1#ifndef ALCHEMY_UNIT_SCENE_TRET_TREE_BRANCH_H
2#define ALCHEMY_UNIT_SCENE_TRET_TREE_BRANCH_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
u32 gTretTreeBranch_Exits[]
struct ScenePlacement gTretTreeBranch_Placements[]
s32 TretTreeBranch_Initialize(void)
Initializes the backdrop transition and installs BG3's scanline scroll split.
u16 gTretTreeBranch_CellSteps[]
const struct ScenePlacement * TretTreeBranch_GetPlacements(void)
struct SceneEntrance gTretTreeBranch_Entrances[]
const u32 * TretTreeBranch_GetExits(void)
const struct SceneEntrance * TretTreeBranch_GetEntrances(void)
struct SceneEvent gTretTreeBranch_Events[]
const struct SceneEvent * TretTreeBranch_GetEvents(void)
Returns the touch, talk, exit and Reveal events for this branch.
const struct SceneRegion * TretTreeBranch_GetRegions(void)
The integer types, TRUE, UNUSED and the fixed-address macros.