CALL(SetGoalToTarget, ACTOR_SELF)
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EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
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EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
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EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Idle)
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
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EVT_WAIT(1)
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
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EVT_WAIT(5)
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Midair)
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EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
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EVT_SWITCH(LVar0)
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EVT_CASE_OR_EQ(HIT_RESULT_MISS)
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EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
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EVT_SET(LVarA, LVar0)
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EVT_CALL(SetGoalToTarget, ACTOR_SELF)
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EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_SUB(LVar0, 10)
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EVT_SET(LVar1, 10)
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EVT_ADD(LVar2, 3)
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EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
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EVT_THREAD
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EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
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EVT_SET(LVar0, 0)
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EVT_LOOP(16)
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EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
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EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
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EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
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EVT_SET(LVar1, LVar4)
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EVT_SET(LVar2, LVar5)
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EVT_SET(LVar3, LVar6)
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EVT_WAIT(1)
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EVT_END_LOOP
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EVT_END_THREAD
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EVT_THREAD
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EVT_WAIT(6)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Midair)
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EVT_END_THREAD
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EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Sleep)
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EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
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EVT_WAIT(1)
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EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
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EVT_WAIT(1)
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EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Hurt)
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EVT_WAIT(5)
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EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
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EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
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EVT_END_IF
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EVT_WAIT(5)
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EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Midair)
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EVT_CALL(SetGoalToTarget, ACTOR_SELF)
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EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_ADD(LVar0, 20)
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EVT_SET(LVar1, 0)
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EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
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EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
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EVT_THREAD
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EVT_WAIT(4)
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EVT_SET(LVar0, 180)
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EVT_LOOP(4)
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EVT_SUB(LVar0, 45)
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EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
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EVT_WAIT(1)
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EVT_END_LOOP
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Midair)
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EVT_END_THREAD
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EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
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EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Dizzy)
|
|
EVT_WAIT(5)
|
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
|
|
EVT_CALL(YieldTurn)
|
|
EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
|
|
EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
|
|
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
|
|
EVT_CALL(SetGoalToHome, ACTOR_SELF)
|
|
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
|
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
|
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
|
|
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
|
|
EVT_WAIT(5)
|
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Idle)
|
|
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
|
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
|
|
EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
|
|
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
|
|
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
|
|
EVT_RETURN
|
|
EVT_END_CASE_GROUP
|
|
EVT_CASE_DEFAULT
|
|
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
|
|
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
|
|
EVT_THREAD
|
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
|
|
EVT_SET(LVar0, 0)
|
|
EVT_LOOP(16)
|
|
EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
|
|
EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
|
|
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
|
|
EVT_SET(LVar1, LVar4)
|
|
EVT_SET(LVar2, LVar5)
|
|
EVT_SET(LVar3, LVar6)
|
|
EVT_WAIT(1)
|
|
EVT_END_LOOP
|
|
EVT_END_THREAD
|
|
EVT_THREAD
|
|
EVT_WAIT(6)
|
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Midair)
|
|
EVT_END_THREAD
|
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
|
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Tense)
|
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
|
EVT_WAIT(1)
|
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
|
|
EVT_WAIT(1)
|
|
EVT_END_SWITCH
|
|
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
|
|
EVT_SWITCH(LVar0)
|
|
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
|
|
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
|
|
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
|
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
|
|
EVT_WAIT(1)
|
|
EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
|
|
EVT_WAIT(1)
|
|
EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
|
|
EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
|
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Idle)
|
|
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
|
EVT_ADD(LVar0, 40)
|
|
EVT_SET(LVar1, 0)
|
|
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
|
|
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
|
|
EVT_ADD(LVar0, 30)
|
|
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
|
|
EVT_ADD(LVar0, 20)
|
|
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
|
|
EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
|
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Idle)
|
|
EVT_WAIT(3)
|
|
EVT_CALL(YieldTurn)
|
|
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(2.0))
|
|
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Goomba_Run)
|
|
EVT_CALL(SetGoalToHome, ACTOR_SELF)
|
|
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
|
|
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
|
|
EVT_CALL(SetAnimationRate, ACTOR_SELF, 1, EVT_FLOAT(1.0))
|
|
EVT_END_CASE_GROUP
|
|
EVT_END_SWITCH
|
|
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
|
|
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
|
|
EVT_RETURN
|
|
EVT_END
|
|
};
|