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vault_revisit.c File Reference

Vault after the thieves escaped from jail, when the party passes through again. More...

Go to the source code of this file.

Enumerations

enum  {
  ACTOR_GREETER = 8 , ACTOR_LUNPA_GOSSIP = 11 , ACTOR_MAYORS_VISITOR = 12 , ACTOR_VOLCANO_WATCHER = 13 ,
  ACTOR_FIRST_WALKER = 14 , ACTOR_SECOND_WALKER = 15 , ACTOR_WATCHMAN = 16 , ACTOR_VAULT_DOG = 18 ,
  ACTOR_VAULT_VENUS_DJINNI = 21 , VAULT_VENUS_DJINNI_INDEX = 4 , VAULT_PROXIMITY_REACTION_PAUSED = 2
}
enum  {
  FLAG_WARRIOR_GUY_GREETED = FLAG_SCENE_TEMP_00 + 0x100 , FLAG_GREETER_RECOGNIZED_PARTY = FLAG_SCENE_TEMP_00 + 0x105 , FLAG_PARTY_PRAISED = FLAG_SCENE_TEMP_00 + 0x106 , FLAG_WALKER_SPOKE = FLAG_SCENE_TEMP_00 + 0x107 ,
  FLAG_ASKED_ABOUT_JAIL = FLAG_SCENE_TEMP_00 + 0x108
}
 Scene flags: what the townspeople have already said. More...

Functions

const struct SceneEntrance * Scene_GetEntrances (void)
const struct SceneRegion * Scene_GetRegions (void)
const u32 * Scene_GetExits (void)
 Both scenes share one exit table.
const struct ScenePlacement * Scene_GetPlacements (void)
 Returns the villagers, dog, and Djinni placements.
static void VaultRevisit_ShowStandingActorMessage (s32 actor)
 Stands the actor still while showing the message already selected.
static void Event_RecognizeThiefCatchers (void)
 The party is recognized.
static void Event_TalkOfLunpaThieves (void)
 There are rumors of thieves from Lunpa running wild, yet they have been quiet.
static void Event_PraisePartyStrength (void)
 The villager was just talking about the party with the mayor: they are so strong, let those thieves attack.
static void Event_HopeVolcanoStaysCalm (void)
 If the volcano stays calm and the southern bridge stays fixed, there is nothing to worry about.
static void Event_GreetWarriorGuy (void)
 The first walker stops circling.
static void Event_WishEldersWereBrave (void)
 The second walker stops. "I wish Vault's elders were as brave as you!".
static void Event_AskAboutJailbreak (void)
 Asks about the jail.
static void Event_ReadMindAndRecognizeThiefCatchers (void)
 Mind Read on the greeter before he has spoken: he turns and recognizes the party.
static void Event_ReadMindOnDodonpa (void)
 Mind Read: since Dodonpa took over, Lunpa's outlaws are no better than thieves.
static void Event_ReadMindAndPraisePartyStrength (void)
 Mind Read before the villager has spoken: he turns and praises the party.
static void Event_ReadMindOnWinter (void)
 Mind Read: it would have been great to have everything solved before winter.
static void Event_ReadMindOnFeelingBrave (void)
 Mind Read on the first walker: watching the party makes one feel brave, or, before the walker has spoken, the greeting.
static void Event_ReadMindOnScaredGrownUps (void)
 Mind Read on the second walker: grown-ups always get so scared.
static void Event_ReadMindOnJailKey (void)
 Mind Read on the watchman: before he has asked about the jail he asks now; afterwards, the thieves must know the secret of the jail's lock.
static void VaultRevisit_JumpActorToAndWait (int actor, int x, int z, int velocityY)
 Gives the actor vertical velocity, moves it, and waits briefly for it to settle.
static void Event_RingBell (void)
 Ringing the bell makes the Djinni jump out and move to its new position once.
static void Vault_WalkThroughExit (s32 x, s32 z, s32 exitId)
 Walks the leader into a doorway during the sixteen-frame exit delay.
static void Event_EnterSoutheastHouse (void)
static void Event_EnterCentralEastHouse (void)
static void Event_EnterCentralHouse (void)
static void Event_EnterNortheastHouse (void)
 Opens the northeast house and uses its required sprite priority.
static void Event_EnterNorthHouse (void)
 Opens the north house and uses its required sprite priority.
static void Event_EnterNorthwestHouse (void)
static void Event_EnterJail (void)
 The jail door opens and the party walks in, drawn behind the doorway.
static void Event_TalkToVenusDjinni (void)
 The Venus Djinni the bell called out joins the party when spoken to.
static void VaultRevisit_DogJumpAtPassage (void)
 Jumps at the hidden passage, then pauses so the party can see the clue.
static void Event_GiveBoneToDog (void)
 Given a Bone, the dog runs to the hidden passage and jumps there three times.
static void Event_HidePassage (void)
 Covers the hidden passage when Reveal ends.
static void Event_RevealPassage (void)
 Restores the passage's visible tiles and collision cell during Reveal.
static void Event_TalkToDog (void)
 The dog barks; carrying a Bone before it has shown the passage lets the party give it one.
static void Event_PeerIntoWell (void)
 Describes the water heard at the bottom of the well.
const struct SceneEvent * Scene_GetEvents (void)
 Returns the town's talk, search, Psynergy, and doorway events.
static s32 VaultRevisit_ShouldKeepBellDjinniPosition (void)
 Patched editions keep the bell's Djinni position when preserving the party.
s32 Scene_Initialize (void)
 Restores dog and Djinni progress, proximity reactions, and entrance flags.

