Alchemy

lunpa_fortress.c

Dodonpa's fortress above Lunpa, on four maps.

games/tbs/src/scene/lunpa_fortress.c on GitHub

Dodonpa's fortress above Lunpa, on four maps. The outer rooms (map 1) and the guard rooms with Donpa's chamber (map 2) are watched by guards who throw an uncloaked party out; the column room (map 3) hides its passages behind Whirlwind, Reveal and a column to Move; in the rescue room (map 4) the party finds Hammet, Dodonpa springs his trap and Donpa judges his son.

Scene flags: FLAG_SCENE_TEMP_14, a guard has spotted the party and FLAG_SCENE_TEMP_15 with it; FLAG_SCENE_TEMP_17 and _18, the first and second switch are still hidden; FLAG_SCENE_TEMP_24, the entrance guard has thrown the party out; FLAG_SCENE_TEMP_25, the sentries have; FLAG_SCENE_TEMP_26, the startled resident promised to keep quiet; FLAG_SCENE_TEMP_27, the resident was already startled; FLAG_SCENE_TEMP_70, Hammet's rescue has begun.

The flags from 0x300 are reused from place to place: 0x301, Hammet is rescued; 0x313, the attendant has told Donpa's story; 0x314, Donpa has shown his reward; 0x350 to 0x35c, the cell doors the Cell Key opened.

Functions

Scene_GetPlacements

const struct ScenePlacement *Scene_GetPlacements(void)

The guards, residents and objects of each map.

Line 191

Scene_GetEvents

const struct SceneEvent *Scene_GetEvents(void)

What the party can talk to, search and use Psynergy on, by map.

Line 213

LunpaFortress_LowerColumn

static void LunpaFortress_LowerColumn(void)

The column sinks into the floor: the party can walk over it.

Used by Event_ColumnSinks, LunpaFortress_RestoreLoweredColumn.

Line 229

Event_PushColumn

static void Event_PushColumn(void)

Pushing the column: it slides one cell along.

Line 243

Event_ColumnSinks

static void Event_ColumnSinks(void)

The column, pushed onto its hole, slides in and sinks.

Line 246

Event_MoveColumn

static void Event_MoveColumn(void)

Move on the column: once it is past row 22, over its hole, the room shakes and it sinks.

Line 258

LunpaFortress_RestoreLoweredColumn

static void LunpaFortress_RestoreLoweredColumn(void)

The column stays sunk in its hole.

Used by LunpaFortress_InitializeColumnRoom.

Line 278

LunpaFortress_OpenRescueRoomDoor

static void LunpaFortress_OpenRescueRoomDoor(s32 doorIndex)

Draws a rescue room cell door open.

Used by Event_DonpaJudgesDodonpa, Event_UnlockRescueRoomDoor, LunpaFortress_RestoreRescueRoomDoors.

Line 284

Event_UnlockRescueRoomDoor

static void Event_UnlockRescueRoomDoor(void)

Facing a rescue room cell door with the Cell Key: it opens with a rumble. After Hammet's rescue the fifth, Dodonpa's cell, stays shut.

Line 295

LunpaFortress_OpenColumnRoomDoor

static void LunpaFortress_OpenColumnRoomDoor(s32 doorIndex)

Draws a column room cell door open and lets the party through; the middle door opens two cells.

Used by Event_UnlockColumnRoomDoor, LunpaFortress_RestoreColumnRoomDoors.

Line 316

Event_UnlockColumnRoomDoor

static void Event_UnlockColumnRoomDoor(void)

Facing a column room cell door with the Cell Key: it opens with a rumble.

Line 334

LunpaFortress_OpenGuardRoomDoor

static void LunpaFortress_OpenGuardRoomDoor(s32 doorIndex)

Draws a guard room cell door open.

Used by Event_UnlockGuardRoomDoor, LunpaFortress_RestoreGuardRoomDoors.

Line 350

Event_UnlockGuardRoomDoor

static void Event_UnlockGuardRoomDoor(void)

Facing a guard room cell door with the Cell Key: it opens with a rumble.

Used by LunpaFortress_CheckGuardDoorApproach.

