1#ifndef ALCHEMY_UNIT_SCENE_SOL_SANCTUM_ERUPTION_H
2#define ALCHEMY_UNIT_SCENE_SOL_SANCTUM_ERUPTION_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s8 gSolSanctum_RingDirection[][3]
s32 gSolSanctumRing_ScaleSteps[]
s32 gSolSanctumRing_MaxScales[]
u8 gSolSanctum_RingSwing[][3]
u8 gSolSanctum_RingDrift[][3]
struct SceneEvent gSolSanctumEruption_Events[]
const struct ScenePlacement * SolSanctumEruption_GetPlacements(void)
Returns Garet and Jenna, then the departure glow (actor 8), Kraden, Saturos, Menardi,...
s32 gEruption_EmberScript[]
const struct SceneEntrance * SolSanctumEruption_GetEntrances(void)
const struct SceneRegion * SolSanctumEruption_GetRegions(void)
u16 gSolSanctumEruption_StarCells[]
s32 SolSanctumEruption_Initialize(void)
Plays the eruption at entrance 10, the arrival from the Elemental Star room.
const u32 * SolSanctumEruption_GetExits(void)
const struct SceneEvent * SolSanctumEruption_GetEvents(void)
Returns the empty event table: the scene is one cutscene.
s32 gEruption_ArcOriginsHead[]
s32 gEruption_ArcOrigins[]
struct SceneEntrance gSolSanctumEruption_Entrances[]
struct ScenePlacement gSolSanctumEruption_Placements[]
u32 gSolSanctumEruption_Exits[]
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.