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vault_bone.h

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1/// @file
2/// Vault's interiors, before and after the thieves are caught: the Bone left
3/// on the floor of the house where the dog's owner offers bones. They are
4/// "leftover bones from dinner".
5#include "types.h"
6#include "field_obj.h"
7#include "field_event.h"
8
9/// Searching cell code 41 beside the bone giver takes a Bone after the
10/// thieves are jailed. The floor Bone remains, so the party can take more.
11/// With no room for it, actor 18 (the bone giver in both scenes) shakes
12/// their head: "Aren't you a greedy lad!"
13static void Vault_FindBone(void) {
15 if (PartyInventory_HasSpace() == 0) {
18 Engine_EventSetMessage(MsgVaultWowHaveManyThingsArent);
20 } else {
23 }
25}
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
@ ANIM_SHAKE_HEAD
Definition field_event.h:46
void Engine_ActorSetAnimationAndWait(s32 actor, s32 animation)
s32 Engine_PartyGiveItem(s32 item, s32 flags)
void Engine_ItemShowFound(s32 item, s32 height)
void Engine_EventWait(s32 frames)
Field objects and actors, and the scene transition styles.
s32 PartyInventory_HasSpace(void)
Returns 1 when the selected character or any party member has a free inventory slot.
Definition inventory.c:99
@ ITEM_BONE
Definition item_ids.h:72
void Engine_EventEnd(void)
void Engine_EventBegin(void)
void Engine_EventSetMessage()
void Engine_EventShowMessage()
The integer types, TRUE, UNUSED and the fixed-address macros.
static void Vault_FindBone(void)
Searching cell code 41 beside the bone giver takes a Bone after the thieves are jailed.
Definition vault_bone.h:13