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Decompilation of Paper Mario
 
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standard_events.c File Reference

Variables

EvtScript EVS_Enemy_Hit_Impl
 
EvtScript EVS_Enemy_SpinAround_Impl
 
EvtScript EVS_Partner_Celebrate
 
EvtScript EVS_Partner_RunAway
 
EvtScript EVS_Partner_BurnContact
 
EvtScript EVS_Partner_SpikeContact
 
EvtScript EVS_Partner_BombetteSpikeContact
 
EvtScript EVS_Partner_ShockHit
 
EvtScript EVS_Partner_UnusedShockHit
 
EvtScript EVS_Partner_Recover
 
EvtScript EVS_Partner_Drop
 
EvtScript EVS_Partner_BurnHit
 
EvtScript EVS_Partner_Hit_Impl
 
EvtScript EVS_Partner_Crushed_Impl
 
EvtScript EVS_Partner_LakilesterHit
 
EvtScript EVS_Partner_Hit
 
EvtScript EVS_Partner_NoDamageHit
 
EvtScript EVS_Player_Hit_Impl
 
EvtScript EVS_Player_Crushed_Impl
 
EvtScript EVS_Player_NextSlapRight_Impl
 
EvtScript EVS_Player_NextSlapLeft_Impl
 
EvtScript EVS_Player_LastSlapRight_Impl
 
EvtScript EVS_Player_LastSlapLeft_Impl
 
EvtScript EVS_Player_ComplexHit
 
EvtScript EVS_Player_SimpleHit
 
EvtScript EVS_Player_NoDamageHit
 
EvtScript EVS_ForceNextTarget
 
EvtScript EVS_Enemy_FanSmack_Impl
 
EvtScript EVS_Enemy_Hit
 
EvtScript EVS_Enemy_BurnHit
 
EvtScript EVS_Enemy_ShockHit
 
EvtScript EVS_Enemy_ShockHit_Impl
 
EvtScript EVS_Enemy_NoDamageHit
 
EvtScript EVS_Enemy_Death
 
EvtScript EVS_Enemy_DeathWithoutRemove
 
EvtScript EVS_Enemy_ScareAway
 
EvtScript EVS_Enemy_SpinSmash_HitNext
 
EvtScript EVS_Enemy_SpinSmash_ShakeCam
 
EvtScript EVS_Enemy_SpinSmashHit
 
EvtScript EVS_Enemy_FlipBackUp
 
EvtScript EVS_Enemy_Knockback
 
EvtScript EVS_Enemy_ReturnHome
 
EvtScript EVS_Enemy_Recover
 
EvtScript EVS_Enemy_HopHome
 
EvtScript EVS_Enemy_HopToPos
 
EvtScript EVS_Enemy_AirLift
 
EvtScript EVS_Enemy_BlowAway
 

Variable Documentation

◆ EVS_Enemy_AirLift

EvtScript EVS_Enemy_AirLift
Initial value:
= {
Call(GetStatusFlags, ACTOR_SELF, LVar2)
Call(SetAnimation, ACTOR_SELF, LVar0, LVar1)
Call(SetAnimationRate, ACTOR_SELF, LVar0, Float(2.0))
Loop(10)
Call(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
Call(GetActorSize, ACTOR_SELF, LVar6, LVar7)
PlayEffect(EFFECT_SWEAT, 0, LVar3, LVar4, LVar5, 5, -45, 20)
Wait(10)
Call(SetAnimationRate, ACTOR_SELF, LVar0, Float(1.0))
}
#define STATUS_FLAGS_IMMOBILIZED
Definition enums.h:2835
@ ACTOR_SELF
Definition enums.h:2085
#define LVar6
Definition macros.h:150
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:225
#define Add(VAR, INT_VALUE)
Definition macros.h:388
#define EndLoop
Marks the end of a loop.
Definition macros.h:260
#define Float(DOUBLE)
Definition macros.h:47
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:310
#define LVar5
Definition macros.h:149
#define LVar7
Definition macros.h:151
#define LVar2
Definition macros.h:146
#define LVar1
Definition macros.h:145
#define IfNotFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is unset on LVAR,...
Definition macros.h:304
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:266
#define PlayEffect(args...)
Definition macros.h:793
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:588
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:257
#define LVar4
Definition macros.h:148
#define LVar3
Definition macros.h:147
#define LVar0
Definition macros.h:144
#define Return
Kills the current EVT thread.
Definition macros.h:229

