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crossbone_isle_pillar_rooms.h

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1#ifndef ALCHEMY_UNIT_SCENE_CROSSBONE_ISLE_PILLAR_ROOMS_H
2#define ALCHEMY_UNIT_SCENE_CROSSBONE_ISLE_PILLAR_ROOMS_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10struct SceneRegion;
11
12const struct SceneEntrance *Scene_GetEntrances(void);
13const struct SceneRegion *Scene_GetRegions(void);
14const u32 *Scene_GetExits(void);
15const struct ScenePlacement *Scene_GetPlacements(void);
16const struct SceneEvent *Scene_GetEvents(void);
18extern s32 gEffectScript0[];
19extern s32 gEffectScript1[];
20extern s32 gEffectScript2[];
24extern const s32 *gEffectScripts[];
50
51#endif
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)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
s32 gEffectScript0[]
const s32 * gEffectScripts[]
s32 gEffectScript1[]
s32 gEffectScript2[]
struct ScenePlacement gCrossboneIslePillarRoomsPlacements1[]
struct SceneEntrance gCrossboneIslePillarRoomsEntrances5[]
struct SceneEvent gCrossboneIslePillarRoomsEventsOther[]
struct SceneEntrance gCrossboneIslePillarRoomsEntrances4[]
struct SceneEntrance gCrossboneIslePillarRoomsEntrances3[]
struct SceneEntrance gCrossboneIslePillarRoomsEntrances1[]
u16 gCrossboneIslePillarRooms_ShiftSteps4[]
struct SceneEvent gCrossboneIslePillarRoomsEvents4[]
struct SceneEvent gCrossboneIslePillarRoomsEvents2[]
struct ScenePlacement gCrossboneIslePillarRoomsNoPlacements[]
struct SceneEvent gCrossboneIslePillarRoomsEvents3[]
u16 gCrossboneIslePillarRooms_ShiftSteps5[]
struct ScenePlacement gCrossboneIslePillarRoomsPlacements5[]
struct SceneEntrance gCrossboneIslePillarRoomsEntrances2[]
u16 gCrossboneIslePillarRooms_ShiftSteps1[]
struct ScenePlacement gCrossboneIslePillarRoomsPlacements2[]
struct ScenePlacement gCrossboneIslePillarRoomsPlacementsOther[]
struct SceneEvent gCrossboneIslePillarRoomsEvents1[]
u16 gCrossboneIslePillarRooms_ShiftSteps3[]
struct SceneEntrance gCrossboneIslePillarRoomsEntrancesOther[]
u32 gCrossboneIslePillarRoomsExits[]
struct SceneEvent gCrossboneIslePillarRoomsEvents5[]
s32 gCrossboneIslePillarRooms_ActionTable[]
u16 gCrossboneIslePillarRooms_ShiftSteps2[]
struct ScenePlacement gCrossboneIslePillarRoomsPlacements3[]
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
unsigned short u16
Definition types.h:13