Files
ac-decomp/src/data/scene/fg_tool_in.c
T
2024-09-01 04:54:44 -04:00

81 lines
2.7 KiB
C

#include "m_scene.h"
extern Door_data_c FG_TOOL_IN_door_data[];
extern Actor_data FG_TOOL_IN_player_data[];
extern s16 FG_TOOL_IN_ctrl_actor_data[];
extern Actor_data FG_TOOL_IN_actor_data[];
extern s16 FG_TOOL_IN_object_bank[];
extern Scene_Word_u fg_tool_in_info[] = {
mSc_DATA_SOUND(0, 0), // Sound data
mSc_DATA_DOOR_DATA(1, FG_TOOL_IN_door_data), // Door data
mSc_DATA_PLAYER(FG_TOOL_IN_player_data), // Player Data
mSc_DATA_ARRANGE_FTR(30), // Arrange furniture params
mSc_DATA_ARRANGE_ROOM_CT(), // Arrange_room construct
mSc_DATA_CTRL_ACTORS(9, FG_TOOL_IN_ctrl_actor_data), // Control actors
mSc_DATA_ACTORS(3, FG_TOOL_IN_actor_data), // Player Data
mSc_DATA_OBJ_BANK(1, FG_TOOL_IN_object_bank), // Required object banks
mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MISC_ROOM,
FIELD_DRAW_TYPE_INDOORS), // Field construct params
mSc_DATA_END(), // End of scene data
};
extern Actor_data FG_TOOL_IN_player_data[] = {
{
mAc_PROFILE_PLAYER, // profile
{ 160, 0, 260 }, // position
{ 0, 0, 0 }, // rotation
0 // ct arg
},
};
extern s16 FG_TOOL_IN_ctrl_actor_data[] = {
mAc_PROFILE_BIRTH_CONTROL, // 0
mAc_PROFILE_NPC, // 1
mAc_PROFILE_INSECT, // 2
mAc_PROFILE_TOOLS, // 3
mAc_PROFILE_HANDOVERITEM, // 4
mAc_PROFILE_EFFECT_CONTROL, // 5
mAc_PROFILE_WEATHER, // 6
mAc_PROFILE_ARRANGE_ROOM, // 7
mAc_PROFILE_MY_ROOM, // 8
};
extern Actor_data FG_TOOL_IN_actor_data[] = {
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 40, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
2 // ct arg
},
{
mAc_PROFILE_ROOM_SUNSHINE, // profile
{ 282, 0, 160 }, // position
{ 0, 0, 0 }, // rotation
3 // ct arg
},
{
mAc_PROFILE_LAMP_LIGHT, // profile
{ 0, 0, 0 }, // position
{ 0, 0, 0 }, // rotation
-1 // ct arg
},
};
extern s16 FG_TOOL_IN_object_bank[] = {
ACTOR_OBJ_BANK_ROOM_SUNSHINE, // 0
};
extern Door_data_c FG_TOOL_IN_door_data[] = {
{
SCENE_NPC_TEST, // scene
1, // exit orientation
0, // exit type
0, // arg
{ 400, 0, 460 }, // exit position
0x0000, // exit door item name
2, // wipe type
{ 0, 0, 0 }, // padding
},
};