1#ifndef ALCHEMY_UNIT_SCENE_BILIBIN_H
2#define ALCHEMY_UNIT_SCENE_BILIBIN_H
const struct SceneEvent * Bilibin_GetEvents(void)
struct SceneEvent gBilibinEvents3[]
u16 gBilibin_DoorSteps1[]
u16 gBilibinEntrancesOther[]
struct SceneEntrance gBilibinEntrances2[]
u16 gBilibin_DoorSteps5[]
s32 gBilibin_FacingCellSteps[]
struct ScenePlacement gBilibinPlacements3[]
struct SceneEvent gBilibinEvents2[]
s32 gBilibin_TransientEffectScript[]
const struct SceneRegion * Bilibin_GetRegions(void)
Only the raised approach supplies exit-region boxes.
u16 gBilibin_DoorSteps0[]
s32 Bilibin_Initialize(void)
Restores the current map's actors, collision cells and opening transition.
const struct SceneEntrance * Bilibin_GetEntrances(void)
u16 gBilibin_DoorSteps3[]
struct ScenePlacement gBilibinPlacements1[]
struct SceneEntrance gBilibinEntrances3[]
u16 gBilibin_DoorSteps6[]
u16 gBilibin_DoorSteps4[]
struct SceneEvent gBilibinEventsOther[]
u32 gBilibin_RiverBlockCells[]
u16 * gBilibin_DoorSteps[]
const u32 * Bilibin_GetExits(void)
Returns the packed exit destinations shared by the three maps.
struct SceneEvent gBilibinEvents1[]
struct ScenePlacement gBilibinPlacements2[]
struct SceneEntrance gBilibinEntrances1[]
u16 gBilibin_DoorSteps2[]
const struct ScenePlacement * Bilibin_GetPlacements(void)
Selects the village, river or raised-approach actors.
struct ScenePlacement gBilibinPlacementsOther[]
s32 gBilibin_FaceLeaderScript[]
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.