1#ifndef ALCHEMY_UNIT_SCENE_VALE_CAVE_H
2#define ALCHEMY_UNIT_SCENE_VALE_CAVE_H
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
const s32 * gEffectScripts[]
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...
The integer types, TRUE, UNUSED and the fixed-address macros.
struct SceneEvent gValeCave_Events3[]
s32 ValeCave_Initialize(void)
Chooses the entry transition and restores the room's puzzle state.
struct SceneEvent gValeCave_Events1[]
const struct SceneEvent * ValeCave_GetEvents(void)
Selects the current room's touch, Psynergy and search bindings.
struct SceneEvent gValeCave_EventsOther[]
struct ScenePlacement gValeCave_Placements2[]
struct SceneEntrance gValeCave_Entrances1[]
const struct ScenePlacement * ValeCave_GetPlacements(void)
Selects the current room's actors and movable objects.
struct SceneEntrance gValeCave_Entrances2[]
struct SceneEvent gValeCave_Events2[]
struct ScenePlacement gValeCave_Placements3[]
s32 gValeCave_WalkTargets[]
struct SceneEntrance gValeCave_EntrancesOther[]
const struct SceneRegion * ValeCave_GetRegions(void)
const u32 * ValeCave_GetExits(void)
Returns the shared packed exits for all cave rooms.
const struct SceneEntrance * ValeCave_GetEntrances(void)
Selects entrance positions and camera bounds for the current cave room.
struct ScenePlacement gValeCave_Placements1[]
struct SceneEntrance gValeCave_Entrances3[]