◆ EVS_Enemy_BlowAway

EvtScript EVS_Enemy_BlowAway

◆ EVS_Enemy_BurnHit

EvtScript EVS_Enemy_BurnHit

◆ EVS_Enemy_Death

EvtScript EVS_Enemy_Death
Initial value:
= {
Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
Call(RemoveActor, ACTOR_SELF)
}
@ BTL_CAM_DEFAULT
Definition enums.h:4824
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:487
EvtScript EVS_Enemy_DeathWithoutRemove
Definition standard_events.c:1707
EvtScript EVS_ForceNextTarget
Definition standard_events.c:1143

◆ EVS_Enemy_DeathWithoutRemove

EvtScript EVS_Enemy_DeathWithoutRemove

◆ EVS_Enemy_FanSmack_Impl

EvtScript EVS_Enemy_FanSmack_Impl

◆ EVS_Enemy_FlipBackUp

EvtScript EVS_Enemy_FlipBackUp
Initial value:
= {
Call(SetAnimation, ACTOR_SELF, LVarA, LVarB)
Set(LVar0, 0)
Set(LVar1, 0)
Set(LVar2, 0)
Loop(5)
Add(LVar0, 30)
Add(LVar1, 4)
Add(LVar2, -2)
Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
Call(SetActorDispOffset, ACTOR_SELF, LVar2, LVar1, 0)
Wait(1)
Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
Call(SetAnimation, ACTOR_SELF, LVarA, LVarC)
Set(LVar2, -10)
Loop(5)
Add(LVar2, 2)
Call(SetActorDispOffset, ACTOR_SELF, LVar2, 0, 0)
Wait(1)
}
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:377
#define LVarC
Definition macros.h:156
#define LVarB
Definition macros.h:155
#define LVarA
Definition macros.h:154

◆ EVS_Enemy_Hit

EvtScript EVS_Enemy_Hit

◆ EVS_Enemy_Hit_Impl

EvtScript EVS_Enemy_Hit_Impl

◆ EVS_Enemy_HopHome

EvtScript EVS_Enemy_HopHome
Initial value:
= {
Call(SetAnimation, ACTOR_SELF, LVar0, LVar1)
Call(SetGoalToHome, ACTOR_SELF)
Call(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
Call(SetActorJumpGravity, ACTOR_SELF, Float(2.0))
}
EvtScript EVS_Enemy_HopToPos
Definition standard_events.c:2021

◆ EVS_Enemy_HopToPos

EvtScript EVS_Enemy_HopToPos

◆ EVS_Enemy_Knockback

EvtScript EVS_Enemy_Knockback
Initial value:
= {
Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
Call(SetAnimation, ACTOR_SELF, LVar0, LVar1)
Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
Set(LVar1, 0)
Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
Call(SetActorJumpGravity, ACTOR_SELF, Float(1.4))
Call(AddGoalPos, ACTOR_SELF, 30, 0, 0)
Call(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
Call(AddGoalPos, ACTOR_SELF, 15, 0, 0)
Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
Call(AddGoalPos, ACTOR_SELF, 5, 0, 0)
Call(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
}

◆ EVS_Enemy_NoDamageHit

EvtScript EVS_Enemy_NoDamageHit

◆ EVS_Enemy_Recover

EvtScript EVS_Enemy_Recover
Initial value:
= {
Call(SetAnimation, ACTOR_SELF, LVar0, LVar1)
Call(SetActorJumpGravity, ACTOR_SELF, Float(1.8))
Call(GetActorPos, ACTOR_SELF, LVar7, LVar8, LVar9)
Call(GetActorFlags, ACTOR_SELF, LVar0)
Call(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
Call(JumpToGoal, ACTOR_SELF, 15, FALSE, FALSE, FALSE)
Call(SetGoalPos, ACTOR_SELF, LVar7, LVar8, LVar9)
Call(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
}
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3330
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:307
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
Definition macros.h:300
#define LVar8
Definition macros.h:152
#define LVar9
Definition macros.h:153

