16 switch (task->
state) {
27 stage->
setStage(stage, 0x17, 0x1E, 0x1E);
32 (*children)->index = 3;
33 (*children)->enemy = 0;
37#if VERSION_EU || VERSION_JP
Battle FIGHTSTG_battle
the battle: its fighters, speed and drawing functions
#define BATTLE_TASK_CAMERA
#define BATTLE_TASK_MODELS
the fighters'
#define BATTLE_TASK_STAGE
BattleScript * FIGHTSTG_createBattleScript(void)
Creates a battle script, which plays a technique (FIGHTSTG_updateBattleScript)
CameraTurn * FIGHTSTG_startCameraTurn(void)
Starts the camera's turn around the fighters.
void FIGHTSTG_updateCameraTurn(CameraTurn *task, BattleScript **children)
When the player loses, turns the camera around the fighters, from the first fighter's view 0xB,...
GfxState GFX
GFX: the graphics state and its methods.
CameraView FIGHTSTG_fighterView
the view FIGHTSTG_getFighterView makes
TaskRegistry TASK_REGISTRY
The battle camera (FIGHTSTG_createBattleCamera), registered as BATTLE_TASK_CAMERA on a layer: set put...
CameraView *(* getFighterView)(struct BattleCamera *task, s32 id, s32 camera)
void(* set)(struct BattleCamera *task, CameraView *view)
A fighter's battle script (FIGHTSTG_updateBattleScript): a list of s16 commands in an archive entry o...
void(* setSpeed)(s32 mode)
The camera's turn around the fighters when the player loses (FIGHTSTG_updateCameraTurn)
void(* setState)(struct CameraTurn *task, s32 state)
void(* nextState)(struct CameraTurn *task)
The fight stage (FIGHTSTG_createStage), registered as BATTLE_TASK_STAGE: its model,...
void(* setStage)(struct FightStage *task, s32 stage, s32 fadeOutTime, s32 fadeInTime)
s32(* getFrameTime)(void)
struct ModelControl::@3 layers[2]
the model is drawn once for each one enabled
The fighters' models (FIGHTSTG_createModels), registered as BATTLE_TASK_MODELS: up to four,...
ModelControl *(* get)(struct Models *task, s32 id)
void *(* find)(s32 id, s32 key1, s32 key2)
Any task, seen through its header.
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find