Alchemy
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bilibin_cave.h

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1#ifndef ALCHEMY_UNIT_SCENE_BILIBIN_CAVE_H
2#define ALCHEMY_UNIT_SCENE_BILIBIN_CAVE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10
11const struct SceneEntrance *BilibinCave_GetEntrances(void);
12const struct SceneRegion *BilibinCave_GetRegions(void);
13const u32 *BilibinCave_GetExits(void);
15const struct SceneEvent *BilibinCave_GetEvents(void);
22extern u32 gBilibinCaveExits[];
28extern struct SceneEvent gBilibinCaveEvents3[];
29extern struct SceneEvent gBilibinCaveEvents2[];
30extern struct SceneEvent gBilibinCaveEvents1[];
32
33#endif
struct SceneEntrance gBilibinCaveEntrances2[]
struct SceneEvent gBilibinCaveEvents2[]
struct SceneEntrance gBilibinCaveEntrancesOther[]
struct ScenePlacement gBilibinCavePlacements3[]
s32 gBilibinCave_ClearSpriteScript[]
const struct SceneEvent * BilibinCave_GetEvents(void)
struct SceneEvent gBilibinCaveEvents3[]
const u32 * BilibinCave_GetExits(void)
struct SceneEvent gBilibinCaveEvents1[]
s32 BilibinCave_Initialize(void)
Restores the current section's saved puzzle state.
struct SceneEntrance gBilibinCaveEntrances3[]
const struct SceneRegion * BilibinCave_GetRegions(void)
struct SceneEntrance gBilibinCaveEntrances1[]
const struct SceneEntrance * BilibinCave_GetEntrances(void)
struct ScenePlacement gBilibinCavePlacementsOther[]
const struct ScenePlacement * BilibinCave_GetPlacements(void)
s32 gBilibinCave_PushSteps[]
struct ScenePlacement gBilibinCavePlacements1[]
u32 gBilibinCaveExits[]
struct SceneEvent gBilibinCaveEventsOther[]
struct ScenePlacement gBilibinCavePlacements2[]
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