Line 360

LunpaFortress_OpenOuterDoor

static void LunpaFortress_OpenOuterDoor(s32 doorIndex)

Draws an outer room cell door open and lets the party through.

Used by Event_UnlockOuterDoor, LunpaFortress_RestoreOuterDoors.

Line 376

Event_UnlockOuterDoor

static void Event_UnlockOuterDoor(void)

Facing an outer room cell door with the Cell Key: it opens with a rumble.

Used by LunpaFortress_CheckOuterDoorApproach.

Line 389

Event_SearchLockedDoor

static void Event_SearchLockedDoor(void)

Searching a cell door without the Cell Key: it stays shut. "The door is tightly locked."

Used by gTunnelRuinsEventsOther, gVenusLighthouseEvents4, gVenusLighthouseEvents5, gVenusLighthouseEvents6.

Line 406

Event_SearchSealedDoor

static void Event_SearchSealedDoor(void)

Searching the door no key opens.

Line 413

LunpaFortress_TryCollectDisplayedItem

static s32 LunpaFortress_TryCollectDisplayedItem(s32 actorId, s32 itemId)

Gives the item an actor shows, with its effect; with no room for it, the actor shows the item is left behind. Returns whether it was given.

Used by void.

Line 445

Event_TakeCellKey

static void Event_TakeCellKey(void)

Catch on the Cell Key hanging in the guard rooms, or talking to it: the leader steps up and takes it.

Line 474

LunpaFortress_IsLeaderInPatrolSafeZone

static s32 LunpaFortress_IsLeaderInPatrolSafeZone(void)

Where the patrolling pair cannot see the leader: the west end of their corridor and the cells below its gap.

Used by LunpaFortress_UpdatePairedGuardDetection.

Line 488

LunpaFortress_UpdatePairedGuardDetection

static void LunpaFortress_UpdatePairedGuardDetection(void)

Every frame in the guard rooms: the pair patrolling the west corridor. They stand still while flag 0x106 is set or Psynergy or an item is in use; otherwise they walk, with map layer 2 shaking and following the first. Close to a cloaked leader they request CLOAK_NEAR_GUARD; seeing an uncloaked leader, they raise TRIGGER_PATROL_PAIR_SPOTTED.

Used by LunpaFortress_InitializeGuardRooms.

Line 530

Event_PatrolPairThrowsPartyOut

static void Event_PatrolPairThrowsPartyOut(void)

Raised when the patrolling pair spots the leader: the first stops and stares, and the second throws the party out.

Line 591

LunpaFortress_IsLeaderPassingPatrollingGuard

static s32 LunpaFortress_IsLeaderPassingPatrollingGuard(void)

Whether the leader and the hall patrol are in the two parallel corridors, where the guard passes without seeing the leader.

Used by LunpaFortress_UpdateHallGuardDetection.

Line 604

LunpaFortress_UpdateHallGuardDetection

static void LunpaFortress_UpdateHallGuardDetection(void)

Every frame in the guard rooms: the patrol in the east hall, as LunpaFortress_UpdatePairedGuardDetection; seeing the leader, it raises TRIGGER_HALL_PATROL_SPOTTED.

Used by LunpaFortress_InitializeGuardRooms.

Line 640

Event_HallPatrolThrowsPartyOut

static void Event_HallPatrolThrowsPartyOut(void)

Raised when the hall patrol spots the leader: it throws the party out.

Line 690

LunpaFortress_IsLeaderInOuterPatrolSafeZone

static s32 LunpaFortress_IsLeaderInOuterPatrolSafeZone(void)

Where the outer rooms' patrol cannot see the leader: three stretches of its rounds.

Used by LunpaFortress_UpdateOuterGuardDetection.

Line 697

LunpaFortress_UpdateOuterGuardDetection

static void LunpaFortress_UpdateOuterGuardDetection(void)

Every frame in the outer rooms: the patrolling guard, as LunpaFortress_UpdatePairedGuardDetection; seeing the leader, it raises TRIGGER_OUTER_PATROL_SPOTTED.

Used by LunpaFortress_InitializeOuterRooms.

