1#ifndef ALCHEMY_UNIT_IMPORT_H
2#define ALCHEMY_UNIT_IMPORT_H
void Engine_EventSetNextDestination(s32 first, s32 second)
void Engine_DebugFinalizeWindow(struct UiWindow *work, s32 release)
struct UiWindow * Engine_DebugCreateWindow(s32 x, s32 y, s32 width, s32 height, s32 attrs)
void Effect_SoundAndFlash(void)
s32 GetPartyMemberCount(void)
void Engine_BattleFxSetWeightedResult(s32 zone_no, s32 slot_no)
s32 Engine_InnCheckIn(s32 mode, s32 objectId)
void Engine_MapSetWorkFlagBits9To11(u32 v)
void Engine_OwnerRecalculateRatios(s32 owner_id)
void SceneEvents_UpdateInView(struct ScenePlacement *entry)
void Engine_DisplayScrollStartHBlankDma(s32 mode, s32 freqX, s32 stepX, s32 ampX, s32 freqY, s32 stepY, s32 ampY)
void UiText_DrawQuantity(u32 value, u32 kind)
void InventorySnapshot_Take(void)
void Engine_BattleFxRunPageEffectForSlot(s32 slot, s32 element, s32 djinn)
void Engine_UiTextDrawQuantity(u32 value, u32 kind)
void Engine_ResetSceneEffectCounter(void)
void Event_LoadAreaScript(const struct SceneEvent *events)
s32 Engine_BattleFxPlayCueAndStartEmitterOnTarget(s32 effect, s32 target, s32 mode)
s32 Engine_PartyInventoryFindOwner(s32 item_id)
s32 Object_CheckMovementCollision(struct ObjectRuntime *object, struct FieldPosition *position)
s32 Engine_ShopConfirmAct(s32 unitId)
void Engine_InventorySnapshotRestore(void)
One of the 64 field objects in the object pool (heap slot 5): its script, position,...
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 window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation...
u16 effect
The effect a message's TEXT_WINDOW_STATE code sets.
The integer types, TRUE, UNUSED and the fixed-address macros.