Alchemy

venus_lighthouse.c

Venus Lighthouse, in six scenes: floor switches that slide walls aside, blocks that sink into sockets to open gates, and sparkling passages the leader steps through.

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

Venus Lighthouse, in six scenes: floor switches that slide walls aside, blocks that sink into sockets to open gates, and sparkling passages the leader steps through.

Functions

VenusLighthouse_ConfigurePassageEffect

static void VenusLighthouse_ConfigurePassageEffect(struct FieldActor *object, s32 childValue)

Sets up a passage effect's motion, collision and child value.

Used by VenusLighthouse_CreateBlendedPassageEffect, VenusLighthouse_CreateOccludingPassageEffect.

Line 118

VenusLighthouse_CreateBlendedPassageEffect

static struct FieldActor * VenusLighthouse_CreateBlendedPassageEffect(s32 x, s32 y, s32 z, s32 type)

Creates a blended passage effect behind the actors.

Used by Event_CarryFloatingBlock, Event_EnterRisingPassage, Event_FallThroughFloor, Scene_RunEntrySetup, VenusLighthouse_ReleaseFallenCarryBlock.

Line 127

VenusLighthouse_CreateOccludingPassageEffect

static struct FieldActor * VenusLighthouse_CreateOccludingPassageEffect(s32 x, s32 y, s32 z, s32 type)

Creates a passage effect that preserves the overlapping actors' draw order.

Used by Event_MoveGateBlock, Event_MovePillarSwitchBlock, Event_MoveSwitchBlock.

Line 142

VenusLighthouse_PushAdjacentBlock

static void VenusLighthouse_PushAdjacentBlock(void)

Pushes the adjacent block only when its destination and overhead space are clear.

Used by Event_JumpOrPushCarryBlock, Event_JumpOrPushGateBlock, Event_JumpOrPushPillarBlock, Event_JumpOrPushSwitchBlock, Event_PushBlockTowardWall, Event_PushDepthBlock, Event_PushPuzzleBlock.

Line 165

StagedActor_FillGridAttributeRectangle

static UNUSED s32 StagedActor_FillGridAttributeRectangle(u32 layerIndex, s32 x, s32 z, u32 width, u32 height, s32 collisionCode)

Fills collision codes in a rectangular area of the requested map layer.

Used by CrossboneIslePillarRooms_RestoreGroundFootprint, Event_MoveSinkingPillar, Event_StartMovingSinkingPillar, KolimaForestBridge_Initialize, KolimaForestBridge_PushLog, KolimaForestRiver_Initialize, KolimaForestRiver_PushLog, MogallForest_Initialize, MogallForest_SecondArea_PushLog, MogallForest_ThirdArea_UpdateSouthObstacle, MogallForest_UpdateObstacleFootprint, TunnelRuins_MarkPushPillarCells.

Line 245

VenusLighthouse_RestoreScriptedChildValues

static void VenusLighthouse_RestoreScriptedChildValues(void)

Restores child values encoded in the placed actors' script timers.

Used by Scene_RunEntrySetup.

Line 274

VenusLighthouse_UpdateChildFromTimer

static s32 VenusLighthouse_UpdateChildFromTimer(struct ScriptInterpreter *interpreter)

Applies the current script timer's child value and advances the script.

Used by gVenusLighthousePlacements2_0, gVenusLighthousePlacements3_Data.

Line 287

VenusLighthouse_ClearScriptedSpriteFlags

static s32 VenusLighthouse_ClearScriptedSpriteFlags( struct ScriptInterpreter *interpreter)

Clears the scripted actor's sprite flags and advances its script.

Used by gVenusLighthousePlacements2_1, gVenusPushScript.

Line 354

Event_EnterSparklingPassage

static void Event_EnterSparklingPassage(void)

Walking north into a sparkling passage: the leader dissolves in sparks and comes out at the passage's exit.

Used by gVenusLighthouseEvents4, gVenusLighthouseEvents5.

