Alchemy
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vale.h

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1/// @file
2/// Vale's storm and Vale's homes: going indoors through a door.
3#include "types.h"
4#include "field_obj.h"
5#include "field_event.h"
6#include "flags.h"
7
8/// Takes exit no in the backdrop fade over 16 frames, first stopping the
9/// storm's lightning while the storm rages (FLAG_VALE_STORM).
11 struct EventWork *p;
14 }
15 p = gEventWork;
17 p->transitionFrames = 16;
19}
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
Definition field_obj.h:16
#define SCENE_TRANSITION(style, variant)
Definition field_obj.h:20
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...
Definition flags.h:438
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...
Definition vale.h:10
The running scene's event work: its placement and event tables, its actors, the triggers and exit it ...
Definition event_work.h:20
s32 startTransition
SCENE_TRANSITION(style, variant).
Definition event_work.h:43
s32 transitionFrames
frames
Definition event_work.h:45
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
void FieldFx_StopLightning(void)
Stops the lightning: no flash for 0x7fff frames, and none after.
Definition weather.c:442