1#ifndef ALCHEMY_UNIT_SCENE_GOMA_CAVE_PILLAR_H
2#define ALCHEMY_UNIT_SCENE_GOMA_CAVE_PILLAR_H
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[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gGomaCavePillar_WitnessFrames
struct SceneEvent gGomaCavePillar_Events[]
s32 gGomaCavePillar_FragmentScript2[]
u32 gGomaCavePillar_Exits[]
s32 gGomaCavePillar_FragmentScript0[]
struct ScenePlacement gGomaCavePillar_Placements[]
s32 gGomaCavePillar_FragmentScript1[]
struct SceneEntrance gGomaCavePillar_Entrances[]
struct GomaCavePillarFragmentScripts gGomaCavePillar_FragmentScripts
The action scripts a pillar fragment can run, chosen by the low bits of its spawn value.
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.