The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
s32 Engine_GameFlagIsSet(s32 flag)
Field objects and actors, and the scene transition styles.
@ TRANSITION_BACKDROP_FADE
#define SCENE_TRANSITION(style, variant)
Game flags, named where their meaning is shown.
#define FLAG_VALE_STORM
The prologue's stormy night: lightning over Vale, the rockslide and the monsters loose in the village...
struct EventWork * gEventWork
void Engine_EventRequestExit()
static void Vale_RequestBackdropExit(s32 no)
Takes exit no in the backdrop fade over 16 frames, first stopping the storm's lightning while the sto...
The running scene's event work: its placement and event tables, its actors, the triggers and exit it ...
s32 startTransition
SCENE_TRANSITION(style, variant).
s32 transitionFrames
frames
The integer types, TRUE, UNUSED and the fixed-address macros.
void FieldFx_StopLightning(void)
Stops the lightning: no flash for 0x7fff frames, and none after.