1#ifndef ALCHEMY_UNIT_SCENE_BABI_PALACE_H
2#define ALCHEMY_UNIT_SCENE_BABI_PALACE_H
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
s32 BabiPalace_ApplyEntryState(void)
Sets up the scene being entered: the doors, the Cloak Ball on show, and the scenes that play on arriv...
struct SceneRegion gBabiPalace_Regions[]
u16 gBabiPalace_DoorCells[]
struct SceneEvent gBabiPalace_EventsColosso[]
struct SceneEvent gBabiPalace_EventsOther[]
struct SceneEvent gBabiPalace_Events2[]
struct ScenePlacement gBabiPalace_PlacementsAfterColosso[]
struct SceneEntrance gBabiPalace_EntrancesOther[]
s32 gBabiPalace_IndigestionScript[]
struct SceneEntrance gBabiPalace_Entrances2[]
struct SceneEvent gBabiPalace_Events2Colosso[]
struct ScenePlacement gBabiPalace_PlacementsOther[]
const u32 * BabiPalace_GetExits(void)
Both scenes share one exit table.
struct ScenePlacement gBabiPalace_Placements2[]
struct ScenePlacement gBabiPalace_PlacementsColosso[]
struct SceneEvent gBabiPalace_EventsAfterColosso[]
const struct SceneRegion * BabiPalace_GetRegions(void)
The palace has no regions; the table is empty.
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
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...
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.