Alchemy
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kolima_forest_clearing.h

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1#ifndef ALCHEMY_UNIT_SCENE_KOLIMA_FOREST_CLEARING_H
2#define ALCHEMY_UNIT_SCENE_KOLIMA_FOREST_CLEARING_H
3
4#include "types.h"
5#include "field_scene.h"
6
20
21#endif
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
const struct ScenePlacement * KolimaForestClearing_GetPlacements(void)
The three logs and the Nut.
const struct SceneEvent * KolimaForestClearing_GetEvents(void)
The logs, the Nut and the two paths.
struct SceneEvent gKolimaForestClearing_Events[]
const u32 * KolimaForestClearing_GetExits(void)
The paths to the river and back to the bridge.
struct ScenePlacement gKolimaForestClearing_Placements[]
Until the third patch the Nut's placement tested flag 0xfd0, not the flag catching it sets.
const struct SceneEntrance * KolimaForestClearing_GetEntrances(void)
Where the party enters from the bridge and the river.
struct SceneEntrance gKolimaForestClearing_Entrances[]
const struct SceneRegion * KolimaForestClearing_GetRegions(void)
s32 KolimaForestClearing_Initialize(void)
On entry the Nut circles until it is caught, the logs mark the cells they cover, and the forest keeps...
u32 gKolimaForestClearing_Exits[]
Exit 1 to the river (scene 42), exit 2 to the bridge (scene 40).
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
Definition field_scene.h:54
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,...
Definition field_scene.h:81
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.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15