Alchemy
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alpine_crossing_lama_temple.h

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1#ifndef ALCHEMY_UNIT_SCENE_ALPINE_CROSSING_LAMA_TEMPLE_H
2#define ALCHEMY_UNIT_SCENE_ALPINE_CROSSING_LAMA_TEMPLE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10struct SceneRegion;
11
12const struct SceneEntrance *Scene_GetEntrances(void);
13const struct SceneRegion *Scene_GetRegions(void);
14const u32 *Scene_GetExits(void);
15const struct ScenePlacement *Scene_GetPlacements(void);
16const struct SceneEvent *Scene_GetEvents(void);
29extern struct SceneEvent gLamaTemple_Events[];
31
32#endif
struct ScenePlacement gLamaTemple_Placements[]
struct SceneEvent gAlpineCrossing_Events[]
s32 gAlpineCrossing_WorkerPlacementScript[]
The first worker's placement script: draw him behind the background.
u32 gAlpineCrossingLamaTemple_Exits[]
u16 gLamaTemple_DoorOpenCells[]
The door of Hama's room sliding open, and shut again.
struct SceneEntrance gLamaTemple_Entrances[]
s32 gAlpineCrossing_LeaderPath[]
The party leader follows Feizhi most of the way.
struct SceneEntrance gAlpineCrossing_Entrances[]
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
s32 gAlpineCrossing_HsuStruggle[]
Hsu, pinned under the boulder, struggles now and then.
s32 gAlpineCrossing_FeizhiPath[]
Feizhi's run down the path toward Hsu, walking, then standing.
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
struct ScenePlacement gAlpineCrossing_Placements[]
struct SceneEvent gLamaTemple_Events[]
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
u16 gLamaTemple_DoorCloseCells[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
Definition field_scene.h:54
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
Definition field_scene.h:81
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15
unsigned short u16
Definition types.h:13