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MercuryLighthouseLights Struct Reference

Published in the scene's light-controller slot while the pillar is active. More...

#include <unit/scene/common/mercury_lighthouse_lights.h>

Data Fields

s32 levels
 The leader's lights, 0 to 3: the heart gives three and each hop into the pool spends one.
s32 terrainCode
 the pool's collision code, the floor's region
s32 sparkTimer
 Frames to the next sparkle at trigger 21, 10 to 39; a hop zeroes it.
s32 targetX
 16.16 fixed-point pixels: the centre of the column's cell, where a sinking leader is put back.
s32 targetZ
 as targetX
struct FieldActor * pillar
 the column of light over the leader, or null
struct FieldActor * stepEffect
 The light holding the leader up where they landed in the pool, or null.

Detailed Description

Published in the scene's light-controller slot while the pillar is active.

Definition at line 10 of file mercury_lighthouse_lights.h.

Field Documentation

◆ levels

s32 MercuryLighthouseLights::levels

The leader's lights, 0 to 3: the heart gives three and each hop into the pool spends one.

Definition at line 13 of file mercury_lighthouse_lights.h.

Referenced by MercuryLighthouse_ChargeLights(), MercuryLighthouse_HopAcrossPool(), MercuryLighthouse_LoseLights(), and MercuryLighthouse_RestoreLights().

◆ terrainCode

s32 MercuryLighthouseLights::terrainCode

the pool's collision code, the floor's region

Definition at line 14 of file mercury_lighthouse_lights.h.

Referenced by MercuryLighthouse_HopAcrossPool(), and MercuryLighthouse_RestoreLights().

◆ sparkTimer

s32 MercuryLighthouseLights::sparkTimer

Frames to the next sparkle at trigger 21, 10 to 39; a hop zeroes it.

Definition at line 16 of file mercury_lighthouse_lights.h.

Referenced by MercuryLighthouse_HopAcrossPool(), and MercuryLighthouse_SparkleAtLeader().

◆ targetX

s32 MercuryLighthouseLights::targetX

16.16 fixed-point pixels: the centre of the column's cell, where a sinking leader is put back.

Definition at line 19 of file mercury_lighthouse_lights.h.

Referenced by MercuryLighthouse_ChargeLights(), and MercuryLighthouse_HopAcrossPool().

◆ targetZ

s32 MercuryLighthouseLights::targetZ

as targetX

Definition at line 20 of file mercury_lighthouse_lights.h.

Referenced by MercuryLighthouse_ChargeLights(), and MercuryLighthouse_HopAcrossPool().

◆ pillar

struct FieldActor* MercuryLighthouseLights::pillar

◆ stepEffect

struct FieldActor* MercuryLighthouseLights::stepEffect

The light holding the leader up where they landed in the pool, or null.

Definition at line 23 of file mercury_lighthouse_lights.h.

Referenced by MercuryLighthouse_HopAcrossPool(), and MercuryLighthouse_RestoreLights().