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bilibin_interiors.h

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1#ifndef ALCHEMY_UNIT_SCENE_BILIBIN_INTERIORS_H
2#define ALCHEMY_UNIT_SCENE_BILIBIN_INTERIORS_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneRegion;
8
13const struct SceneEvent *BilibinInteriors_GetEvents(void);
19
20#endif
const struct SceneEntrance * BilibinInteriors_GetEntrances(void)
u32 gBilibinInteriorsExits[]
struct ScenePlacement gBilibinInteriorsPlacements[]
const u32 * BilibinInteriors_GetExits(void)
s32 BilibinInteriors_Initialize(void)
The rooms open through a window; the diner at the dining room table is drawn at sprite priority 2,...
struct SceneEvent gBilibinInteriorsEvents[]
struct SceneEntrance gBilibinInteriorsEntrances[]
const struct ScenePlacement * BilibinInteriors_GetPlacements(void)
Marks placements outside the current room's view before actors are spawned.
const struct SceneRegion * BilibinInteriors_GetRegions(void)
const struct SceneEvent * BilibinInteriors_GetEvents(void)
Returns both story stages' events; conditions choose the current dialogue.
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