Line 717

Event_OuterPatrolThrowsPartyOut

static void Event_OuterPatrolThrowsPartyOut(void)

Raised when the outer rooms' patrol spots the leader: it throws the party out.

Line 766

LunpaFortress_IsLeaderOutsideUpperHall

static s32 LunpaFortress_IsLeaderOutsideUpperHall(void)

Whether the leader is outside the upper hall the guard there watches.

Used by LunpaFortress_CheckUpperHallGuard.

Line 772

LunpaFortress_CheckUpperHallGuard

static void LunpaFortress_CheckUpperHallGuard(void)

Every frame in the upper hall: the guard who sees the uncloaked leader raises TRIGGER_UPPER_HALL_SPOTTED.

Used by LunpaFortress_InitializeOuterRooms.

Line 786

Event_UpperHallGuardThrowsPartyOut

static void Event_UpperHallGuardThrowsPartyOut(void)

Raised when the upper hall's guard spots the leader: he throws the party out.

Line 808

LunpaFortress_CheckEntranceGuard

static void LunpaFortress_CheckEntranceGuard(void)

Every frame past the entrance: the guard who sees the uncloaked leader raises TRIGGER_ENTRANCE_GUARD_SPOTTED, once.

Used by LunpaFortress_InitializeOuterRooms.

Line 815

LunpaFortress_CheckFirstEntranceSentry

static void LunpaFortress_CheckFirstEntranceSentry(void)

Every frame past the entrance: either sentry who sees the uncloaked leader raises TRIGGER_SENTRIES_SPOTTED, once for both.

Used by LunpaFortress_CheckSecondEntranceSentry, LunpaFortress_InitializeOuterRooms.

Line 833

LunpaFortress_CheckSecondEntranceSentry

static void LunpaFortress_CheckSecondEntranceSentry(void)

The second sentry, as the first.

Used by LunpaFortress_CheckFirstEntranceSentry, LunpaFortress_InitializeOuterRooms.

Line 851

LunpaFortress_IsLeaderInGuardVerticalSight

static s32 LunpaFortress_IsLeaderInGuardVerticalSight(s32 actorId)

Whether the leader is in the guard's column, up to six cells away.

Used by LunpaFortress_CanGuardSeeLeader.

Line 869

LunpaFortress_IsLeaderInGuardHorizontalSight

static s32 LunpaFortress_IsLeaderInGuardHorizontalSight(s32 actorId)

Whether the leader is within a row of the guard, up to six cells away.

Used by LunpaFortress_CanGuardSeeLeader.

Line 886

LunpaFortress_CanGuardSeeLeader

static s32 LunpaFortress_CanGuardSeeLeader(s32 actorId)

Whether a guard on screen sees the leader along his row or column.

Used by LunpaFortress_CheckEntranceGuard, LunpaFortress_CheckFirstEntranceSentry, LunpaFortress_CheckSecondEntranceSentry, LunpaFortress_CheckUpperHallGuard, LunpaFortress_UpdateHallGuardDetection, LunpaFortress_UpdateOuterGuardDetection, LunpaFortress_UpdatePairedGuardDetection.

Line 905

LunpaFortress_IsLeaderNearGuard

static s32 LunpaFortress_IsLeaderNearGuard(s32 actorId)

Whether the leader is within four cells, walking, of the cell below the guard.

Used by LunpaFortress_UpdateHallGuardDetection, LunpaFortress_UpdateOuterGuardDetection, LunpaFortress_UpdatePairedGuardDetection.

Line 922

LunpaFortress_IsGuardNearViewCenter

static s32 LunpaFortress_IsGuardNearViewCenter(s32 actorId)

Whether the guard is on screen: within seven columns and five rows of the view's center.

Used by LunpaFortress_CanGuardSeeLeader, LunpaFortress_UpdateHallGuardDetection.

Line 948

LunpaFortress_CheckOuterDoorApproach

static void LunpaFortress_CheckOuterDoorApproach(void)

Every frame in the outer rooms: walking into the second cell door's column with the Cell Key unlocks it.

Used by LunpaFortress_InitializeOuterRooms.

Line 973

LunpaFortress_CheckGuardDoorApproach

static void LunpaFortress_CheckGuardDoorApproach(void)

Every frame in the guard rooms: walking east or west into the first cell door's column with the Cell Key unlocks it.

Used by LunpaFortress_InitializeGuardRooms.

Line 993

LunpaFortress_GuardThrowsPartyOut

static void LunpaFortress_GuardThrowsPartyOut(s32 actorId)

A guard who caught the party sends it back to the gate below the fortress. "Who are you? How did you get in here?"

Used by Event_HallPatrolThrowsPartyOut, Event_OuterPatrolThrowsPartyOut, Event_PatrolPairThrowsPartyOut, Event_UpperHallGuardThrowsPartyOut.

Line 1036

LunpaFortress_GuardChallengesParty

static void LunpaFortress_GuardChallengesParty(s32 actorId)

A guard faces the leader with one of four challenges, chosen at random when the map was entered.

Used by Event_FightEastGuard, Event_FightHallGuard, Event_FightWestGuard.

Line 1068

LunpaFortress_ActOutIntruderDialogue

static void LunpaFortress_ActOutIntruderDialogue(s32 actorId)

A guard spots an intruder. "Hey! Intruder!"

Used by LunpaFortress_GuardChallengesParty.

Line 1092

LunpaFortress_ActOutWhosThereDialogue

static void LunpaFortress_ActOutWhosThereDialogue(s32 actorId)

A guard asks who is there. "Huh? Who's that?"

Used by LunpaFortress_GuardChallengesParty.

Line 1109

LunpaFortress_ActOutGuardShiftDialogue

static void LunpaFortress_ActOutGuardShiftDialogue(s32 actorId)

A guard expects his relief, then sees who it is. "Is my shift up already?"

Used by LunpaFortress_GuardChallengesParty.

Line 1123

LunpaFortress_ActOutScoundrelDialogue

static void LunpaFortress_ActOutScoundrelDialogue(s32 actorId)

A guard calls the party a scoundrel. "You scoundrel!"

Used by LunpaFortress_GuardChallengesParty.

Line 1142

Event_FightWestGuard

static void Event_FightWestGuard(void)

Walking up to the west guard: he challenges the party to a battle, and is gone after it.

Line 1160

Event_FightHallGuard

static void Event_FightHallGuard(void)

Walking up to the hall guard: he challenges the party to a battle, and is gone after it.

Line 1176

Event_FightThreeGuards

static void Event_FightThreeGuards(void)

Walking up to the three guards: they argue, then fight the party together. "Who are you!?" After the battle the party comes back to this room.

Line 1192

LunpaFortress_PlaceThreeBeatenGuards

static void LunpaFortress_PlaceThreeBeatenGuards(void)

The three guards lie beaten where they fought.

Used by LunpaFortress_InitializeGuardRooms.

Line 1254

Event_FightEastGuard

static void Event_FightEastGuard(void)

Walking up to the east guard: he challenges the party to a battle, and is gone after it.

Line 1269

Event_EntranceGuardThrowsPartyOut

static void Event_EntranceGuardThrowsPartyOut(void)

Walking past the entrance guard, or seen by him: the party is sent back to the gate below the fortress. "Who are you?"

Line 1285

Event_SentriesThrowPartyOut

static void Event_SentriesThrowPartyOut(void)

Walking between the sentries, or seen by them: the party is sent back to the gate below the fortress. "Who are you?"

Line 1311

LunpaFortress_OpenFirstSwitchPassage

static void LunpaFortress_OpenFirstSwitchPassage(void)

The first switch's passage opens.

Used by Event_FlipFirstSwitch, LunpaFortress_InitializeColumnRoom.

Line 1337

LunpaFortress_OpenSecondSwitchPassage

static void LunpaFortress_OpenSecondSwitchPassage(void)

The second switch's passage opens.

Used by Event_FlipSecondSwitch, LunpaFortress_InitializeColumnRoom.

Line 1343

LunpaFortress_OpenCoveredPassage

static void LunpaFortress_OpenCoveredPassage(void)

The passage behind the second Whirlwind cover opens.

Used by Event_BlowAwayPassageCover, LunpaFortress_InitializeColumnRoom.

