16 v->
update = MercuryLighthouse_TrailSparks;
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
void Engine_ActorSetSpritePriority(s32 actor, s32 priority)
void Engine_EventCloseScreen(void)
void Engine_EventWaitForScreen(void)
void Engine_ActorWaitForMove(s32 actor)
void Engine_ActorSetChildValue(s32 actor, s32 value)
static void Actor_SetSpeed(s32 actor, s32 speed, s32 acceleration)
static void Actor_SetPosition(s32 actor, s32 fixed_x, s32 fixed_z)
void Engine_ActorSetDestinationOffset(s32 actor, s32 dx, s32 dz)
void Engine_EventWait(s32 frames)
static struct FieldActor * Actor_Get(s32 actor)
Field objects and actors, and the scene transition styles.
static void UNUSED MercuryLighthouse_DropLeaderToColumn(s32 a0)
Unused: the leader moves north with the passages' sound and vanishes, then is put at pixel (8 * a0 + ...
static void MercuryLighthouse_LeaveThroughPassage(s32 exit)
Touch a passage: the leader moves north with the trail of sparks, vanishes, and after half a second t...
Song and sound effect ids, indices into gSound_SongTable.
void Engine_ActorSetAnimation()
void Engine_EventRequestExit()
void Engine_EventEnd(void)
void Engine_AudioPlayCue()
void Engine_EventBegin(void)
A field actor: a person or thing on the field with a position, motion toward a target,...
s32 speed
speed limit, 16.16 fixed-point pixels per frame
void(*) update(union FieldObject *object)
Called each frame before the object's script, while the object is live.
The integer types, TRUE, UNUSED and the fixed-address macros.
An object on the field, read as an actor or as an effect.