Digimon World 3 decomp
The European version, SLES_039.36
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wstag235.c
Go to the documentation of this file.
1/*
2 * WSTAG235: Asuka Inn 1F, Asuka City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
13#define EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
14#define STAGE_FILE 0x195
15#define STAGE_ARCHIVE 0x3BE
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
19#define STAGE_FILE 0x1A3
20#define STAGE_ARCHIVE 0x3CE
21#endif
22/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
41
43 SCRIPT_WALK(2, 0xCF, 0xD0, 3),
44 SCRIPT_PLACE(0x15, 0xAF, 0xC0),
45 SCRIPT_POSE(0x15, 1, 7),
48 SCRIPT_POSE(2, 1, 3),
49 SCRIPT_WAIT(6),
50 SCRIPT_WAIT(0x1E),
51 SCRIPT_TALK(0, 1, 0x15, 0),
53 SCRIPT_WAIT(0x1E),
54 SCRIPT_POSE(0x15, 0x36, 7),
56 SCRIPT_WAIT_ANIM(0x15),
57 SCRIPT_POSE(0x15, 0x37, 7),
58 SCRIPT_WAIT(0x5A),
59 SCRIPT_LEAVE(0xC01, 0, 0, 0),
61 /* after the end, the original's padding up to a word, which isn't zeros */
62#if VERSION_JP
63 0x9082,
64#endif
65};
67 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
68 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
69 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
70 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
71 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
72 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
73 { 0x140, 0x100, 0x162, 0x168, 0x88, 0x68, 0x160, 0x1FF },
74 { 0x140, 0x100, 0x140, 0x169, 0, 0x69, 0x170, 0x1FF },
75 { 0x140, 0x100, 0x15A, 0x168, 0x68, 0x68, 0x160, 0x1FE },
76 { 0, 0, 0, 0, 0, 0, 0, 0 },
77 { 0x140, 0x100, 0x174, 0x16C, 0xD0, 0x6C, 0x170, 0x1FE },
78};
82u16 actor0Talk1Actions[] = { 0x7A1E, 1, CODES_END };
100 FLAG(0, 0), 1,
101 FLAG(0, 1), 0,
102 CODES_END,
103};
107 FLAG(0, 0), 1,
108 FLAG(0, 1), 1,
109 FLAG(0, 2), 0,
110 CODES_END,
111};
115 FLAG(0, 0), 1,
116 FLAG(0, 1), 1,
117 FLAG(0, 2), 1,
118 FLAG(0, 3), 0,
119 CODES_END,
120};
124 FLAG(0, 0), 1,
125 FLAG(0, 1), 1,
126 FLAG(0, 2), 1,
127 FLAG(0, 3), 1,
128 FLAG(0, 4), 0,
129 CODES_END,
130};
133 FLAG(0, 1), 1,
134 FLAG(0, 2), 1,
135 FLAG(0, 3), 1,
136 FLAG(0, 4), 1,
138 FLAG(0, 0), 1,
139 CODES_END,
140};
152 FLAG(0, 0), 1,
153 FLAG(0, 1), 0,
154 CODES_END,
155};
159 FLAG(0, 0), 1,
160 FLAG(0, 1), 1,
161 FLAG(0, 2), 0,
162 CODES_END,
163};
167 FLAG(0, 0), 1,
168 FLAG(0, 1), 1,
169 FLAG(0, 2), 1,
170 FLAG(0, 3), 0,
171 CODES_END,
172};
175 FLAG(0, 0), 1,
176 FLAG(0, 1), 1,
177 FLAG(0, 2), 1,
178 FLAG(0, 3), 1,
179 FLAG(0, 4), 0,
181 CODES_END,
182};
186 FLAG(0, 0), 1,
187 FLAG(0, 1), 1,
188 FLAG(0, 2), 1,
189 FLAG(0, 3), 1,
190 FLAG(0, 4), 1,
191 CODES_END,
192};
210 { NULL, NULL, 0x1E },
211 { NULL, NULL, 0 },
212};
214 { NULL, NULL, 0x207 },
215 { NULL, NULL, 0 },
216};
218 { NULL, NULL, 0x200 },
219 { NULL, NULL, 0 },
220};
222 { NULL, NULL, 0x201 },
223 { NULL, NULL, 0 },
224};
226 { NULL, NULL, 0x202 },
227 { NULL, NULL, 0 },
228};
230 { NULL, NULL, 0x203 },
231 { NULL, NULL, 0 },
232};
234 { NULL, NULL, 0x204 },
235 { NULL, NULL, 0 },
236};
238 { NULL, NULL, 0x205 },
239 { NULL, NULL, 0 },
240};
242 { NULL, NULL, 0x1FE },
243 { NULL, NULL, 0 },
244};
246 { NULL, NULL, 0x1FF },
247 { NULL, NULL, 0 },
248};
275 { NULL, NULL, 0x206 },
276 { NULL, NULL, 0 },
277};
289u16 actor13Conditions[] = { FLAG(0x1A, 0x22), 0, CODES_END };
292FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 188, 154, 7 };
293FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 175, 192, 7 };
309 &actor0,
310 &actor1,
311 &actor2,
312 &actor3,
313 &actor4,
314 &actor5,
315 &actor6,
316 &actor7,
317 &actor8,
318 &actor9,
319 &actor10,
320 &actor11,
321 &actor12,
322 &actor13,
323 &actor14,
324 &actor15,
325 NULL,
326};
328 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 78, 77, 0, 0 },
329 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 97, 115, 0, 0 },
330 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 135, 231, 0, 0 },
331 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 141, 44, 0, 0 },
