16 s32 shakeDecay = 0x10000;
void Engine_WorkSetValuesIfNonNegative(s32 first, s32 second, s32 third)
s32 Engine_GameFlagIsSet(s32 flag)
Field objects and actors, and the scene transition styles.
#define SCENE_TRANSITION(style, variant)
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.
void InitializeSceneRecordBuffer()
Song and sound effect ids, indices into gSound_SongTable.
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.