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mccoy_palace.h

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1#ifndef ALCHEMY_UNIT_SCENE_MCCOY_PALACE_H
2#define ALCHEMY_UNIT_SCENE_MCCOY_PALACE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEvent;
8struct ScenePlacement;
9
10const struct SceneEntrance *Scene_GetEntrances(void);
11const struct SceneRegion *Scene_GetRegions(void);
12const u32 *Scene_GetExits(void);
13const struct ScenePlacement *Scene_GetPlacements(void);
14const struct SceneEvent *Scene_GetEvents(void);
19extern u32 gMcCoyPalaceExits[];
23extern struct SceneEvent gMcCoyPalaceEvents[];
24
25#endif
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
struct ScenePlacement gMcCoyPalacePlacements[]
struct ScenePlacement gMcCoyPalacePlacementsOther[]
struct SceneEntrance gMcCoyPalaceEntrances[]
struct SceneEvent gMcCoyPalaceEvents[]
s32 gPalace_PacingActions[]
u32 gMcCoyPalaceExits[]
s32 gPalace_FacingActions[]
struct SceneEvent gMcCoyPalaceEventsOther[]
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