1#ifndef ALCHEMY_UNIT_SCENE_SOL_SANCTUM_ELEMENTAL_STAR_ROOM_H
2#define ALCHEMY_UNIT_SCENE_SOL_SANCTUM_ELEMENTAL_STAR_ROOM_H
const s32 * gEffectScripts[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s8 gSolSanctum_RingDirection[][3]
s32 SolSanctumElementalStarRoom_Initialize(void)
Restores pedestal state and runs the first-arrival scene when needed.
struct SceneEntrance gSolSanctumElementalStarRoom_Entrances[]
struct SceneEvent gSolSanctumElementalStarRoom_Events[]
u32 gSolSanctumElementalStarRoom_Exits[]
const struct SceneEntrance * SolSanctumElementalStarRoom_GetEntrances(void)
const u32 * SolSanctumElementalStarRoom_GetExits(void)
s32 gSolSanctumElementalStarRoom_PresentItemScript[]
const struct SceneRegion * SolSanctumElementalStarRoom_GetRegions(void)
u16 gSolSanctumElementalStarRoom_StarCells[]
s32 gSolSanctumRing_ScaleSteps[]
const struct ScenePlacement * SolSanctumElementalStarRoom_GetPlacements(void)
s32 gSolSanctumRing_MaxScales[]
s32 gSolSanctumElementalStarRoom_AngleScript[]
u8 gSolSanctum_RingSwing[][3]
const struct SceneEvent * SolSanctumElementalStarRoom_GetEvents(void)
Returns the star, dialogue, and boundary interactions.
u8 gSolSanctum_RingDrift[][3]
struct ScenePlacement gSolSanctumElementalStarRoom_Placements[]
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.