struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
void Engine_EventWait(s32 frames)
Field objects and actors, and the scene transition styles.
void Engine_ActorSetAnimation()
void Engine_EventEnd(void)
void Engine_EventBegin(void)
void Engine_EventShowMessage()
u8 paused
nonzero skips its script and motion, not its update
The integer types, TRUE, UNUSED and the fixed-address macros.
static void Vault_ShowThought(s32 actorId)
Shows the message already set as the actor's thought: the actor stops and stands while the thought is...