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.
Scene_GetEvents
const struct SceneEvent *Scene_GetEvents(void)
What the party can talk to, search and use Psynergy on, by map.
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.
Event_PushColumn
static void Event_PushColumn(void)
Pushing the column: it slides one cell along.
Event_ColumnSinks
static void Event_ColumnSinks(void)
The column, pushed onto its hole, slides in and sinks.
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.
LunpaFortress_RestoreLoweredColumn
static void LunpaFortress_RestoreLoweredColumn(void)
The column stays sunk in its hole.
Used by LunpaFortress_InitializeColumnRoom.
LunpaFortress_OpenRescueRoomDoor
static void LunpaFortress_OpenRescueRoomDoor(s32 doorIndex)
Draws a rescue room cell door open.
Used by Event_DonpaJudgesDodonpa, Event_UnlockRescueRoomDoor, LunpaFortress_RestoreRescueRoomDoors.
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.
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.
Event_UnlockColumnRoomDoor
static void Event_UnlockColumnRoomDoor(void)
Facing a column room cell door with the Cell Key: it opens with a rumble.
LunpaFortress_OpenGuardRoomDoor
static void LunpaFortress_OpenGuardRoomDoor(s32 doorIndex)
Draws a guard room cell door open.
Used by Event_UnlockGuardRoomDoor, LunpaFortress_RestoreGuardRoomDoors.
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.
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.
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.
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.
Event_SearchSealedDoor
static void Event_SearchSealedDoor(void)
Searching the door no key opens.
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.
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.
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.
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.
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.
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.
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.
Event_HallPatrolThrowsPartyOut
static void Event_HallPatrolThrowsPartyOut(void)
Raised when the hall patrol spots the leader: it throws the party out.
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.
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.
Event_OuterPatrolThrowsPartyOut
static void Event_OuterPatrolThrowsPartyOut(void)
Raised when the outer rooms' patrol spots the leader: it throws the party out.
LunpaFortress_IsLeaderOutsideUpperHall
static s32 LunpaFortress_IsLeaderOutsideUpperHall(void)
Whether the leader is outside the upper hall the guard there watches.
Used by LunpaFortress_CheckUpperHallGuard.
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.
Event_UpperHallGuardThrowsPartyOut
static void Event_UpperHallGuardThrowsPartyOut(void)
Raised when the upper hall's guard spots the leader: he throws the party out.
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.
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.
LunpaFortress_CheckSecondEntranceSentry
static void LunpaFortress_CheckSecondEntranceSentry(void)
The second sentry, as the first.
Used by LunpaFortress_CheckFirstEntranceSentry, LunpaFortress_InitializeOuterRooms.
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.
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.
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.
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.
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.
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.
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.
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.
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.
LunpaFortress_ActOutIntruderDialogue
static void LunpaFortress_ActOutIntruderDialogue(s32 actorId)
A guard spots an intruder. "Hey! Intruder!"
Used by LunpaFortress_GuardChallengesParty.
LunpaFortress_ActOutWhosThereDialogue
static void LunpaFortress_ActOutWhosThereDialogue(s32 actorId)
A guard asks who is there. "Huh? Who's that?"
Used by LunpaFortress_GuardChallengesParty.
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.
LunpaFortress_ActOutScoundrelDialogue
static void LunpaFortress_ActOutScoundrelDialogue(s32 actorId)
A guard calls the party a scoundrel. "You scoundrel!"
Used by LunpaFortress_GuardChallengesParty.
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.
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.
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.
LunpaFortress_PlaceThreeBeatenGuards
static void LunpaFortress_PlaceThreeBeatenGuards(void)
The three guards lie beaten where they fought.
Used by LunpaFortress_InitializeGuardRooms.
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.
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?"
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?"
LunpaFortress_OpenFirstSwitchPassage
static void LunpaFortress_OpenFirstSwitchPassage(void)
The first switch's passage opens.
Used by Event_FlipFirstSwitch, LunpaFortress_InitializeColumnRoom.
LunpaFortress_OpenSecondSwitchPassage
static void LunpaFortress_OpenSecondSwitchPassage(void)
The second switch's passage opens.
Used by Event_FlipSecondSwitch, LunpaFortress_InitializeColumnRoom.
LunpaFortress_OpenCoveredPassage
static void LunpaFortress_OpenCoveredPassage(void)
The passage behind the second Whirlwind cover opens.
Used by Event_BlowAwayPassageCover, LunpaFortress_InitializeColumnRoom.
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.
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."
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."
Event_RevealSwitches
static void Event_RevealSwitches(void)
Reveal: both switches show and can be searched.
Event_HideSwitches
static void Event_HideSwitches(void)
Reveal's end: both switches hide again.
Event_BlowAwayFirstSwitchCover
static void Event_BlowAwayFirstSwitchCover(void)
Whirlwind on what hides the first switch: it blows away.
Event_BlowAwayPassageCover
static void Event_BlowAwayPassageCover(void)
Whirlwind on what hides the passage: it blows away and the passage opens.
Event_BlowAwaySecondSwitchCover
static void Event_BlowAwaySecondSwitchCover(void)
Whirlwind on what hides the second switch: it blows away.
LunpaFortress_GatherPartyAroundHammet
static void LunpaFortress_GatherPartyAroundHammet(void)
Garet, Ivan and Mia step out of the leader and gather around Hammet.
Used by Event_FindHammet.
LunpaFortress_ActivateLeverTrap
static void LunpaFortress_ActivateLeverTrap(void)
Dodonpa's lever: the room shakes, the floor opens and everyone startles.
Used by Event_FindHammet.
LunpaFortress_RevealMonster
static void LunpaFortress_RevealMonster(void)
The camera finds the monster Dodonpa has freed; it lumbers forward.
Used by Event_FindHammet.
LunpaFortress_PositionPartyForMonster
static void LunpaFortress_PositionPartyForMonster(void)
The party spreads out and faces the monster.
Used by Event_FindHammet.
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.
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.
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.
Event_TalkToSentry
static void Event_TalkToSentry(void)
The second sentry looks around, hearing someone he cannot see.
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.
Event_ReadAttendantsThoughts
static void Event_ReadAttendantsThoughts(void)
Mind Read on Donpa's attendant.
Event_ReadDonpasThoughts
static void Event_ReadDonpasThoughts(void)
Mind Read on Donpa.
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.
Event_DjinniJoins
static void Event_DjinniJoins(void)
Talking to the Djinni in Donpa's room: it joins the party.
Event_TalkToBeatenGuardC
static void Event_TalkToBeatenGuardC(void)
The third of the beaten guards begs. "Owww! Hey! Don't hurt me again..."
Event_TalkToBeatenGuardB
static void Event_TalkToBeatenGuardB(void)
The second of the beaten guards gives up, and Hammet is in the cave. "We give up!"
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?"
Event_AskWhereDodonpaIs
static void Event_AskWhereDodonpaIs(void)
Asks where Dodonpa is. "Do you know where Dodonpa is?"
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.
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.
Event_TalkToJailedDodonpa
static void Event_TalkToJailedDodonpa(void)
Dodonpa behind bars begs his father's forgiveness; with the Cell Key, a further line shows.
Event_ReadJailedDodonpasThoughts
static void Event_ReadJailedDodonpasThoughts(void)
Mind Read on the jailed Dodonpa.
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.
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.
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.
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.
LunpaFortress_RestoreOuterDoors
static void LunpaFortress_RestoreOuterDoors(void)
The outer rooms' cell doors stay open.
Used by LunpaFortress_InitializeOuterRooms.
LunpaFortress_RestoreGuardRoomDoors
static void LunpaFortress_RestoreGuardRoomDoors(void)
The guard rooms' cell doors stay open.
Used by LunpaFortress_InitializeGuardRooms.
LunpaFortress_RestoreColumnRoomDoors
static void LunpaFortress_RestoreColumnRoomDoors(void)
The column room's cell doors stay open.
Used by LunpaFortress_InitializeColumnRoom.
LunpaFortress_RestoreRescueRoomDoors
static void LunpaFortress_RestoreRescueRoomDoors(void)
The rescue room's cell doors stay open.
Used by Scene_Initialize.
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.
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.
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.
Also, globals without a comment: UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, UNUSED, gStagedActor_DirectionSteps.