Line 1349

LunpaFortress_FlipHiddenSwitch

static __inline__ void LunpaFortress_FlipHiddenSwitch(s32 cellX, s32 cellY, void (*openPassage)(void))

A switch flips in two frames, then its passage opens.

Used by Event_FlipFirstSwitch, Event_FlipSecondSwitch.

Line 1355

Event_FlipFirstSwitch

static void Event_FlipFirstSwitch(void)

Searching the first switch while Reveal shows it flips it, and its passage opens. "You flipped the switch."

Line 1367

Event_FlipSecondSwitch

static void Event_FlipSecondSwitch(void)

Searching the second switch while Reveal shows it flips it, and its passage opens. "You flipped the switch."

Line 1382

Event_RevealSwitches

static void Event_RevealSwitches(void)

Reveal: both switches show and can be searched.

Line 1396

Event_HideSwitches

static void Event_HideSwitches(void)

Reveal's end: both switches hide again.

Line 1404

Event_BlowAwayFirstSwitchCover

static void Event_BlowAwayFirstSwitchCover(void)

Whirlwind on what hides the first switch: it blows away.

Line 1412

Event_BlowAwayPassageCover

static void Event_BlowAwayPassageCover(void)

Whirlwind on what hides the passage: it blows away and the passage opens.

Line 1419

Event_BlowAwaySecondSwitchCover

static void Event_BlowAwaySecondSwitchCover(void)

Whirlwind on what hides the second switch: it blows away.

Line 1426

LunpaFortress_GatherPartyAroundHammet

static void LunpaFortress_GatherPartyAroundHammet(void)

Garet, Ivan and Mia step out of the leader and gather around Hammet.

Used by Event_FindHammet.

Line 1435

LunpaFortress_ActivateLeverTrap

static void LunpaFortress_ActivateLeverTrap(void)

Dodonpa's lever: the room shakes, the floor opens and everyone startles.

Used by Event_FindHammet.

Line 1467

LunpaFortress_RevealMonster

static void LunpaFortress_RevealMonster(void)

The camera finds the monster Dodonpa has freed; it lumbers forward.

Used by Event_FindHammet.

Line 1485

LunpaFortress_PositionPartyForMonster

static void LunpaFortress_PositionPartyForMonster(void)

The party spreads out and faces the monster.

Used by Event_FindHammet.

Line 1502

Event_FindHammet

static void Event_FindHammet(void)

Walking into Hammet's cell. The first time, Hammet hears the party out and recognizes Ivan, then Dodonpa arrives, gloats, pulls a lever and frees a monster on them; after a lost battle, the scene goes straight to the trap. Either way, the battle follows.

Line 1522

Event_DonpaJudgesDodonpa

static void Event_DonpaJudgesDodonpa(void)

After the battle: the monster has fallen on Dodonpa. The party may pull it off him; they argue over his punishment until his father Donpa arrives, who orders him locked up, thanks the party, and lets them leave with Hammet.

Used by Scene_Initialize.

Line 1791

Event_ReadSentrysThoughts

static void Event_ReadSentrysThoughts(void)

Mind Read on the second sentry: one of eight thoughts, chosen at random when the map was entered; in one he looks around first.

Line 2458

Event_TalkToSentry

static void Event_TalkToSentry(void)

The second sentry looks around, hearing someone he cannot see.

Line 2506

Event_TalkToAttendant

static void Event_TalkToAttendant(void)

Donpa's attendant. Before the rescue the attendant hushes the party, glances at the sleeping Donpa, asks a question and tells of Donpa and his spoiled son; once told, only a line. After the rescue, Donpa is grateful.

Line 2531

Event_ReadAttendantsThoughts

static void Event_ReadAttendantsThoughts(void)

Mind Read on Donpa's attendant.

Line 2593

Event_ReadDonpasThoughts

static void Event_ReadDonpasThoughts(void)

Mind Read on Donpa.

Line 2604

Event_TalkToDonpa

static void Event_TalkToDonpa(void)

Donpa: asleep before the rescue. "ZZZZ..." After it, the first time, he thanks the party and has his attendant show them his reward.

Line 2616

Event_DjinniJoins

static void Event_DjinniJoins(void)

Talking to the Djinni in Donpa's room: it joins the party.

