Alchemy
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sol_sanctum_init_zoom.h

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1/// @file
2/// Sol Sanctum's corridor and maze: the scenes' initialization.
3#include "types.h"
4#include "field_obj.h"
5#include "songs.h"
6#include "flags.h"
7
8/// The scene opens in the window transition over 16 frames. Once Mt. Aleph has
9/// erupted (FLAG_SOL_SANCTUM_ERUPTED), the rooms rumble (SE_141), the map
10/// shakes without end and sparkles start.
12 struct FieldWork *work;
13
14 s32 shakeX = 0x10000;
15 s32 shakeY = 0x10000;
16 s32 shakeDecay = 0x10000;
17
18 work = (struct FieldWork *)gEventWork;
20 work->transitionFrames = 16;
23 Engine_WorkSetValuesIfNonNegative(shakeX, shakeY, shakeDecay);
25 }
26 return 0;
27}
void Engine_WorkSetValuesIfNonNegative(s32 first, s32 second, s32 third)
s32 Engine_GameFlagIsSet(s32 flag)
Field objects and actors, and the scene transition styles.
@ TRANSITION_WINDOW
Definition field_obj.h:17
#define SCENE_TRANSITION(style, variant)
Definition field_obj.h:20
Game flags, named where their meaning is shown.
#define FLAG_SOL_SANCTUM_ERUPTED
The volcano has erupted and the sanctum's rooms rumble and shake.
Definition flags.h:660
void InitializeSceneRecordBuffer()
Song and sound effect ids, indices into gSound_SongTable.
#define SE_141
Definition songs.h:134
struct EventWork * gEventWork
s32 SolSanctumRooms_Initialize(void)
The scene opens in the window transition over 16 frames.
Full event work allocated by Field_RunScene (heap slot 27).
s32 transition
SCENE_TRANSITION(style, variant); 0x100 on entry.
s32 transitionFrames
frames; 16 on entry and at each event
void QueueSceneSound(s32 cue)
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14