1#ifndef ALCHEMY_UNIT_SCENE_MERCURY_LIGHTHOUSE_AERIE_H
2#define ALCHEMY_UNIT_SCENE_MERCURY_LIGHTHOUSE_AERIE_H
const s32 * gEffectScripts[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
const struct ScenePlacement * MercuryLighthouseAerie_GetPlacements(void)
The actors; only the first arrival places Jenna, Kraden, Felix and Menardi.
s32 MercuryLighthouseAerie_Initialize(void)
On arriving: the beacon flickers and the six platforms sit 50 pixels down; the first arrival (entranc...
struct SceneEntrance gMercuryLighthouseAerieEntrances[]
const struct SceneRegion * MercuryLighthouseAerie_GetRegions(void)
struct SceneEvent gMercuryLighthouseAerieEvents[]
struct ScenePlacement gMercuryLighthouseAeriePlacements[]
const struct SceneEvent * MercuryLighthouseAerie_GetEvents(void)
u32 gMercuryLighthouseAerieExits[]
s32 gMercuryLighthouseAerie_SparkScript[]
const struct SceneEntrance * MercuryLighthouseAerie_GetEntrances(void)
const u32 * MercuryLighthouseAerie_GetExits(void)
One exit: the lift down to the lighthouse's foot.
s32 gMercuryLighthouseAerie_PlatformUnderfoot
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.