1#ifndef ALCHEMY_UNIT_SCENE_TRET_TREE_INTERIORS_H
2#define ALCHEMY_UNIT_SCENE_TRET_TREE_INTERIORS_H
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
const s32 * gEffectScripts[]
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
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...
s32 gTretTreeInteriors_TableActions3[]
struct SceneEvent gTretTreeInteriorsEvents[]
struct SceneEntrance gTretTreeInteriorsEntrances[]
s16 gTretTreeInteriors_MapPatches[]
The cracked floors redrawn when the room is restored: floor flag, whether it is redrawn (not the four...
s32 gTretTreeInteriors_TableActions1[]
u32 gTretTreeInteriorsExits[]
s32 gTretTreeInteriors_TintIndex
s32 gTretTreeInteriors_TableActions2[]
u32 gTretTreeInteriors_TintSteps[]
s32 gTretTreeInteriors_TableActions0[]
s32 gTretTreeInteriors_ActionTable2[]
struct SceneRegion gTretTreeInteriorsRegions[]
struct ScenePlacement gTretTreeInteriorsPlacements[]
s32 gTretTreeInteriors_ActionTable1[]
s32 TretTreeInteriors_EnterRoom(void)
Restores the room, tint and entry fall before continuing its story event.
The integer types, TRUE, UNUSED and the fixed-address macros.