Variables

s32 gEffectScript0 []
s32 gEffectScript1 []
s32 gEffectScript2 []
const s32 * gEffectScripts []
s32 gVaultRevisit_Actor0 []
s32 gVaultRevisit_Actor1 []
struct SceneEntrance gVaultRevisit_Entrances []
u32 gVaultRevisit_Exits []
struct ScenePlacement gVaultRevisit_Placements []
u16 gVaultRevisit_Scene5Cells []
u16 gVaultRevisit_Scene6Cells []
u16 gVaultRevisit_Scene7Cells []
u16 gVaultRevisit_Scene8Cells []
u16 gVaultRevisit_Scene9Cells []
u16 gVaultRevisit_Scene10Cells []
u16 gVaultRevisit_Scene12Cells []
struct SceneEvent gVaultRevisit_Events []

Detailed Description

Vault after the thieves escaped from jail, when the party passes through again.

Definition in file vault_revisit.c.

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
ACTOR_GREETER 

Vault's greeter. "You're the warriors who captured...".

ACTOR_LUNPA_GOSSIP 

rumors of thieves from Lunpa running wild

ACTOR_MAYORS_VISITOR 

Has talked with the mayor. "I was just talking about you with our mayor".

ACTOR_VOLCANO_WATCHER 

if the volcano stays calm...

ACTOR_FIRST_WALKER 

The two who walk in circles. "Hey, it's that warrior guy!".

ACTOR_SECOND_WALKER 

Speaks of the grown-ups. "Grown-ups always get so scared".

ACTOR_WATCHMAN 

Vault's watchman. "Did you guys check out the jail?".

ACTOR_VAULT_DOG 
ACTOR_VAULT_VENUS_DJINNI 
VAULT_VENUS_DJINNI_INDEX 
VAULT_PROXIMITY_REACTION_PAUSED 

Definition at line 36 of file vault_revisit.c.

◆ anonymous enum

anonymous enum

Scene flags: what the townspeople have already said.

A Mind Read before someone has spoken plays the conversation first.

Enumerator
FLAG_WARRIOR_GUY_GREETED 
FLAG_GREETER_RECOGNIZED_PARTY 
FLAG_PARTY_PRAISED 
FLAG_WALKER_SPOKE 
FLAG_ASKED_ABOUT_JAIL 

Definition at line 55 of file vault_revisit.c.

Function Documentation

◆ Scene_GetEntrances()

const struct SceneEntrance * Scene_GetEntrances ( void )

Definition at line 70 of file vault_revisit.c.

◆ Scene_GetRegions()

const struct SceneRegion * Scene_GetRegions ( void )

Definition at line 74 of file vault_revisit.c.

◆ Scene_GetExits()

const u32 * Scene_GetExits ( void )

Both scenes share one exit table.

Definition at line 76 of file vault_revisit.c.

◆ Scene_GetPlacements()

const struct ScenePlacement * Scene_GetPlacements ( void )

Returns the villagers, dog, and Djinni placements.

Definition at line 79 of file vault_revisit.c.

◆ VaultRevisit_ShowStandingActorMessage()

void VaultRevisit_ShowStandingActorMessage ( s32 actor)
static

◆ Event_RecognizeThiefCatchers()

void Event_RecognizeThiefCatchers ( void )
static

The party is recognized.

"You're the warriors who captured the thieves a while back, aren't you? You've returned to Vault!"

Definition at line 93 of file vault_revisit.c.