◆ EVS_Enemy_ReturnHome

EvtScript EVS_Enemy_ReturnHome
Initial value:
= {
Call(GetActorPos, ACTOR_SELF, LVarA, LVarB, LVarC)
Call(SetGoalToHome, ACTOR_SELF)
Call(GetGoalPos, ACTOR_SELF, LVarD, LVarE, LVarF)
IfGe(LVar9, Float(8.0))
Call(SetAnimation, ACTOR_SELF, LVar0, LVar1)
Call(SetActorSpeed, ACTOR_SELF, Float(8.0))
Call(RunToGoal, ACTOR_SELF, 0, FALSE)
Call(SetActorYaw, ACTOR_SELF, 0)
}
ApiStatus GetDist2D(Evt *script, b32 isInitialCall)
#define IfGe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR >= RVAR.
Definition macros.h:296
#define LVarF
Definition macros.h:159
#define LVarD
Definition macros.h:157
#define LVarE
Definition macros.h:158

◆ EVS_Enemy_ScareAway

EvtScript EVS_Enemy_ScareAway

◆ EVS_Enemy_ShockHit

EvtScript EVS_Enemy_ShockHit
Initial value:
= {
Call(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
}
EvtScript EVS_Enemy_ShockHit_Impl
Definition standard_events.c:1596

Referenced by A(), A(), and A().

◆ EVS_Enemy_ShockHit_Impl

EvtScript EVS_Enemy_ShockHit_Impl

◆ EVS_Enemy_SpinAround_Impl

EvtScript EVS_Enemy_SpinAround_Impl
Initial value:
= {
Set(LVar0, 0)
Label(0)
Sub(LVar0, 30)
IfLt(LVar0, 0)
Add(LVar0, 360)
Call(SetActorYaw, ACTOR_SELF, LVar0)
Wait(1)
Goto(0)
}
#define Sub(VAR, INT_VALUE)
Definition macros.h:389
#define Goto(LABEL_ID)
Moves execution to the given label.
Definition macros.h:244
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:287
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
Definition macros.h:239

◆ EVS_Enemy_SpinSmash_HitNext

EvtScript EVS_Enemy_SpinSmash_HitNext

◆ EVS_Enemy_SpinSmash_ShakeCam

EvtScript EVS_Enemy_SpinSmash_ShakeCam
Initial value:
= {
Call(GetActorSize, ACTOR_SELF, LVar0, LVar1)
CaseLt(1000)
Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.3))
CaseLt(2000)
Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.6))
Call(ShakeCam, CAM_BATTLE, 0, 3, Float(0.9))
}
@ CAM_BATTLE
Definition enums.h:1801
ApiStatus ShakeCam(Evt *script, b32 isInitialCall)
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:323
#define Mul(VAR, INT_VALUE)
Definition macros.h:390
#define EndChildThread
Marks the end of a child thread block.
Definition macros.h:575
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:349
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:374
#define CaseLt(RVAR)
Marks the start of a switch case that executes only if LVAR < RVAR. It also marks the end of any prev...
Definition macros.h:337
#define ChildThread
Marks the start of a child thread block.
Definition macros.h:572

