1#ifndef ALCHEMY_UNIT_SCENE_COLOSSO_WALL_H
2#define ALCHEMY_UNIT_SCENE_COLOSSO_WALL_H
22 s32 finishZ,
s32 firstItem,
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
const u8 gColosso_LetteringPaletteOffsets[]
s16 gColosso_LetteringSlot
s32 gColosso_RivalFinishScript[]
s32 gColossoWall_ApproachScript[]
const u8 gColossoWall_RollLogScript[]
struct ScenePlacement gColossoWallPlacements[]
struct SceneEntrance gColossoWallEntrances[]
s16 gColossoWall_ModeRecordDefault[]
u32 gColossoWall_DirectionSteps[]
const s16 gColossoWall_ModeRecordThreeAlt[]
s16 gColossoWall_ModeRecordFour[]
s32 gColossoWall_SpectatorTimer
s32 gColossoWall_SpectatorPhase
const s16 gColossoWall_ModeRecordTwo[]
void FieldScene_BuildDescriptorAndInstallTask(s32 leaderId, s32 rivalId, s32 raceMode, s32 finishX, s32 finishZ, s32 firstItem, s32 secondItem)
Allocates the race work, records both competitors and installs the gauge task.
struct SceneEvent gColossoWallEvents[]
s32 ColossoWall_Initialize(void)
Restores obstacle progress and sets up the selected course entrance.
s32 gColossoWall_RaiseScript[]
s32 gColossoWall_SparkScript[]
s16 gColossoWall_ModeRecordThree[]
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.