Referenced by Event_RecognizeThiefCatchers().

◆ Event_TalkOfLunpaThieves()

void Event_TalkOfLunpaThieves ( void )
static

There are rumors of thieves from Lunpa running wild, yet they have been quiet.

Definition at line 104 of file vault_revisit.c.

Referenced by Event_TalkOfLunpaThieves().

◆ Event_PraisePartyStrength()

void Event_PraisePartyStrength ( void )
static

The villager was just talking about the party with the mayor: they are so strong, let those thieves attack.

Definition at line 113 of file vault_revisit.c.

Referenced by Event_PraisePartyStrength().

◆ Event_HopeVolcanoStaysCalm()

void Event_HopeVolcanoStaysCalm ( void )
static

If the volcano stays calm and the southern bridge stays fixed, there is nothing to worry about.

Definition at line 126 of file vault_revisit.c.

Referenced by Event_HopeVolcanoStaysCalm().

◆ Event_GreetWarriorGuy()

void Event_GreetWarriorGuy ( void )
static

The first walker stops circling.

"Hey, it's that warrior guy!" and "Yeah, and Ivan, too." the first time, then "I'm so glad you came back to Vault!"

Definition at line 135 of file vault_revisit.c.

Referenced by Event_GreetWarriorGuy(), and Event_ReadMindOnFeelingBrave().

◆ Event_WishEldersWereBrave()

void Event_WishEldersWereBrave ( void )
static

The second walker stops. "I wish Vault's elders were as brave as you!".

Definition at line 162 of file vault_revisit.c.

Referenced by Event_WishEldersWereBrave().

◆ Event_AskAboutJailbreak()

void Event_AskAboutJailbreak ( void )
static

Asks about the jail.

"Did you guys check out the jail?" Yes: how did the thugs break out? No: the thieves broke out and got away.

Definition at line 182 of file vault_revisit.c.

Referenced by Event_AskAboutJailbreak().

◆ Event_ReadMindAndRecognizeThiefCatchers()

void Event_ReadMindAndRecognizeThiefCatchers ( void )
static

Mind Read on the greeter before he has spoken: he turns and recognizes the party.

Definition at line 197 of file vault_revisit.c.

Referenced by Event_ReadMindAndRecognizeThiefCatchers().

◆ Event_ReadMindOnDodonpa()

void Event_ReadMindOnDodonpa ( void )
static

Mind Read: since Dodonpa took over, Lunpa's outlaws are no better than thieves.

Definition at line 210 of file vault_revisit.c.

Referenced by Event_ReadMindOnDodonpa().

◆ Event_ReadMindAndPraisePartyStrength()

void Event_ReadMindAndPraisePartyStrength ( void )
static

Mind Read before the villager has spoken: he turns and praises the party.

Definition at line 218 of file vault_revisit.c.

Referenced by Event_ReadMindAndPraisePartyStrength().

◆ Event_ReadMindOnWinter()

void Event_ReadMindOnWinter ( void )
static

Mind Read: it would have been great to have everything solved before winter.

Definition at line 232 of file vault_revisit.c.

Referenced by Event_ReadMindOnWinter().

◆ Event_ReadMindOnFeelingBrave()

void Event_ReadMindOnFeelingBrave ( void )
static

Mind Read on the first walker: watching the party makes one feel brave, or, before the walker has spoken, the greeting.

Definition at line 241 of file vault_revisit.c.

Referenced by Event_ReadMindOnFeelingBrave().

◆ Event_ReadMindOnScaredGrownUps()

void Event_ReadMindOnScaredGrownUps ( void )
static

Mind Read on the second walker: grown-ups always get so scared.

Definition at line 256 of file vault_revisit.c.

Referenced by Event_ReadMindOnScaredGrownUps().

◆ Event_ReadMindOnJailKey()

void Event_ReadMindOnJailKey ( void )
static

Mind Read on the watchman: before he has asked about the jail he asks now; afterwards, the thieves must know the secret of the jail's lock.

Definition at line 274 of file vault_revisit.c.

Referenced by Event_ReadMindOnJailKey().

◆ VaultRevisit_JumpActorToAndWait()

void VaultRevisit_JumpActorToAndWait ( int actor,
int x,
int z,
int velocityY )
static

Gives the actor vertical velocity, moves it, and waits briefly for it to settle.

Definition at line 307 of file vault_revisit.c.

Referenced by Event_RingBell(), and VaultRevisit_JumpActorToAndWait().

