1#ifndef ALCHEMY_UNIT_SCENE_ALTMILLER_CAVE_H
2#define ALCHEMY_UNIT_SCENE_ALTMILLER_CAVE_H
struct ScenePlacement gAltmillerCave_Placements2[]
struct SceneEvent gAltmillerCave_EventsOther[]
const struct ScenePlacement * AltmillerCave_GetPlacements(void)
s32 AltmillerCave_Initialize(void)
Sets up the room being entered: an entry from outside the cave takes the room's first entrance; room ...
struct SceneEvent gAltmillerCave_Events3[]
const struct SceneEntrance * AltmillerCave_GetEntrances(void)
The six rooms share one entrance table.
struct ScenePlacement gAltmillerCave_PlacementsOther[]
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
struct SceneEvent gAltmillerCave_Events5[]
u32 gAltmillerCave_Exits[]
const u32 * AltmillerCave_GetExits(void)
struct ScenePlacement gAltmillerCave_Placements4[]
s32 gAltmillerCave_GuardsArrivePath[]
The two soldiers walk in to Babi.
struct SceneEvent gAltmillerCave_Events2[]
s32 gStagedActor_FootprintBounds[]
const struct SceneRegion * AltmillerCave_GetRegions(void)
struct SceneEvent gAltmillerCave_Events4[]
const struct SceneEvent * AltmillerCave_GetEvents(void)
u32 gAltmillerCave_PulseScales[]
The sizes the light at the top pulses through.
s32 gAltmillerCave_BabiLeavePath[]
struct ScenePlacement gAltmillerCave_Placements6[]
struct SceneEntrance gAltmillerCave_Entrances[]
u32 gStagedActor_FootprintKinds[]
s32 gAltmillerCave_SecondGuardLeavePath[]
Babi and the soldiers walk out of the room, each by his own path.
struct LightWheel * gAltmillerCave_LightWheel
s32 gAltmillerCave_FirstGuardLeavePath[]
struct SceneEvent gAltmillerCave_Events6[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
The ring of five lights above room 6's rocks as it spins to its next light: angles are 16-bit turns,...
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
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,...
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.