1#ifndef ALCHEMY_UNIT_SCENE_COMMON_MERCURY_LIGHTHOUSE_PILLAR_H
2#define ALCHEMY_UNIT_SCENE_COMMON_MERCURY_LIGHTHOUSE_PILLAR_H
void MercuryLighthouse_HopAcrossPool(void)
Pushing against the pool's edge (triggers 11, 21 and 31): the leader hops two cells the way the pad p...
void MercuryLighthouse_LoseLights(void)
Touch trigger 31: the leader loses their lights, and the column swells and fades away.
void MercuryLighthouse_SparkleAtLeader(void)
Touch trigger 21: while the leader stands there, a sparkle rises from them every 10 to 39 frames.
void MercuryLighthouse_ChargeLights(void)
Touch trigger 11, the pool's heart: the column of light appears over the leader if it is not there,...
The integer types, TRUE, UNUSED and the fixed-address macros.