1#ifndef ALCHEMY_UNIT_SCENE_VAULT_REVISIT_H
2#define ALCHEMY_UNIT_SCENE_VAULT_REVISIT_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)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
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.
s32 gVaultRevisit_Actor1[]
struct ScenePlacement gVaultRevisit_Placements[]
u16 gVaultRevisit_Scene5Cells[]
u16 gVaultRevisit_Scene6Cells[]
s32 gVaultRevisit_Actor0[]
u16 gVaultRevisit_Scene12Cells[]
u16 gVaultRevisit_Scene9Cells[]
u16 gVaultRevisit_Scene10Cells[]
u16 gVaultRevisit_Scene8Cells[]
struct SceneEntrance gVaultRevisit_Entrances[]
u16 gVaultRevisit_Scene7Cells[]
u32 gVaultRevisit_Exits[]
struct SceneEvent gVaultRevisit_Events[]