◆ Event_RingBell()

void Event_RingBell ( void )
static

Ringing the bell makes the Djinni jump out and move to its new position once.

Definition at line 329 of file vault_revisit.c.

◆ Vault_WalkThroughExit()

void Vault_WalkThroughExit ( s32 x,
s32 z,
s32 exitId )
static

Walks the leader into a doorway during the sixteen-frame exit delay.

Definition at line 351 of file vault_revisit.c.

Referenced by Event_EnterCentralEastHouse(), Event_EnterCentralHouse(), Event_EnterJail(), Event_EnterNortheastHouse(), Event_EnterNorthHouse(), Event_EnterNorthwestHouse(), and Event_EnterSoutheastHouse().

◆ Event_EnterSoutheastHouse()

void Event_EnterSoutheastHouse ( void )
static

Definition at line 360 of file vault_revisit.c.

◆ Event_EnterCentralEastHouse()

void Event_EnterCentralEastHouse ( void )
static

Definition at line 366 of file vault_revisit.c.

◆ Event_EnterCentralHouse()

void Event_EnterCentralHouse ( void )
static

Definition at line 372 of file vault_revisit.c.

◆ Event_EnterNortheastHouse()

void Event_EnterNortheastHouse ( void )
static

Opens the northeast house and uses its required sprite priority.

Definition at line 379 of file vault_revisit.c.

◆ Event_EnterNorthHouse()

void Event_EnterNorthHouse ( void )
static

Opens the north house and uses its required sprite priority.

Definition at line 392 of file vault_revisit.c.

◆ Event_EnterNorthwestHouse()

void Event_EnterNorthwestHouse ( void )
static

Definition at line 404 of file vault_revisit.c.

◆ Event_EnterJail()

void Event_EnterJail ( void )
static

The jail door opens and the party walks in, drawn behind the doorway.

Definition at line 417 of file vault_revisit.c.

◆ Event_TalkToVenusDjinni()

void Event_TalkToVenusDjinni ( void )
static

The Venus Djinni the bell called out joins the party when spoken to.

Definition at line 433 of file vault_revisit.c.

Referenced by Event_TalkToVenusDjinni().

◆ VaultRevisit_DogJumpAtPassage()

void VaultRevisit_DogJumpAtPassage ( void )
inlinestatic

Jumps at the hidden passage, then pauses so the party can see the clue.

Definition at line 438 of file vault_revisit.c.

Referenced by Event_GiveBoneToDog(), and VaultRevisit_DogJumpAtPassage().

◆ Event_GiveBoneToDog()

void Event_GiveBoneToDog ( void )
static

Given a Bone, the dog runs to the hidden passage and jumps there three times.

Definition at line 445 of file vault_revisit.c.

◆ Event_HidePassage()

void Event_HidePassage ( void )
static

Covers the hidden passage when Reveal ends.

Definition at line 466 of file vault_revisit.c.

Referenced by Event_HidePassage().

◆ Event_RevealPassage()

void Event_RevealPassage ( void )
static

Restores the passage's visible tiles and collision cell during Reveal.

Definition at line 473 of file vault_revisit.c.

Referenced by Event_RevealPassage().

◆ Event_TalkToDog()

void Event_TalkToDog ( void )
static

The dog barks; carrying a Bone before it has shown the passage lets the party give it one.

Definition at line 481 of file vault_revisit.c.

◆ Event_PeerIntoWell()

void Event_PeerIntoWell ( void )
static

Describes the water heard at the bottom of the well.

Definition at line 499 of file vault_revisit.c.

◆ Scene_GetEvents()

const struct SceneEvent * Scene_GetEvents ( void )

Returns the town's talk, search, Psynergy, and doorway events.

Definition at line 507 of file vault_revisit.c.

◆ VaultRevisit_ShouldKeepBellDjinniPosition()

s32 VaultRevisit_ShouldKeepBellDjinniPosition ( void )
inlinestatic

Patched editions keep the bell's Djinni position when preserving the party.

Definition at line 510 of file vault_revisit.c.

Referenced by Scene_Initialize(), and VaultRevisit_ShouldKeepBellDjinniPosition().

◆ Scene_Initialize()

s32 Scene_Initialize ( void )

Restores dog and Djinni progress, proximity reactions, and entrance flags.

Sets up whichever scene is being entered and runs its arrival events.

Definition at line 519 of file vault_revisit.c.

