Alchemy
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suhalla_interiors.h

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1#ifndef ALCHEMY_SUHALLA_INTERIORS_H
2#define ALCHEMY_SUHALLA_INTERIORS_H
3
4#include "types.h"
5#include "field_service.h"
6#include "field_scene.h"
7#include "scene.h"
8
9/// An actor's animation object, seen for the flags and rotation that lay a
10/// wounded soldier in his bed.
14 u8 unk0a[20];
15 u16 angle; ///< 1/65536 turns
18};
19
20/// A field actor, as its fields or as its bytes, set up as the houses load.
22 struct {
23 u8 unk00[12];
24 s32 y; ///< 16.16 fixed-point pixels
25 u8 unk10[64];
26 struct SceneRecord *record;
27 u8 unk54;
28 u8 mode;
29 u8 unk56[3];
30 u8 flags;
32 u8 bytes[90];
33};
34
35#endif
The scene table formats: entrances, exits, placements and events, and the macros that write them.
The scene service layer: one typed inline for each engine service a scene calls by its own name,...
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
s32 y
16.16 fixed-point pixels
struct SceneRecord * record
An actor's animation object, seen for the flags and rotation that lay a wounded soldier in his bed.
u16 angle
1/65536 turns
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned short u16
Definition types.h:13
unsigned char u8
Definition types.h:11
A field actor, as its fields or as its bytes, set up as the houses load.
struct SceneActor::@276370343056364044073127153151310304323146113203 fields