Line 408

VenusLighthouse_ArriveThroughSparkPassage

static void VenusLighthouse_ArriveThroughSparkPassage(void)

Brings the leader out of a sparkling passage on a fresh entrance.

Used by Scene_RunEntrySetup.

Line 437

Event_SetLeaderAsEffectTarget

static void Event_SetLeaderAsEffectTarget(void)

Stepping onto this spot makes the leader the actor the room's effect follows.

Used by gVenusLighthouseEvents3.

Line 472

Event_ClearEffectTarget

static void Event_ClearEffectTarget(void)

Stepping onto this spot: the room's effect follows no one.

Used by gVenusLighthouseEvents3.

Line 477

VenusLighthouse_LandWithRadialDust

static void VenusLighthouse_LandWithRadialDust(void)

Drops the leader onto the floor and emits the radial landing dust.

Used by Scene_RunEntrySetup.

Line 484

VenusLighthouse_CreateScriptedGateEffect

static struct FieldActor * VenusLighthouse_CreateScriptedGateEffect(s32 x, s32 z, const s32 *script)

Creates a scripted gate effect at the supplied pixel coordinates.

Used by Event_MovePillarSwitchBlock, Event_MoveSwitchBlock.

Line 582

Event_JumpAcrossGap

static s32 Event_JumpAcrossGap(void)

Walking into a one-tile gap: the leader jumps it if the far side is clear. Returns 1 after a jump, 0 when there was none.

Used by Event_JumpOrPushCarryBlock, Event_JumpOrPushGateBlock, Event_JumpOrPushPillarBlock, Event_JumpOrPushSwitchBlock, gVenusLighthouseEvents6.

Line 615

SceneData_ReturnZero

const struct SceneRegion *SceneData_ReturnZero(void)

These scenes supply no exit regions.

Line 705

SceneData_GetPrimaryTable

const u32 *SceneData_GetPrimaryTable(void)

Returns the packed exits shared by the lighthouse scenes.

Line 708

Scene_GetPlacements

const struct ScenePlacement *Scene_GetPlacements(void)

Selects and clips the placement rows using the original scene dispatch.

Line 713

Event_SearchLockedDoor

static void Event_SearchLockedDoor(void)

Searching a locked door. "The door is tightly locked."

Used by gTunnelRuinsEventsOther, gVenusLighthouseEvents4, gVenusLighthouseEvents5, gVenusLighthouseEvents6.

Line 750

Event_HearOfTheAttack

static void Event_HearOfTheAttack(void)

Talking to the man at the entrance (or reading his mind): he flickers away. "Venus Lighthouse was attacked by strange wanderers..."

Used by gVenusLighthouseEvents1.

Line 758

Event_TalkToWaitingScholar

static void Event_TalkToWaitingScholar(void)

Talking to the scholar who has waited to see inside Venus Lighthouse.

Used by gVenusLighthouseEvents1.

Line 785

Event_CarryBlockPastWall

static void Event_CarryBlockPastWall(void)

Carry on the block Move could not push past the wall: once it is set down beyond, it stays there (FLAG_VENUS_LIGHTHOUSE_BLOCK_CARRIED).

Used by gVenusLighthouseEvents2.

Line 796

Event_ReadRelief

static void Event_ReadRelief(void)

Searching a relief shows its words; each relief has its own message, except in English, which keeps one. "There are words carved into the relief..."

Used by gVenusLighthouseEvents2.

Line 809

Event_HidePath

static void Event_HidePath(void)

Reveal fading: the hidden path disappears again.

Used by gVenusLighthouseEvents2.

Line 827

Event_RevealPath

static void Event_RevealPath(void)

Reveal: the hidden path appears and can be walked on.

Used by gVenusLighthouseEvents2.

Line 847

Event_JumpDown

static void Event_JumpDown(void)

Walking off the ledge before the floor switch is held down: the leader jumps down to the floor below and shakes his head.

Used by gVenusLighthouseEvents2.

Line 868

Event_SearchStatue

static void Event_SearchStatue(void)

Searching the statue: the room flashes and the path it opens changes, and the camera shows it. "The statue speaks to Isaac's soul..."

Used by gVenusLighthouseEvents2.

Line 908

Event_MoveBlockTowardWall

static void Event_MoveBlockTowardWall(void)

Move on the block by the wall: once it reaches the wall, the first time only, Garet comes out. "Hmmm. We can't push the block farther than this."

Used by Event_PushBlockTowardWall, gVenusLighthouseEvents2.

Line 983

Event_PushBlockTowardWall

static void Event_PushBlockTowardWall(void)

Pushing the block by the wall: as Move, with Garet's remark at the wall.

Used by gVenusLighthouseEvents2.

Line 1042

Event_MoveBlockOntoSwitch

static void Event_MoveBlockOntoSwitch(void)

Move on the block by the floor switch: on the switch it sinks in and holds it down.

Used by gVenusLighthouseEvents2.

Line 1053

Event_StepOnFloorSwitch

static void Event_StepOnFloorSwitch(void)

Standing on the floor switch presses it; stepping off releases it.

Used by gVenusLighthouseEvents2.

Line 1073

Event_TalkToScholarByDoor

static void Event_TalkToScholarByDoor(void)

Talking to the scholar by the door: he explored once it opened, until Kraden and the others appeared; the camera looks at the door.

Used by gVenusLighthouseEvents2.

Line 1101

Event_FallThroughFloor

static void Event_FallThroughFloor(void)

Stepping onto the hole in the floor: the leader looks down, falls through and lands in the room below.

Used by gVenusLighthouseEvents3.

Line 1122

Event_MoveDepthBlock

static void Event_MoveDepthBlock(void)

Move on one of the three blocks in a row: the floor under each block is solid again and the nearer block draws in front.

Used by Event_PushDepthBlock, Scene_RunEntrySetup, gVenusLighthouseEvents3.

Line 1188

Event_PushDepthBlock

static void Event_PushDepthBlock(void)

Pushing one of the three blocks in a row.

Used by gVenusLighthouseEvents3.

Line 1218

Event_LiftCarryBlock

static void Event_LiftCarryBlock(void)

Move or Carry starting on one of the two blocks by the gap: their tiles are marked before they move.

Used by Event_JumpOrPushCarryBlock, gVenusLighthouseEvents3.

Line 1229

Event_MoveCarryBlock

static void Event_MoveCarryBlock(void)

Move on one of the two blocks by the gap: blocks still above the floor are solid again.

Used by Event_JumpOrPushCarryBlock, Scene_RunEntrySetup, VenusLighthouse_ReleaseFallenCarryBlock, gVenusLighthouseEvents3.

Line 1243

Event_JumpOrPushCarryBlock

static void Event_JumpOrPushCarryBlock(void)

Walking into a gap or a block by it: jump the gap, else push the block.

Used by gVenusLighthouseEvents3.

Line 1258

VenusLighthouse_FixBlockAtDestination

static void VenusLighthouse_FixBlockAtDestination(struct FieldActor *block)

Fixes a block at its destination and restores the cell beneath it.

Used by Event_CarryBlockAcrossGap, Scene_RunEntrySetup.

Line 1270

VenusLighthouse_ReleaseFallenCarryBlock

static void VenusLighthouse_ReleaseFallenCarryBlock(struct FieldActor *block)

Removes a fallen Carry block, or restores collision under the remaining blocks.

Used by Event_CarryBlockAcrossGap.

Line 1283

Event_CarryBlockAcrossGap

static void Event_CarryBlockAcrossGap(void)

Carry on one of the two blocks: set down in its place it stays fixed; dropped into the gap it falls through the floor.

Used by gVenusLighthouseEvents3.

Line 1306

Event_StepOnWallSwitch

static void Event_StepOnWallSwitch(void)

Stepping on the floor switch: the wall slides aside in a cloud of dust, the first time only, and the party goes on through the next exit.

Used by gVenusLighthouseEvents4.

Line 1329

Event_MoveGateBlock

static void Event_MoveGateBlock(void)

Move on the block before the gate: in its socket it sinks in and the gate opens, the first time only.

Used by Event_JumpOrPushGateBlock, Scene_RunEntrySetup, gVenusLighthouseEvents4.

Line 1403

Event_JumpOrPushGateBlock

static void Event_JumpOrPushGateBlock(void)

Walking into the gap or the block before the gate: jump the gap, else push the block, which may sink into its socket.

Used by gVenusLighthouseEvents4.

Line 1482

Event_MoveSwitchBlock

static void Event_MoveSwitchBlock(void)

Move on one of the three blocks: a block on a free socket sinks in, and with all three sunk the gate opens.

Used by Event_JumpOrPushSwitchBlock, Scene_RunEntrySetup, gVenusLighthouseEvents5.

Line 1495

Event_JumpOrPushSwitchBlock

static void Event_JumpOrPushSwitchBlock(void)

Walking into the gap or one of the three blocks: jump the gap, else push the block, which may sink into a socket.

Used by gVenusLighthouseEvents5.

Line 1620

VenusLighthouse_LowerFloatingBlocks

static void VenusLighthouse_LowerFloatingBlocks(s32 waitFrames)

Moves the floating supports to the heights selected by their timers.

Used by Event_CarryFloatingBlock, Scene_RunEntrySetup.

Line 1654

VenusLighthouse_StackFloatingBlock

static void VenusLighthouse_StackFloatingBlock(s32 blockId)

Moves a floating block atop the highest support in its map cell.

Used by Event_CarryFloatingBlock.

Line 1689

FloatingBlock_Settle

static __inline__ void FloatingBlock_Settle(struct FieldActor *block, s32 resetValue)

Stops a floating block and resets its vertical motion and timer.

Used by Event_CarryFloatingBlock.

Line 1729

Actor_CopyPosition

static __inline__ void Actor_CopyPosition(struct FieldActor *destination, struct FieldActor *source)

Copies all three fixed-point position components without changing motion.

Used by Event_CarryFloatingBlock.

Line 1739

Event_CarryFloatingBlock

static void Event_CarryFloatingBlock(void)

Carry on one of the four floating blocks: it settles where it is set down and the platforms under the blocks rise or sink to their weight.

Used by gVenusLighthouseEvents6.

Line 1748

Event_PushPuzzleBlock

static void Event_PushPuzzleBlock(void)

Pushing a block in the pillar room.

Used by gVenusLighthouseEvents6.

Line 1847

Event_StepOnWestWallSwitch

static void Event_StepOnWestWallSwitch(void)

Stepping on the west floor switch: the west wall slides aside, the first time only, and the party goes on through the next exit.

Used by gVenusLighthouseEvents6.

Line 1856

Event_StepOnEastWallSwitch

static void Event_StepOnEastWallSwitch(void)

Stepping on the east floor switch: the east wall slides aside, the first time only, and the party goes on through the next exit.

Used by gVenusLighthouseEvents6.

Line 1922

Event_MovePillarSwitchBlock

static void Event_MovePillarSwitchBlock(void)

Move on one of the four blocks in the pillar room: on a free socket it sinks in, and with all four sunk the gate opens.

Used by Event_JumpOrPushPillarBlock, Scene_RunEntrySetup, gVenusLighthouseEvents6.

Line 1987

Event_JumpOrPushPillarBlock

static void Event_JumpOrPushPillarBlock(void)

Walking into the gap or a pillar-room block: jump the gap, else push the block, which may sink into a socket.

Used by gVenusLighthouseEvents6.

Line 2135

Event_EnterRisingPassage

static void Event_EnterRisingPassage(void)

Walking south into the passage: the leader rises out of the room to the floor above.

Used by gVenusLighthouseEvents6.

Line 2153

Scene_GetEvents

const struct SceneEvent *Scene_GetEvents(void)

Selects the puzzle interactions and dialogue for the current lighthouse scene.

Line 2168

VenusLighthouse_PrepareStandingActor

static void VenusLighthouse_PrepareStandingActor(s32 actorId)

Prepares a stationary actor with the room's initial collision and draw state.

Used by Scene_RunEntrySetup.

Line 2194

VenusLighthouse_VisitPillarActors

static void VenusLighthouse_VisitPillarActors(void)

Visits the four pillar actors through the object lookup service.

Used by Scene_RunEntrySetup.

Line 2214

Scene_RunEntrySetup

s32 Scene_RunEntrySetup(void)

Restores puzzle progress, actors and entrance effects for all six scenes.

Line 2225

Event_DriftNorth

static void Event_DriftNorth(void)

Standing on this floor carries the party north in a trail of dust; at a ledge they drop down.

Used by gVenusLighthouseEvents6.

Line 2731

Event_DriftSouth

static void Event_DriftSouth(void)

As Event_DriftNorth, south.

Used by gVenusLighthouseEvents3, gVenusLighthouseEvents5, gVenusLighthouseEvents6.

Line 2740

Event_DriftWest

static void Event_DriftWest(void)

As Event_DriftNorth, west.

Used by gVenusLighthouseEvents6.

Line 2749

Event_DriftEast

static void Event_DriftEast(void)

As Event_DriftNorth, east.

Used by gVenusLighthouseEvents6.

Line 2758

VenusLighthouse_StepActorWithDust

static void VenusLighthouse_StepActorWithDust(struct Vector3 *direction)

Follows the selected actor through the passage, adjusting for walls and drops. @param direction The way the drifting floor carries the party: -1, 0 or 1 on x and on z; y is not read.

Used by Event_DriftEast, Event_DriftNorth, Event_DriftSouth, Event_DriftWest.

Line 2770

Rubble_SetScaleAndSpin

static __inline__ void Rubble_SetScaleAndSpin(struct EffectOptions *options)

Chooses the particle scales and spin used by the tile-wave animations.

Used by VenusLighthouse_AnimateEastTileWave, VenusLighthouse_AnimatePairedTileWaves, VenusLighthouse_AnimateWestTileWave.

Line 2857

VenusLighthouse_AnimatePairedTileWaves

static void VenusLighthouse_AnimatePairedTileWaves(void)

Animates the two tile waves before taking the linked passage exit.

Used by Scene_RunEntrySetup.

Line 2866

VenusLighthouse_SpawnRandomParticles

static void VenusLighthouse_SpawnRandomParticles(s32 x, s32 z)

Emits the scheduled particles at the supplied passage coordinates.

Used by VenusLighthouse_EmitEastPassageParticles, VenusLighthouse_EmitWestPassageParticles.

Line 2920

VenusLighthouse_AnimateWestTileWave

static void VenusLighthouse_AnimateWestTileWave(void)

Animates the western tile wave and starts its lingering particle task.

Used by Scene_RunEntrySetup.

Line 2949

VenusLighthouse_AnimateEastTileWave

static void VenusLighthouse_AnimateEastTileWave(void)

Animates the eastern tile wave and starts its lingering particle task.

Used by Scene_RunEntrySetup.

Line 3009

VenusLighthouse_RaiseLeaderWithSpray

static void VenusLighthouse_RaiseLeaderWithSpray(void)

Lands the leader on the spray, then raises both toward the exit.

Used by Scene_RunEntrySetup.

Line 3106

VenusLighthouse_DispatchPushScript

static s32 VenusLighthouse_DispatchPushScript(struct ScriptInterpreter *interpreter)

Selects the block's push script from its direction, support animation and socket.

Used by gVenusFirstGateOpenScript, gVenusPillarPushScript2_0, gVenusPillarPushScript3_0, gVenusPillarPushScript4_0, gVenusPillarPushScript5_0, gVenusPillarPushScript5_1, gVenusPillarPushScript6_0, gVenusPillarPushScript7_0, gVenusSecondGateScript, gVenusSettleScriptA, gVenusSettleScriptB, gVenusSwitchPushScript0_1, gVenusSwitchPushScript1_0, gVenusSwitchPushScript1_1, gVenusSwitchPushScript2_1, gVenusSwitchPushScript3_0, gVenusSwitchPushScript3_1.

Line 3179

Also, functions without a comment: SetFlagBits, VenusLighthouse_PulseChildEffect, VenusLighthouse_EmitRisingParticles, VenusLighthouse_EmitPassageSparkTrail, VenusLighthouse_EmitGateParticles, Scene_GetEntrances, VenusLighthouse_FollowSupportingBlockHeight, VenusLighthouse_EmitWestPassageParticles, VenusLighthouse_EmitEastPassageParticles, VenusLighthouse_UpdateRisingSpray.

Macros, without a comment: NULL, FLAG_VENUS_LIGHTHOUSE_WALL_MOVED, FLAG_VENUS_LIGHTHOUSE_WEST_WALL_MOVED, FLAG_VENUS_LIGHTHOUSE_EAST_WALL_MOVED, FLAG_VENUS_LIGHTHOUSE_GATE_OPEN, FLAG_VENUS_LIGHTHOUSE_SOCKETS_A, FLAG_VENUS_LIGHTHOUSE_SOCKETS_B, FLAG_VENUS_LIGHTHOUSE_THREE_BLOCK_GATE_OPEN, FLAG_VENUS_LIGHTHOUSE_PILLAR_GATE_OPEN, VENUS_LIGHTHOUSE_FIXED_OFFSET, VENUS_LIGHTHOUSE_FIXED_OFFSET, VENUS_LIGHTHOUSE_RUN_OPENING_SEQUENCE, VENUS_LIGHTHOUSE_RUN_OPENING_SEQUENCE, VENUS_DESCENT_COLLISION_X, VENUS_DESCENT_COLLISION_WIDTH, VENUS_DESCENT_COLLISION_X, VENUS_DESCENT_COLLISION_WIDTH, DIRECTION_STEP, DIRECTION_STEP.

Globals, without a comment: gEffectScript0, gEffectScript1, gEffectScript2, gStagedActor_DirectionSteps, gVenusSwitchCells, gVenusBlockHeights, gVenusPillarCells, gVenusShapesPushedLeft, gVenusShapesPushedRight, gVenusShapesPushedUp, gVenusShapesPushedDown, gVenusSwitchShape0, gVenusSwitchShape1, gVenusSwitchShape2, gVenusSwitchShape3, gVenusPillarShape0, gVenusPillarShape1, gVenusPillarShape2, gVenusPillarShape3, gVenusPillarShape4, gVenusPillarShape5, gVenusPillarShape6, gEffectScripts, gVenusLighthousePlacements2_0, gVenusLighthousePlacements3_Data, gVenusLeaderApproachScript, gVenusLighthousePlacements2_1, gVenusSprayScript, gVenusLighthousePlacements4_1, gVenusLighthousePlacements5_3, gVenusLighthousePlacements6_4, gVenusLighthousePlacements5_2, gVenusLighthousePlacements5_1, gVenusLighthousePlacements6_3, gVenusPushScript, gVenusSettleScriptA, gVenusSettleScriptB, gVenusRefusedPushScript, gVenusSwitchPushScript0_0, gVenusSwitchPushScript0_1, gVenusSwitchPushScript1_0, gVenusSwitchPushScript1_1, gVenusSwitchPushScript2_1, gVenusSwitchPushScript2_0, gVenusSwitchPushScript3_1, gVenusSwitchPushScript3_0, gVenusFirstGateScript, gVenusFirstGateOpenScript, gVenusPillarPushScript7_0, gVenusPillarPushScript5_1, gVenusPillarPushScript5_0, gVenusPillarPushScript2_0, gVenusPillarPushScript3_0, gVenusSecondGateScript, gVenusPillarPushScript6_0, gVenusPillarPushScript4_0, gVenusPillarPushScript0_0, gVenusPushCells, gVenusSettleCells, gVenusGateCells, gVenusLighthouseEntrances1, gVenusLighthouseEntrancesOther, gVenusLighthouseEntrances3, gVenusLighthouseEntrances4, gVenusLighthouseEntrances5, gVenusLighthouseEntrances6, gVenusLighthousePrimaryTable, gVenusLighthousePlacementsOther, gVenusLighthousePlacements1, gVenusLighthousePlacements2, gVenusLighthousePlacements3, gVenusLighthousePlacements4, gVenusLighthousePlacements5, gVenusLighthousePlacements6, gVenusLighthouseEvents1, gVenusLighthouseEvents2, gVenusLighthouseEvents3, gVenusLighthouseEvents4, gVenusLighthouseEvents5, gVenusLighthouseEvents6, gVenusSwitchShapes, gVenusSwitchPushScript0, gVenusSwitchPushScript1, gVenusSwitchPushScript2, gVenusSwitchPushScript3, gVenusSwitchPushScripts, gVenusPillarShapes, gVenusPillarPushScript0, gVenusPillarPushScript1, gVenusPillarPushScript2, gVenusPillarPushScript3, gVenusPillarPushScript4, gVenusPillarPushScript5, gVenusPillarPushScript6, gVenusPillarPushScript7, gVenusPillarPushScripts.