◆ EVS_Enemy_SpinSmashHit

EvtScript EVS_Enemy_SpinSmashHit

◆ EVS_ForceNextTarget

EvtScript EVS_ForceNextTarget

◆ EVS_Partner_BombetteSpikeContact

EvtScript EVS_Partner_BombetteSpikeContact

◆ EVS_Partner_BurnContact

EvtScript EVS_Partner_BurnContact

◆ EVS_Partner_BurnHit

EvtScript EVS_Partner_BurnHit

◆ EVS_Partner_Celebrate

EvtScript EVS_Partner_Celebrate

◆ EVS_Partner_Crushed_Impl

EvtScript EVS_Partner_Crushed_Impl
Initial value:
= {
Call(StartRumble, BTL_RUMBLE_HIT_MAX)
SetF(LVar0, Float(1.0))
SetF(LVar1, Float(1.0))
Loop(10)
AddF(LVar0, Float(0.1))
SubF(LVar1, Float(0.08))
Call(SetActorScale, ACTOR_PARTNER, LVar0, LVar1, Float(1.0))
Wait(1)
Wait(45)
Loop(5)
SubF(LVar0, Float(0.22))
AddF(LVar1, Float(0.2))
Call(SetActorScale, ACTOR_PARTNER, LVar0, LVar1, Float(1.0))
Wait(1)
Call(SetActorScale, ACTOR_PARTNER, Float(1.0), Float(1.0), Float(1.0))
}
@ BTL_RUMBLE_HIT_MAX
Definition enums.h:4258
@ ACTOR_PARTNER
Definition enums.h:2087
#define AddF(VAR, FLOAT_VALUE)
Definition macros.h:395
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
Definition macros.h:385
#define SubF(VAR, FLOAT_VALUE)
Definition macros.h:396

◆ EVS_Partner_Drop

EvtScript EVS_Partner_Drop
Initial value:
= {
Call(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
IfEq(LVar1, 0)
Goto(10)
Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
Call(func_8026F1A0, ACTOR_PARTNER, 1)
Call(SetAnimation, ACTOR_PARTNER, -1, LVarA)
Call(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
Set(LVar1, 0)
Call(SetActorJumpGravity, ACTOR_PARTNER, Float(1.0))
Call(JumpToGoal, ACTOR_PARTNER, 10, FALSE, TRUE, FALSE)
Call(JumpToGoal, ACTOR_PARTNER, 8, FALSE, TRUE, FALSE)
Call(JumpToGoal, ACTOR_PARTNER, 5, FALSE, TRUE, FALSE)
Wait(8)
Label(10)
Call(GetActorPos, ACTOR_PARTNER, LVar0, LVar1, LVar2)
PlayEffect(EFFECT_LANDING_DUST, 0, LVar0, LVar1, LVar2)
}
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:281

◆ EVS_Partner_Hit

EvtScript EVS_Partner_Hit
Initial value:
= {
IfNe(LVar2, 0)
Call(SetAnimation, ACTOR_PARTNER, -1, LVar2)
Wait(8)
}
#define IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
Definition macros.h:284
EvtScript EVS_Partner_Hit_Impl
Definition standard_events.c:589

◆ EVS_Partner_Hit_Impl

EvtScript EVS_Partner_Hit_Impl

◆ EVS_Partner_LakilesterHit

EvtScript EVS_Partner_LakilesterHit
Initial value:
= {
Call(GetDamageSource, LVar0)
IfNe(LVar2, 0)
Call(SetAnimation, ACTOR_PARTNER, -1, LVar2)
Wait(8)
}
@ DMG_SRC_CRUSH
Definition enums.h:2013
@ DMG_SRC_DEFAULT
Definition enums.h:1989
@ DMG_SRC_TUBBA_SMASH
Definition enums.h:2012
@ DMG_SRC_CRUSH_PARTNER
Definition enums.h:2014
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:331
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:364
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:353
EvtScript EVS_Partner_Crushed_Impl
Definition standard_events.c:725

◆ EVS_Partner_NoDamageHit

EvtScript EVS_Partner_NoDamageHit
Initial value:
= {
Call(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
Call(SetAnimation, ACTOR_SELF, LVar0, LVar1)
Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, -4, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, 4, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, -3, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, 3, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, -2, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, 2, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, -1, 0, 0)
Wait(1)
Call(AddActorPos, ACTOR_SELF, 1, 0, 0)
Wait(1)
}