Line 2676

Event_TalkToBeatenGuardC

static void Event_TalkToBeatenGuardC(void)

The third of the beaten guards begs. "Owww! Hey! Don't hurt me again..."

Line 2682

Event_TalkToBeatenGuardB

static void Event_TalkToBeatenGuardB(void)

The second of the beaten guards gives up, and Hammet is in the cave. "We give up!"

Line 2690

Event_TalkToBeatenGuardA

static void Event_TalkToBeatenGuardA(void)

The first of the beaten guards marvels at the party. "Who'd have thought they'd be so tough?"

Line 2698

Event_AskWhereDodonpaIs

static void Event_AskWhereDodonpaIs(void)

Asks where Dodonpa is. "Do you know where Dodonpa is?"

Line 2705

Event_TalkToStartledResident

static void Event_TalkToStartledResident(void)

A resident of the outer rooms, startled the first time, asks whether the party sneaked in in search of something; on yes, promises to keep quiet. "Wh-Wh-Who goes there!"

Used by Event_ReadStartledResidentsThoughts, gMcCoyPalaceEvents.

Line 2713

Event_ReadStartledResidentsThoughts

static void Event_ReadStartledResidentsThoughts(void)

Mind Read on the startled resident: once they have promised, a thought about Hammet; before, Mind Read stops and they talk instead.

Line 2759

Event_TalkToJailedDodonpa

static void Event_TalkToJailedDodonpa(void)

Dodonpa behind bars begs his father's forgiveness; with the Cell Key, a further line shows.

Line 2777

Event_ReadJailedDodonpasThoughts

static void Event_ReadJailedDodonpasThoughts(void)

Mind Read on the jailed Dodonpa.

Line 2788

Scene_Initialize

s32 Scene_Initialize(void)

Sets each map up: a random pick for the guards' lines, the doors already opened, the watching guards and, in the rescue room, the scene after the monster battle or Dodonpa jailed.

Line 2796

LunpaFortress_InitializeOuterRooms

static void LunpaFortress_InitializeOuterRooms(void)

Sets the outer rooms up by entrance: the guards that watch each part, and the cell doors already opened.

Used by Scene_Initialize.

Line 2854

LunpaFortress_InitializeGuardRooms

static void LunpaFortress_InitializeGuardRooms(void)

Sets the guard rooms up: beaten guards gone or lying where they fell, the Cell Key gone once taken, the patrols by entrance and Donpa's attendant by his reward's place.

Used by Scene_Initialize.

Line 2911

LunpaFortress_InitializeColumnRoom

static void LunpaFortress_InitializeColumnRoom(void)

Sets the column room up: the doors, the column, the Whirlwind covers and the switches as the party left them.

Used by Scene_Initialize.

Line 2995

LunpaFortress_RestoreOuterDoors

static void LunpaFortress_RestoreOuterDoors(void)

The outer rooms' cell doors stay open.

Used by LunpaFortress_InitializeOuterRooms.

Line 3051

LunpaFortress_RestoreGuardRoomDoors

static void LunpaFortress_RestoreGuardRoomDoors(void)

The guard rooms' cell doors stay open.

Used by LunpaFortress_InitializeGuardRooms.

Line 3064

LunpaFortress_RestoreColumnRoomDoors

static void LunpaFortress_RestoreColumnRoomDoors(void)

The column room's cell doors stay open.

Used by LunpaFortress_InitializeColumnRoom.

Line 3074

LunpaFortress_RestoreRescueRoomDoors

static void LunpaFortress_RestoreRescueRoomDoors(void)

The rescue room's cell doors stay open.

Used by Scene_Initialize.

Line 3087

Also, functions without a comment: Scene_GetEntrances, Scene_GetRegions, Scene_GetExits, void, void, void, void, void, void, void, void, void, void, void.

Macros

DIRECTION_STEP

#define DIRECTION_STEP(dx, dz) (((u32)(dx) << 16) | ((u32)(dz) & 0xffff))

Pixel steps pack X above Z in two halfwords. Unsigned packing also defines the entries with negative X steps.