On this page

FunctionsVenusLighthouse_ConfigurePassageEffectVenusLighthouse_CreateBlendedPassageEffectVenusLighthouse_CreateOccludingPassageEffectVenusLighthouse_PushAdjacentBlockStagedActor_FillGridAttributeRectangleVenusLighthouse_RestoreScriptedChildValuesVenusLighthouse_UpdateChildFromTimerVenusLighthouse_ClearScriptedSpriteFlagsEvent_EnterSparklingPassageVenusLighthouse_ArriveThroughSparkPassageEvent_SetLeaderAsEffectTargetEvent_ClearEffectTargetVenusLighthouse_LandWithRadialDustVenusLighthouse_CreateScriptedGateEffectEvent_JumpAcrossGapSceneData_ReturnZeroSceneData_GetPrimaryTableScene_GetPlacementsEvent_SearchLockedDoorEvent_HearOfTheAttackEvent_TalkToWaitingScholarEvent_CarryBlockPastWallEvent_ReadReliefEvent_HidePathEvent_RevealPathEvent_JumpDownEvent_SearchStatueEvent_MoveBlockTowardWallEvent_PushBlockTowardWallEvent_MoveBlockOntoSwitchEvent_StepOnFloorSwitchEvent_TalkToScholarByDoorEvent_FallThroughFloorEvent_MoveDepthBlockEvent_PushDepthBlockEvent_LiftCarryBlockEvent_MoveCarryBlockEvent_JumpOrPushCarryBlockVenusLighthouse_FixBlockAtDestinationVenusLighthouse_ReleaseFallenCarryBlockEvent_CarryBlockAcrossGapEvent_StepOnWallSwitchEvent_MoveGateBlockEvent_JumpOrPushGateBlockEvent_MoveSwitchBlockEvent_JumpOrPushSwitchBlockVenusLighthouse_LowerFloatingBlocksVenusLighthouse_StackFloatingBlockFloatingBlock_SettleActor_CopyPositionEvent_CarryFloatingBlockEvent_PushPuzzleBlockEvent_StepOnWestWallSwitchEvent_StepOnEastWallSwitchEvent_MovePillarSwitchBlockEvent_JumpOrPushPillarBlockEvent_EnterRisingPassageScene_GetEventsVenusLighthouse_PrepareStandingActorVenusLighthouse_VisitPillarActorsScene_RunEntrySetupEvent_DriftNorthEvent_DriftSouthEvent_DriftWestEvent_DriftEastVenusLighthouse_StepActorWithDustRubble_SetScaleAndSpinVenusLighthouse_AnimatePairedTileWavesVenusLighthouse_SpawnRandomParticlesVenusLighthouse_AnimateWestTileWaveVenusLighthouse_AnimateEastTileWaveVenusLighthouse_RaiseLeaderWithSprayVenusLighthouse_DispatchPushScript