#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
FieldState FIELDSTG_state
void stepTileSequences(StageTile *tile, StageTileFrame **seqs, StageTileCursor *cur, s32 depth)
Plays a sequence of StageTileFrame animations on tile.
StageTile * objects
the map objects, up to the first margin 0
The map objects with animations 1 to 5, each playing a sequence.
void(* nextState)(struct StageTileCursors *task)
StageTileCursor cursors[5]
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
u8 margin
how far off the view it is still drawn; 0 ends the table
u8 anim
which of a stage's animations sets frame (1-3); FIELDSTG finds objects by it (its lift,...
void updateTileCursors(StageTileCursors *task)
Plays the sequences of the map objects with animations 1 to 5.
StageTileFrame ** updateTileCursorsFrames[]
Defined below, after the code that uses them.