◆ EVS_Partner_Recover

EvtScript EVS_Partner_Recover
Initial value:
= {
Call(SetActorJumpGravity, ACTOR_PARTNER, Float(1.8))
Call(GetActorPos, ACTOR_PARTNER, LVar7, LVar8, LVar9)
Call(SetAnimation, ACTOR_PARTNER, -1, LVar2)
IfEq(LVar6, 0)
Call(JumpToGoal, ACTOR_PARTNER, 15, FALSE, TRUE, FALSE)
Call(JumpToGoal, ACTOR_PARTNER, 15, FALSE, FALSE, FALSE)
Call(SetGoalToHome, ACTOR_PARTNER)
Call(SetActorSpeed, ACTOR_PARTNER, Float(6.0))
Call(SetAnimation, ACTOR_PARTNER, -1, LVar1)
Call(RunToGoal, ACTOR_PARTNER, 0)
}

◆ EVS_Partner_RunAway

EvtScript EVS_Partner_RunAway
Initial value:
= {
Call(UseIdleAnimation, ACTOR_PARTNER, FALSE)
Call(SetActorYaw, ACTOR_SELF, 180)
Call(SetAnimation, ACTOR_SELF, LVar0, LVar1)
Wait(10)
Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
Call(SetActorJumpGravity, ACTOR_SELF, Float(1.2))
Call(JumpToGoal, ACTOR_PARTNER, 10, FALSE, TRUE, FALSE)
Call(JumpToGoal, ACTOR_PARTNER, 10, FALSE, TRUE, FALSE)
Wait(5)
Call(SetActorSpeed, ACTOR_SELF, Float(12.0))
Call(SetGoalPos, ACTOR_PARTNER, -250, 0, 0)
Call(RunToGoal, ACTOR_PARTNER, 0, FALSE)
Call(UseIdleAnimation, ACTOR_PARTNER, TRUE)
}

◆ EVS_Partner_ShockHit

EvtScript EVS_Partner_ShockHit

◆ EVS_Partner_SpikeContact

EvtScript EVS_Partner_SpikeContact

◆ EVS_Partner_UnusedShockHit

EvtScript EVS_Partner_UnusedShockHit

◆ EVS_Player_ComplexHit

EvtScript EVS_Player_ComplexHit

◆ EVS_Player_Crushed_Impl

EvtScript EVS_Player_Crushed_Impl
Initial value:
= {
Call(StartRumble, BTL_RUMBLE_HIT_MAX)
SetF(LVar0, Float(1.0))
SetF(LVar1, Float(1.0))
Loop(10)
AddF(LVar0, Float(0.1))
SubF(LVar1, Float(0.08))
Call(SetActorScale, ACTOR_PLAYER, LVar0, LVar1, Float(1.0))
Wait(1)
Wait(45)
Loop(5)
SubF(LVar0, Float(0.22))
AddF(LVar1, Float(0.2))
Call(SetActorScale, ACTOR_PLAYER, LVar0, LVar1, Float(1.0))
Wait(1)
Call(SetActorScale, ACTOR_PLAYER, Float(1.0), Float(1.0), Float(1.0))
}
@ ACTOR_PLAYER
Definition enums.h:2086

◆ EVS_Player_Hit_Impl

EvtScript EVS_Player_Hit_Impl

◆ EVS_Player_LastSlapLeft_Impl

EvtScript EVS_Player_LastSlapLeft_Impl
Initial value:
= {
Label(1)
Call(SetActorYaw, ACTOR_SELF, LVar0)
Wait(1)
IfEq(LVar1, 1)
Goto(1)
Call(GetDamageIntensity)
Wait(40)
}
@ EASING_COS_IN_OUT
Definition enums.h:520
ApiStatus UpdateLerp(Evt *script, b32 isInitialCall)
ApiStatus MakeLerp(Evt *script, b32 isInitialCall)
EvtScript EVS_Player_Hit_Impl
Definition standard_events.c:822

◆ EVS_Player_LastSlapRight_Impl

EvtScript EVS_Player_LastSlapRight_Impl
Initial value:

◆ EVS_Player_NextSlapLeft_Impl

EvtScript EVS_Player_NextSlapLeft_Impl
Initial value:

◆ EVS_Player_NextSlapRight_Impl

EvtScript EVS_Player_NextSlapRight_Impl
Initial value:

◆ EVS_Player_NoDamageHit

EvtScript EVS_Player_NoDamageHit

◆ EVS_Player_SimpleHit

EvtScript EVS_Player_SimpleHit
Initial value: