1#ifndef ALCHEMY_UNIT_SCENE_VENUS_LIGHTHOUSE_H
2#define ALCHEMY_UNIT_SCENE_VENUS_LIGHTHOUSE_H
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
const s32 * gEffectScripts[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 SceneData_ReturnZero(void)
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...
A Venus Lighthouse switch or pillar socket's map cell.
The integer types, TRUE, UNUSED and the fixed-address macros.
struct SceneEntrance gVenusLighthouseEntrances1[]
struct SceneEvent gVenusLighthouseEvents2[]
struct SceneEvent gVenusLighthouseEvents3[]
u32 gVenusLighthousePrimaryTable[]
s32 gVenusPillarPushScript0_0[]
s32 gVenusSwitchPushScript2_0[]
s32 gVenusSwitchPushScript1_0[]
s32 gVenusSwitchPushScript0_0[]
s32 gVenusLighthousePlacements6_3[]
s32 gVenusPillarPushScript4_0[]
s32 gVenusPillarPushScript5_1[]
struct SwitchCell gVenusSwitchCells[]
s32 * gVenusPillarPushScript5[]
s32 * gVenusPillarPushScript2[]
struct ScenePlacement gVenusLighthousePlacements6[]
const u8 * gVenusPillarShapes[]
s32 gVenusSwitchPushScript3_1[]
s32 * gVenusSwitchPushScript0[]
u8 gVenusShapesPushedLeft[]
s32 gVenusSettleScriptB[]
struct SceneEvent gVenusLighthouseEvents1[]
s32 ** gVenusPillarPushScripts[]
const u32 * SceneData_GetPrimaryTable(void)
Returns the packed exits shared by the lighthouse scenes.
s32 gVenusLighthousePlacements5_3[]
s32 * gVenusSwitchPushScript3[]
s32 gVenusPillarPushScript7_0[]
s32 gVenusRefusedPushScript[]
struct SceneEntrance gVenusLighthouseEntrances5[]
s32 gVenusLighthousePlacements5_2[]
struct ScenePlacement gVenusLighthousePlacements2[]
s32 * gVenusPillarPushScript1[]
s32 gVenusLighthousePlacements2_1[]
s32 * gVenusPillarPushScript3[]
s32 gVenusPillarPushScript6_0[]
s32 gVenusLighthousePlacements2_0[]
s32 gVenusPillarPushScript5_0[]
struct SceneEntrance gVenusLighthouseEntrancesOther[]
s32 * gVenusSwitchPushScript2[]
s32 * gVenusPillarPushScript6[]
s32 * gVenusPillarPushScript4[]
struct ScenePlacement gVenusLighthousePlacements4[]
s32 gVenusSettleScriptA[]
struct ScenePlacement gVenusLighthousePlacements3[]
s32 Scene_RunEntrySetup(void)
Restores puzzle progress, actors and entrance effects for all six scenes.
s32 gVenusLighthousePlacements4_1[]
struct SceneEntrance gVenusLighthouseEntrances4[]
s32 gVenusFirstGateScript[]
s32 gVenusSwitchPushScript3_0[]
s32 ** gVenusSwitchPushScripts[]
struct SceneEvent gVenusLighthouseEvents4[]
s32 gVenusSecondGateScript[]
s32 gVenusLighthousePlacements5_1[]
s32 gVenusLighthousePlacements3_Data[]
struct ScenePlacement gVenusLighthousePlacementsOther[]
struct ScenePlacement gVenusLighthousePlacements5[]
u8 gVenusShapesPushedRight[]
s32 * gVenusPillarPushScript7[]
struct SceneEvent gVenusLighthouseEvents5[]
s32 gVenusLeaderApproachScript[]
s32 gVenusFirstGateOpenScript[]
s32 gVenusSwitchPushScript1_1[]
u8 gVenusShapesPushedUp[]
s32 * gVenusSwitchPushScript1[]
s32 gVenusPillarPushScript3_0[]
struct SwitchCell gVenusPillarCells[]
struct ScenePlacement gVenusLighthousePlacements1[]
s32 gVenusLighthousePlacements6_4[]
const u8 * gVenusSwitchShapes[]
s32 gVenusPillarPushScript2_0[]
s32 gVenusSwitchPushScript0_1[]
struct SceneEntrance gVenusLighthouseEntrances3[]
s32 gVenusSwitchPushScript2_1[]
struct SceneEntrance gVenusLighthouseEntrances6[]
s32 * gVenusPillarPushScript0[]
u8 gVenusShapesPushedDown[]
struct SceneEvent gVenusLighthouseEvents6[]