1#ifndef ALCHEMY_UNIT_SCENE_KOLIMA_FOREST_RIVER_H
2#define ALCHEMY_UNIT_SCENE_KOLIMA_FOREST_RIVER_H
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.
s32 KolimaForestRiver_Initialize(void)
On entry a log already in the river floats there again, the logs mark the cells they cover,...
struct SceneEntrance gKolimaForestRiverEntrances[]
const struct SceneRegion * KolimaForestRiver_GetRegions(void)
struct ScenePlacement gKolimaForestRiverPlacements[]
struct SceneEvent gKolimaForestRiverEvents[]
u32 gKolimaForestRiverExits[]
Exit 1 to the bend (scene 43), exit 2 to the clearing (scene 41).
const struct SceneEvent * KolimaForestRiver_GetEvents(void)
The logs, the two paths and the jump east from the bank.
const u32 * KolimaForestRiver_GetExits(void)
const struct ScenePlacement * KolimaForestRiver_GetPlacements(void)
The three logs.
const struct SceneEntrance * KolimaForestRiver_GetEntrances(void)
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.