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Alchemy
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scene.h
Go to the documentation of this file.
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#ifndef ALCHEMY_SCENE_H
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#define ALCHEMY_SCENE_H
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/// @file
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/// FIELD_AT_OFFSET and the entity and camera views older scene code reads.
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#include "
types.h
"
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#include "
edition.h
"
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#include "
farcall.h
"
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#define FIELD_AT_OFFSET(base, type, offset) (*(type)((u8 *)(base) + (offset)))
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struct
Ent
{
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s32
f00
;
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u8
f04
;
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u8
f05
;
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u16
f06
: 9;
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u16
f07
: 7;
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s32
f08
;
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};
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struct
Cam
{
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u8
pad
[228];
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s32
x
;
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s32
y
;
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};
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#endif
edition.h
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
farcall.h
Public interfaces to the engine's code banks.
Cam
Definition
scene.h:22
Cam::y
s32 y
Definition
scene.h:25
Cam::x
s32 x
Definition
scene.h:24
Cam::pad
u8 pad[228]
Definition
scene.h:23
Ent
Definition
scene.h:13
Ent::f04
u8 f04
Definition
scene.h:15
Ent::f07
u16 f07
Definition
scene.h:18
Ent::f06
u16 f06
Definition
scene.h:17
Ent::f00
s32 f00
Definition
scene.h:14
Ent::f08
s32 f08
Definition
scene.h:19
Ent::f05
u8 f05
Definition
scene.h:16
types.h
The integer types, TRUE, UNUSED and the fixed-address macros.
s32
signed int s32
Definition
types.h:14
u16
unsigned short u16
Definition
types.h:13
u8
unsigned char u8
Definition
types.h:11
include
system
scene.h