The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
void Engine_GameFlagSet(s32 flag)
void Engine_GameFlagClear(s32 flag)
static void Map_CopyCellAttributes(s32 srcX, s32 srcY, s32 width, s32 height, s32 destX, s32 destY)
Field objects and actors, and the scene transition styles.
Game flags, named where their meaning is shown.
#define FLAG_SCENE_TEMP_00
The integer types, TRUE, UNUSED and the fixed-address macros.
static void Vault_RestorePassageCells(void)
Cell code 2 restores the passage's usual collision and clears FLAG_SCENE_TEMP_00.
static void Vault_EnableAlternatePassageCells(void)
Cell code 1 selects the passage's alternate collision and sets FLAG_SCENE_TEMP_00,...