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Data Structures | |
| struct | MercuryLighthouseLights |
| Published in the scene's light-controller slot while the pillar is active. More... | |
Functions | |
| STATIC_ASSERT (sizeof(struct MercuryLighthouseLights)==0x1c) | |
| void | MercuryLighthouse_RestoreLights (s32 region, struct MercuryLighthouseLights *st) |
| Keeps the lights' state st in work slot 35 for the floor's region, the pool's collision code. | |
| STATIC_ASSERT | ( | sizeof(struct MercuryLighthouseLights) | = =0x1c | ) |
| void MercuryLighthouse_RestoreLights | ( | s32 | region, |
| struct MercuryLighthouseLights * | st ) |
Keeps the lights' state st in work slot 35 for the floor's region, the pool's collision code.
On an ordinary entrance the leader has no lights. When the party returns to where it was, the column of lights over the leader and the light under them in the pool are made again.
Definition at line 28 of file mercury_lighthouse_lights.h.
Referenced by MercuryLighthouse_Initialize(), MercuryLighthouse_RestoreLights(), MercuryLighthouseEntrance_Initialize(), and STATIC_ASSERT().