1#ifndef ALCHEMY_UNIT_MENU_LOBBY_H
2#define ALCHEMY_UNIT_MENU_LOBBY_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 SceneData_ReturnZero(void)
struct ScenePlacement gLinkLobbyBattlePlacements[]
struct ScenePlacement gLinkLobbyPlacements[]
u8 * LinkLobby_GetEntrances(void)
u8 gLinkLobby_SlotColumns[]
s32 LinkLobby_SelectPlacements(void)
Selects the post-link-battle placements for entrances nine and eleven.
s32 LinkLobby_RunRoundResult(void)
Processes the entry's monster/link result and restores lobby polling.
struct SceneEvent gLinkLobbyEvents[]
struct SceneEntrance gLinkLobbyEntrances[]
u8 * LinkLobby_GetExits(void)
u8 * LinkLobby_GetEvents(void)
const s32 gLinkLobby_SlotValues[]
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,...
The integer types, TRUE, UNUSED and the fixed-address macros.