Alchemy
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mercury_lighthouse_entrance.h

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1#ifndef ALCHEMY_UNIT_SCENE_MERCURY_LIGHTHOUSE_ENTRANCE_H
2#define ALCHEMY_UNIT_SCENE_MERCURY_LIGHTHOUSE_ENTRANCE_H
3
4#include "types.h"
5#include "field_scene.h"
6
13extern s32 gEffectScript0[];
14extern s32 gEffectScript1[];
15extern s32 gEffectScript2[];
25extern const s32 *gEffectScripts[];
37
38#endif
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
s32 gEffectScript0[]
const s32 * gEffectScripts[]
s32 gEffectScript1[]
s32 gEffectScript2[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gMercuryLighthouse_PillarScript[]
s32 gPaletteCycleGreen
s32 gMercuryLighthouse_ScaleCounterScript[]
s32 gPaletteCycleRed
s32 gMercuryLighthouse_RampScript[]
s32 gPaletteCycleBlue
s32 gMercuryLighthouse_SparkScript[]
u16 gMercuryLighthouse_MoveAngles[]
s32 gMercuryLighthouseEntrance_LizardManStepEast[]
const struct SceneEntrance * MercuryLighthouseEntrance_GetEntrances(void)
u32 gMercuryLighthouseEntrance_Exits[]
s32 MercuryLighthouseEntrance_Initialize(void)
On entering: the lights, the Retreat point and the pillar routes Ply has opened, then the scene of th...
struct ScenePlacement gMercuryLighthouseEntrance_Placements[]
const struct ScenePlacement * MercuryLighthouseEntrance_GetPlacements(void)
Mia, the Lizard Man, the actors at the doorway and the Ply target.
const struct SceneEvent * MercuryLighthouseEntrance_GetEvents(void)
The touch, search, talk and Psynergy events.
const struct SceneRegion * MercuryLighthouseEntrance_GetRegions(void)
struct SceneEvent gMercuryLighthouseEntrance_Events[]
const u32 * MercuryLighthouseEntrance_GetExits(void)
s32 gMercuryLighthouseEntrance_LizardManStepWest[]
s32 gMercuryLighthouseEntrance_LizardManStepCentre[]
s32 gMercuryLighthouseEntrance_RiseScript[]
struct SceneEntrance gMercuryLighthouseEntrance_Entrances[]
s32 gMercuryLighthouseEntrance_SparkBurstScript[]
Each spark pulses in size four times, then is released.
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
unsigned short u16
Definition types.h:13