Alchemy
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goma_cave_entrance.h

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1#ifndef ALCHEMY_UNIT_SCENE_GOMA_CAVE_ENTRANCE_H
2#define ALCHEMY_UNIT_SCENE_GOMA_CAVE_ENTRANCE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7const struct SceneEntrance *Scene_GetEntrances(void);
8const struct SceneRegion *Scene_GetRegions(void);
9const u32 *Scene_GetExits(void);
10const struct ScenePlacement *Scene_GetPlacements(void);
11const struct SceneEvent *Scene_GetEvents(void);
13extern s32 gEffectScript0[];
14extern s32 gEffectScript1[];
15extern s32 gEffectScript2[];
16extern const s32 *gEffectScripts[];
22
23#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 gEffectScript0[]
const s32 * gEffectScripts[]
s32 gEffectScript1[]
s32 gEffectScript2[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gGomaCaveEntranceTallIvyScript[]
struct SceneEvent gGomaCaveEntranceEvents[]
struct SceneEntrance gGomaCaveEntranceEntrances[]
u32 gGomaCaveEntranceExits[]
struct ScenePlacement gGomaCaveEntrancePlacements[]
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