Variable Documentation

◆ gEffectScript0

s32 gEffectScript0[]
Initial value:
= {
SC_WAIT(1), SC_LOOP(22, SC_TOP), SC_WAIT(1),
SC_POS(0, 0, 0), SC_WAIT(1), SC_FREE,
}
#define SC_LOOP(n, to)
Repeat up to n times.
Definition objcmd.h:28
#define SC_POS(x, y, z)
Set position.
Definition objcmd.h:18
#define SC_FREE
Release.
Definition objcmd.h:43
#define SC_WAIT(n)
Wait n frames.
Definition objcmd.h:16
#define SC_TOP
Script start.
Definition objcmd.h:13

Definition at line 567 of file vault_revisit.c.

◆ gEffectScript1

s32 gEffectScript1[]
Initial value:
= {
SC_WAIT(1), SC_LOOP(44, SC_TOP), SC_WAIT(1),
SC_POS(0, 0, 0), SC_WAIT(1), SC_FREE,
}

Definition at line 572 of file vault_revisit.c.

◆ gEffectScript2

s32 gEffectScript2[]
Initial value:
= {
SC_WAIT(1), SC_LOOP(126, SC_TOP), SC_WAIT(1),
SC_POS(0, 0, 0), SC_WAIT(1), SC_FREE,
}

Definition at line 577 of file vault_revisit.c.

◆ gEffectScripts

const s32* gEffectScripts[]
Initial value:
= {
}
s32 gEffectScript0[]
s32 gEffectScript1[]
s32 gEffectScript2[]

Definition at line 582 of file vault_revisit.c.

◆ gVaultRevisit_Actor0

s32 gVaultRevisit_Actor0[]
Initial value:
= {
SC_ARG(2),
SC_MOVE(PIXELS(136), 0, PIXELS(376)),
SC_MOVE(PIXELS(120), 0, PIXELS(376)),
SC_MOVE(PIXELS(104), 0, PIXELS(392)),
SC_MOVE(PIXELS(104), 0, PIXELS(408)),
SC_MOVE(PIXELS(120), 0, PIXELS(424)),
SC_MOVE(PIXELS(136), 0, PIXELS(424)),
SC_MOVE(PIXELS(152), 0, PIXELS(408)),
SC_MOVE(PIXELS(152), 0, PIXELS(392)),
}
#define PIXELS(value)
#define SC_LABEL(n)
Branch destination.
Definition objcmd.h:11
#define SC_SET(w, v)
Write a work value.
Definition objcmd.h:37
#define SC_SYNC
Wait for arrival.
Definition objcmd.h:17
#define SC_FOREVER
Definition objcmd.h:14
#define SC_TO(n)
Definition objcmd.h:12
#define SC_ARG(v)
Definition objcmd.h:44
#define SC_MOVE(x, y, z)
Move toward the target.
Definition objcmd.h:19
#define SC_END
Return to the main script.
Definition objcmd.h:32
@ SW_ACCEL
Definition objcmd.h:68
@ SW_SPEED
Definition objcmd.h:67

Definition at line 588 of file vault_revisit.c.

◆ gVaultRevisit_Actor1

s32 gVaultRevisit_Actor1[]
Initial value:
= {
SC_ARG(2),
SC_MOVE(PIXELS(120), 0, PIXELS(424)),
SC_MOVE(PIXELS(136), 0, PIXELS(424)),
SC_MOVE(PIXELS(152), 0, PIXELS(408)),
SC_MOVE(PIXELS(152), 0, PIXELS(392)),
SC_MOVE(PIXELS(136), 0, PIXELS(376)),
SC_MOVE(PIXELS(120), 0, PIXELS(376)),
SC_MOVE(PIXELS(104), 0, PIXELS(392)),
SC_MOVE(PIXELS(104), 0, PIXELS(408)),
}

Definition at line 613 of file vault_revisit.c.

◆ gVaultRevisit_Entrances

struct SceneEntrance gVaultRevisit_Entrances[]
Initial value:
= {
{0, CONDITION_ALWAYS, 172, 0, 149, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{1, CONDITION_ALWAYS, 400, 0, 472, FACING_NORTH, 0, -1, -1, -1, -1, 0},
{2, CONDITION_ALWAYS, 224, 0, 138, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{5, CONDITION_ALWAYS, 408, 0, 344, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{6, CONDITION_ALWAYS, 312, 0, 328, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{7, CONDITION_ALWAYS, 216, 0, 312, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{8, CONDITION_ALWAYS, 376, 0, 248, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{9, CONDITION_ALWAYS, 296, 0, 200, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{10, CONDITION_ALWAYS, 120, 0, 168, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{11, CONDITION_ALWAYS, 64, 0, 294, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{12, CONDITION_ALWAYS, 70, 0, 183, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{13, CONDITION_ALWAYS, 217, 0, 409, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{14, CONDITION_ALWAYS, 420, 0, 136, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_SOUTH
Definition field_scene.h:28

Definition at line 638 of file vault_revisit.c.

