Alchemy
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lobby.h

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1#ifndef ALCHEMY_UNIT_MENU_LOBBY_H
2#define ALCHEMY_UNIT_MENU_LOBBY_H
3
4#include "types.h"
5#include "field_scene.h"
6
7extern const s32 gLinkLobby_SlotValues[];
17extern u32 gLinkLobbyExits[];
20extern struct SceneEvent gLinkLobbyEvents[];
21
22#endif
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 SceneData_ReturnZero(void)
Definition level.c:51
struct ScenePlacement gLinkLobbyBattlePlacements[]
Definition lobby.c:1470
struct ScenePlacement gLinkLobbyPlacements[]
Definition lobby.c:1424
u8 * LinkLobby_GetEntrances(void)
Definition lobby.c:120
u8 gLinkLobby_SlotColumns[]
Definition lobby.c:1406
s32 LinkLobby_SelectPlacements(void)
Selects the post-link-battle placements for entrances nine and eleven.
Definition lobby.c:144
s32 LinkLobby_RunRoundResult(void)
Processes the entry's monster/link result and restores lobby polling.
Definition lobby.c:1217
u32 gLinkLobbyCallFrames
Definition lobby.c:265
struct SceneEvent gLinkLobbyEvents[]
Definition lobby.c:1517
struct SceneEntrance gLinkLobbyEntrances[]
Definition lobby.c:1410
u32 gLinkLobbyExits[]
Definition lobby.c:1420
u8 * LinkLobby_GetExits(void)
Definition lobby.c:141
u8 * LinkLobby_GetEvents(void)
Definition lobby.c:1154
const s32 gLinkLobby_SlotValues[]
Definition lobby.c:71
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
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15
unsigned char u8
Definition types.h:11