1#ifndef ALCHEMY_UNIT_SCENE_IMIL_FUCHIN_FALLS_H
2#define ALCHEMY_UNIT_SCENE_IMIL_FUCHIN_FALLS_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
struct ScenePlacement gImilFuchinFalls_ThirdRoomPlacements[]
struct SceneEvent gImilFuchinFalls_ThirdRoomEvents[]
s32 gImilFuchinFalls_TrackLeader
s16 gImilFuchinFalls_KeyHeadings[]
struct ScenePlacement gImilFuchinFalls_DragonRoomPlacements[]
struct ScenePlacement gImilFuchinFalls_DjinniRoomPlacements[]
struct SceneEntrance gImilFuchinFalls_DjinniRoomEntrances[]
struct SceneEntrance gImilFuchinFalls_ThirdRoomEntrances[]
struct SceneEntrance gImilFuchinFalls_SecondRoomEntrances[]
struct ScenePlacement gImilFuchinFalls_FourthRoomPlacements[]
struct SceneEntrance gImilFuchinFalls_FourthRoomEntrances[]
struct ScenePlacement gImilFuchinFalls_SecondRoomPlacements[]
s32 * gImilFuchinFalls_DustScripts[]
s16 gImilFuchinFalls_SlideHeadings[]
s32 gImilFuchinFalls_DustScript2[]
struct SceneEvent gImilFuchinFalls_KiRoomEvents[]
struct SceneEntrance gImilFuchinFalls_DragonRoomEntrances[]
struct SceneEvent gImilFuchinFalls_DragonRoomEvents[]
u32 gImilFuchinFalls_Exits[]
struct SceneEntrance gImilFuchinFalls_NoEntrances[]
struct SceneEvent gImilFuchinFalls_SecondRoomEvents[]
struct SceneEvent gImilFuchinFalls_DjinniRoomEvents[]
const struct SceneEntrance * ImilFuchinFalls_GetEntrances(void)
s32 gImilFuchinFalls_DustScript1[]
s32 ImilFuchinFalls_Initialize(void)
Entering the Djinni's ice room the first time, the leader walks toward the Djinni; otherwise each roo...
struct SceneEvent gImilFuchinFalls_NoEvents[]
struct FieldActor * gImilFuchinFalls_DragonsEye
const struct ScenePlacement * ImilFuchinFalls_GetPlacements(void)
struct SceneEvent gImilFuchinFalls_FirstRoomEvents[]
s32 gImilFuchinFalls_DustScript0[]
void ImilFuchinFalls_SpawnDust(s32 x, s32 y, s32 z, s32 velocityX, s32 velocityY, s32 velocityZ, u32 flags, const struct EffectOptions *extra)
Creates scripted cave dust with the requested velocity, palette and scale.
const u32 * ImilFuchinFalls_GetExits(void)
Returns the exit connections shared by these rooms.
struct SceneEvent gImilFuchinFalls_FourthRoomEvents[]
struct SceneEntrance gImilFuchinFalls_FirstRoomEntrances[]
struct ScenePlacement gImilFuchinFalls_FirstRoomPlacements[]
const struct SceneRegion * ImilFuchinFalls_GetRegions(void)
struct SceneEntrance gImilFuchinFalls_KiRoomEntrances[]
const struct SceneEvent * ImilFuchinFalls_GetEvents(void)
struct ScenePlacement gImilFuchinFalls_NoPlacements[]
The options of a spawned field effect, each used when its EFFECT_USE_ flag (or EFFECT_SCALE_TO_TARGET...
A field actor: a person or thing on the field with a position, motion toward a target,...
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.