Used by gBilibinCave_PushSteps, gBilibin_FacingCellSteps, gColossoRiver_DirectionSteps, gColossoWall_DirectionSteps, gStagedActor_DirectionSteps.

Line 3107

Also, macros without a comment: PAIRED_PATROL_LAYER_ORIGIN_X, PATROL_PSYNERGY_REQUEST, PATROL_ITEM_REQUEST, PATROL_RAISED_TRIGGER, PATROL_PSYNERGY_REQUEST, PATROL_ITEM_REQUEST, PATROL_RAISED_TRIGGER.

Globals

UNUSED

static void UNUSED

Unused: four items set out on actors 8 to 11, each taken once, with flags 0xf2a to 0xf2d.

Used by AudioCommand_GetWidth, AudioEngine_StopAllChannels, Audio_PlayOrResumeSound, Audio_PlaySoundIfInactive, Audio_ResumeAllPlayers, Audio_ResumeSound, Audio_StopAllPlayers, Audio_StopSound, BattleCommand_BuildPlan, BattleFormation_AverageLevel, BattleFx_BuildCenteredIndexList, BattleFx_InitTilemapAndFlushQueue, BattleFx_InitializeRisingObject, BattleFx_RunBladeRain, BattleFx_RunBoreas, BattleFx_RunDjinnHeal, BattleFx_RunHealingMotesMode4, BattleFx_RunLimeStreaks, BattleFx_RunOrbitingSkulls, BattleFx_RunParticleStreams, BattleFx_RunShatteringOpening, BattleFx_RunStatReductionMode3, BattleFx_RunSwirlingStars, BattleFx_RunTargetBursts, BattleFx_RunTargetMotesMode1, BattleMotion_ProjectScaledPosition, BattlePres_RunPlainAttack, BattleUnit_ProjectToScreen, Battle_RunEncounter, Camera_FollowObject, Clear_PackPasswordData, Code_ResolveLongBranches, ColossoLogRollingStage_NoopSceneEventHook, ColossoLog_MarkRivalFinished, ColossoLog_RunCompetitorTalk, ColossoRiver_MarkStageReady, ColossoRiver_SetCourseFlag, ColossoWall_MarkRivalFinished, ColossoWall_RollCenterLogNorth, ColossoWall_RollCenterLogSouth and 145 more.

Line 419

UNUSED

static void UNUSED

Unused: the first patrol asks who the party is and sends them out.

Used by AudioCommand_GetWidth, AudioEngine_StopAllChannels, Audio_PlayOrResumeSound, Audio_PlaySoundIfInactive, Audio_ResumeAllPlayers, Audio_ResumeSound, Audio_StopAllPlayers, Audio_StopSound, BattleCommand_BuildPlan, BattleFormation_AverageLevel, BattleFx_BuildCenteredIndexList, BattleFx_InitTilemapAndFlushQueue, BattleFx_InitializeRisingObject, BattleFx_RunBladeRain, BattleFx_RunBoreas, BattleFx_RunDjinnHeal, BattleFx_RunHealingMotesMode4, BattleFx_RunLimeStreaks, BattleFx_RunOrbitingSkulls, BattleFx_RunParticleStreams, BattleFx_RunShatteringOpening, BattleFx_RunStatReductionMode3, BattleFx_RunSwirlingStars, BattleFx_RunTargetBursts, BattleFx_RunTargetMotesMode1, BattleMotion_ProjectScaledPosition, BattlePres_RunPlainAttack, BattleUnit_ProjectToScreen, Battle_RunEncounter, Camera_FollowObject, Clear_PackPasswordData, Code_ResolveLongBranches, ColossoLogRollingStage_NoopSceneEventHook, ColossoLog_MarkRivalFinished, ColossoLog_RunCompetitorTalk, ColossoRiver_MarkStageReady, ColossoRiver_SetCourseFlag, ColossoWall_MarkRivalFinished, ColossoWall_RollCenterLogNorth, ColossoWall_RollCenterLogSouth and 145 more.

Line 1013

Also, globals without a comment: UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, gStagedActor_DirectionSteps.

