1#ifndef ALCHEMY_UNIT_SCENE_WORLD_MAP_H
2#define ALCHEMY_UNIT_SCENE_WORLD_MAP_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gWorldMapPlacement4[]
struct ScenePlacement gWorldMapPlacements80[]
s32 gWorldMapTriggerActor
s32 gActorEightPuffScript[]
s32 gTransitionSparkScript[]
struct ScenePlacement gWorldMapPlacements64[]
s32 gTransferLeaderTurn[]
struct ScenePlacement gWorldMapPlacements[]
struct ScenePlacement gWorldMapPlacements49[]
const struct ScenePlacement * WorldMap_GetPlacements(void)
struct SceneEntrance gWorldMapEntrances[]
s32 WorldMap_Initialize(void)
Restores the map's state and runs the sequence its arrival entrance selects: 90 and 91 carry the part...
struct ScenePlacement gWorldMapPlacements72[]
s32 gWorldMapPlacement3[]
s32 gWorldMapPlacement1[]
struct SceneEvent gWorldMapEvents[]
const struct SceneEntrance * WorldMap_GetEntrances(void)
const struct SceneRegion * WorldMap_GetRegions(void)
s32 gWorldMapPlacement2[]
const u32 * WorldMap_GetExits(void)
s32 gWorldMapPlacement0[]
struct ScenePlacement gWorldMapPlacements71[]
struct ScenePlacement gWorldMapPlacements65[]
const struct SceneEvent * WorldMap_GetEvents(void)
s32 gBlackOrbLeaderScript[]
s32 gTransferLeaderIdle[]
struct ScenePlacement gWorldMapPlacements73[]
struct ScenePlacement gWorldMapPlacements66[]
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.