engine_call.h
games/tbs/include/engine_call.h on GitHub
Functions
FieldScheduler_AddCallback
static inline s32 FieldScheduler_AddCallback(SchedulerCallback callback, s32 priority)
Registers a main-image scheduler callback. The scene layer's Task_AddCallback and FieldScheduler_AddOrUpdateCallback also use this wrapper, so overlays import this routine under one name.
Used by Bilibin_Initialize, ColossoLogRollingStage_InitializeModeTask, ColossoLogRollingStage_StartSceneTask, ColossoLog_Initialize, ColossoRiver_Initialize, ColossoRiver_SelectPresentationScript, ColossoRiver_StartBrokenBridge, ColossoWall_Initialize, ColossoWall_StartLetteringAnimation, ColossoWall_StartMovingPlatforms, ColossoWall_StartRivalPath, Colosso_MovePointer, Colosso_ShowPointer, Colosso_StartRaceGauge, Colosso_StartRival, CrossboneIslePillarRooms_AnimateWaterLevel, Curtain_Start, DisplayScroll_InitializeHBlankDma, Event_ApproachSuspects, Event_ConfrontSaturosAndMenardi, Event_DemonstrateLevitation, Event_DemonstratePsynergy, Event_FreezeThirdPool, Event_GaretComesHome, Event_GuardsCatchParty, Event_GuardsThrowLeaderOut, Event_PushStumpOver, Event_ReadCorneredSuspectsMinds, Event_RevealSecrets, Event_WatchBoulderFall, FieldScene_BuildDescriptorAndInstallTask, FieldScheduler_AddOrUpdateCallback, Fuchin_LightDragonWithEye, HeatGauge_Start, Imil_Initialize, Kalay_PrepareTown, Kalay_PrepareTunnel, Kalay_StartGuidesPacing, KolimaForestBend_FlipFloodgateSwitch, KolimaForestBridge_WitnessForestCurse and 44 more.
FieldResource_DecodeType01
static inline s32 FieldResource_DecodeType01(const void *source, void *destination)
Decodes type-01 compressed data. Scenes and the title and clear menus use this wrapper. The same decode in main-image field/lucky_dice.c uses call.h's tagged Value2 instead.
Used by Clear_LoadBackground, ColossoWall_StartRivalPath, Colosso_DrawGauge, Colosso_LoadLettering, Colosso_StartRaceGauge, Colosso_StartRival, FieldScene_BuildDescriptorAndInstallTask, HeatGauge_Start, SaveMenu_FillTileGrid, Title_LoadBackground, Title_LoadSprites, WorldMap_PlayLighthouseTransition.
Also, functions without a comment: FieldUiTextResource_Initialize, FieldUiTextResource_SetPosition, FieldUi_AdjustValueWithoutLimit, FieldMap_SetViewBounds, FieldBattleFx_RunRisingObjectSequence, FieldObject_CheckMovementCollision, FieldGameFlag_GetByte, FieldGameFlag_SetByte, FieldParty_ListActiveOwners, FieldUnit_AddHp, DisplayScroll_StartHBlankDma.