Referenced by Scene_GetEntrances().

◆ gVaultRevisit_Exits

u32 gVaultRevisit_Exits[]
Initial value:
= {
SCENE_EXIT(5, 24, 5),
SCENE_EXIT(6, 24, 6),
SCENE_EXIT(7, 24, 7),
SCENE_EXIT(8, 24, 8),
SCENE_EXIT(9, 24, 9),
SCENE_EXIT(10, 24, 10),
SCENE_EXIT(11, 9, 11),
SCENE_EXIT(13, 96, 10),
SCENE_EXIT(14, 98, 1),
}
#define SCENE_EXITS(scene)
Definition field_scene.h:72
@ SCENE_VAULT_JAIL
Definition field_scene.h:15
@ SCENE_VAULT_REVISIT
Definition field_scene.h:16
@ SCENE_WORLD_MAP
Definition field_scene.h:13
#define SCENE_EXIT(exit, scene, entrance)
Definition field_scene.h:73
#define SCENE_EXITS_END
Definition field_scene.h:77

Definition at line 655 of file vault_revisit.c.

Referenced by Scene_GetExits().

◆ gVaultRevisit_Placements

struct ScenePlacement gVaultRevisit_Placements[]

Definition at line 673 of file vault_revisit.c.

Referenced by Scene_GetPlacements().

◆ gVaultRevisit_Scene5Cells

u16 gVaultRevisit_Scene5Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 52, 2, 2, 4), MAP_CELL_STEP(33, 52, 2, 2, 4), MAP_CELL_STEPS_END,
}
#define MAP_CELL_STEP(srcX, srcY, width, height, frames)
Definition field_event.h:59
#define MAP_CELL_STEPS_END
Definition field_event.h:61

Definition at line 705 of file vault_revisit.c.

Referenced by Event_EnterSoutheastHouse().

◆ gVaultRevisit_Scene6Cells

u16 gVaultRevisit_Scene6Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 50, 2, 2, 4), MAP_CELL_STEP(33, 50, 2, 2, 4), MAP_CELL_STEPS_END,
}

Definition at line 709 of file vault_revisit.c.

Referenced by Event_EnterCentralEastHouse().

◆ gVaultRevisit_Scene7Cells

u16 gVaultRevisit_Scene7Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 48, 2, 2, 4), MAP_CELL_STEP(33, 48, 2, 2, 4), MAP_CELL_STEPS_END,
}

Definition at line 713 of file vault_revisit.c.

Referenced by Event_EnterCentralHouse().

◆ gVaultRevisit_Scene8Cells

u16 gVaultRevisit_Scene8Cells[]
Initial value:
= {
MAP_CELL_STEP(42, 48, 2, 2, 4), MAP_CELL_STEP(40, 48, 2, 2, 4), MAP_CELL_STEPS_END,
}

Definition at line 717 of file vault_revisit.c.

Referenced by Event_EnterNortheastHouse().

◆ gVaultRevisit_Scene9Cells

u16 gVaultRevisit_Scene9Cells[]
Initial value:
= {
MAP_CELL_STEP(42, 46, 2, 2, 4), MAP_CELL_STEP(40, 46, 2, 2, 4), MAP_CELL_STEPS_END,
}

Definition at line 721 of file vault_revisit.c.

Referenced by Event_EnterNorthHouse().

◆ gVaultRevisit_Scene10Cells

u16 gVaultRevisit_Scene10Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 46, 2, 2, 4), MAP_CELL_STEP(33, 46, 2, 2, 4), MAP_CELL_STEPS_END,
}

Definition at line 725 of file vault_revisit.c.

Referenced by Event_EnterNorthwestHouse().

◆ gVaultRevisit_Scene12Cells

u16 gVaultRevisit_Scene12Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 33, 2, 2, 4), MAP_CELL_STEP(33, 33, 2, 2, 4), MAP_CELL_STEPS_END,
}

Definition at line 729 of file vault_revisit.c.

Referenced by Event_EnterJail().

◆ gVaultRevisit_Events

struct SceneEvent gVaultRevisit_Events[]

Definition at line 733 of file vault_revisit.c.

Referenced by Scene_GetEvents().