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FunctionsScene_GetPlacementsScene_GetEventsLunpaFortress_LowerColumnEvent_PushColumnEvent_ColumnSinksEvent_MoveColumnLunpaFortress_RestoreLoweredColumnLunpaFortress_OpenRescueRoomDoorEvent_UnlockRescueRoomDoorLunpaFortress_OpenColumnRoomDoorEvent_UnlockColumnRoomDoorLunpaFortress_OpenGuardRoomDoorEvent_UnlockGuardRoomDoorLunpaFortress_OpenOuterDoorEvent_UnlockOuterDoorEvent_SearchLockedDoorEvent_SearchSealedDoorLunpaFortress_TryCollectDisplayedItemEvent_TakeCellKeyLunpaFortress_IsLeaderInPatrolSafeZoneLunpaFortress_UpdatePairedGuardDetectionEvent_PatrolPairThrowsPartyOutLunpaFortress_IsLeaderPassingPatrollingGuardLunpaFortress_UpdateHallGuardDetectionEvent_HallPatrolThrowsPartyOutLunpaFortress_IsLeaderInOuterPatrolSafeZoneLunpaFortress_UpdateOuterGuardDetectionEvent_OuterPatrolThrowsPartyOutLunpaFortress_IsLeaderOutsideUpperHallLunpaFortress_CheckUpperHallGuardEvent_UpperHallGuardThrowsPartyOutLunpaFortress_CheckEntranceGuardLunpaFortress_CheckFirstEntranceSentryLunpaFortress_CheckSecondEntranceSentryLunpaFortress_IsLeaderInGuardVerticalSightLunpaFortress_IsLeaderInGuardHorizontalSightLunpaFortress_CanGuardSeeLeaderLunpaFortress_IsLeaderNearGuardLunpaFortress_IsGuardNearViewCenterLunpaFortress_CheckOuterDoorApproachLunpaFortress_CheckGuardDoorApproachLunpaFortress_GuardThrowsPartyOutLunpaFortress_GuardChallengesPartyLunpaFortress_ActOutIntruderDialogueLunpaFortress_ActOutWhosThereDialogueLunpaFortress_ActOutGuardShiftDialogueLunpaFortress_ActOutScoundrelDialogueEvent_FightWestGuardEvent_FightHallGuardEvent_FightThreeGuardsLunpaFortress_PlaceThreeBeatenGuardsEvent_FightEastGuardEvent_EntranceGuardThrowsPartyOutEvent_SentriesThrowPartyOutLunpaFortress_OpenFirstSwitchPassageLunpaFortress_OpenSecondSwitchPassageLunpaFortress_OpenCoveredPassageLunpaFortress_FlipHiddenSwitchEvent_FlipFirstSwitchEvent_FlipSecondSwitchEvent_RevealSwitchesEvent_HideSwitchesEvent_BlowAwayFirstSwitchCoverEvent_BlowAwayPassageCoverEvent_BlowAwaySecondSwitchCoverLunpaFortress_GatherPartyAroundHammetLunpaFortress_ActivateLeverTrapLunpaFortress_RevealMonsterLunpaFortress_PositionPartyForMonsterEvent_FindHammetEvent_DonpaJudgesDodonpaEvent_ReadSentrysThoughtsEvent_TalkToSentryEvent_TalkToAttendantEvent_ReadAttendantsThoughtsEvent_ReadDonpasThoughtsEvent_TalkToDonpaEvent_DjinniJoinsEvent_TalkToBeatenGuardCEvent_TalkToBeatenGuardBEvent_TalkToBeatenGuardAEvent_AskWhereDodonpaIsEvent_TalkToStartledResidentEvent_ReadStartledResidentsThoughtsEvent_TalkToJailedDodonpaEvent_ReadJailedDodonpasThoughtsScene_InitializeLunpaFortress_InitializeOuterRoomsLunpaFortress_InitializeGuardRoomsLunpaFortress_InitializeColumnRoomLunpaFortress_RestoreOuterDoorsLunpaFortress_RestoreGuardRoomDoorsLunpaFortress_RestoreColumnRoomDoorsLunpaFortress_RestoreRescueRoomDoorsMacrosDIRECTION_STEPGlobalsUNUSEDUNUSED