1#ifndef ALCHEMY_UNIT_SCENE_TOLBI_INTERIORS_H
2#define ALCHEMY_UNIT_SCENE_TOLBI_INTERIORS_H
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
The scene table formats: entrances, exits, placements and events, and the macros that write them.
Cell replacement: procedure and destination cells.
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...
const struct ScenePlacement * TolbiInteriors_SelectPlacements(void)
After Colosso the rooms hold a different crowd.
const u32 * TolbiInteriors_GetExits(void)
struct MapCellAnim gTolbiInteriorsDoors[]
struct ScenePlacement gTolbiInteriorsPlacements[]
struct SceneEntrance gTolbiInteriorsEntrances[]
s32 gTolbiInteriorsSquashStretch[]
An actor that squashes and stretches twice, then rests 40 frames.
u16 gTolbiInteriorsDoorOpening[]
u32 gTolbiInteriorsExits[]
struct SceneEvent gTolbiInteriorsEventsFinalsDay[]
s32 TolbiInteriors_ApplyEntryState(void)
Sets up the rooms on entry.
const struct SceneRegion * TolbiInteriors_GetRegions(void)
struct SceneEvent gTolbiInteriorsEventsFestival[]
struct SceneEvent gTolbiInteriorsEventsAfterColosso[]
const struct SceneEvent * TolbiInteriors_SelectEvents(void)
Picks the event table for the current point in the Colosso story.
struct ScenePlacement gTolbiInteriorsPlacementsAfterColosso[]
const struct SceneEntrance * TolbiInteriors_GetEntrances(void)
The integer types, TRUE, UNUSED and the fixed-address macros.