332 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 261, 63, 0, 0 },
333 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 326, 95, 0, 0 },
334 { 1, 0, 0x40, 2, 7, 2, 0, 1, 4, 0, 165, 76, 0, 0 },
335 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 256, 151, 184, 0 },
336 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 215, 20, 86, 0 },
337 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 144, 185, 200, 0 },
338 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 125, 175, 194, 0 },
339 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 148, 127, 167, 0 },
340 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 240, 127, 162, 0 },
341 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
342};
344 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x20C, 0x96, 0x114, 5, 0, 0, 0 },
345 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x200, 0x2A0, 0x17A, 7, 0, 0, 0 },
346 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x20F, 0x15A, 0xBA, 1, 0, 0, 0 },
347 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x20B, 0x146, 0xBA, 7, 0, 0, 0 },
348 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0xC8, 0xEC, 0, 0, 0, 0 },
349 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0xB8, 0x132, 0, 0, 0, 0 },
350 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
351};
352void (*stageFuncs[])(void) = {
354};
356 { 1200, script1200, EVENT_TEXT(0x2A), NULL, NULL },
357 { -1, NULL, 0, NULL, NULL },
358};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
Definition field_map.h:85
#define SLOT_CLIMB_DOWN
Definition field_map.h:257
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define CARD(id)
a card: the player has one, or gets or loses one
Definition game_state.h:82
#define FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
Definition game_state.h:68
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define FLAG_ASUKA_INN_BIT_FOUND
wstag235 Asuka Inn 1F: "Hey! Someone hid money here! I got 300 BIT!"; afterwards "There's nothing lef...
Definition story.h:1233
#define SPECIAL_GAIN_300_BIT
an action: gives the player 300 BIT (MONEY_GAINS[1])
Definition story.h:1824
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90
@ STORY_GENJI_BEATEN
WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi give...
Definition story.h:36
@ STORY_TEDDY_FOUND
WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the...
Definition story.h:67
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
Definition story.h:61
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
Definition story.h:1920
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
Definition story.h:1908
#define FLAG_INN_GATOMON_TALKED
Inns (wstag235/360/425/470): Gatomon says they manage the Inn once; set there, later talks differ.
Definition story.h:1025
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
Definition story.h:1905
#define FLAG_HIDE_GABUMON_CARD_FOUND
wstag235 Asuka Inn 1F: "Oh! It's Gabumon card! So that's where it was!" (card 0xB7 given); afterwards...
Definition story.h:1088
#define FLAG_SAVE_GUARDROMON_TALKED
Inns (wstag235/360/430/470): Save Officer Guardromon introduces saving once; set there,...
Definition story.h:1028
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
FieldEvent * events
up to the first id -1
Definition field_map.h:451
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
Definition gfx.h:352
u16 actor0Talk0Actions[]
Definition wstag235.c:80
FieldActorEntry actor0
Definition wstag235.c:292
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag235.c:352
FieldActorEntry actor6
Definition wstag235.c:298
u16 actor11Conditions[]
Definition wstag235.c:287
u16 actor0Talk0Conditions[]
Definition wstag235.c:79
s16 script1200[]
Definition wstag235.c:42
FieldTalk actor2Talks[]
Definition wstag235.c:209
u16 actor0Talk1Conditions[]
Definition wstag235.c:81
u16 actor13Talk3Actions[]
Definition wstag235.c:112
u16 actor10Conditions[]
Definition wstag235.c:286
u16 actor13Talk2Conditions[]
Definition wstag235.c:98
u16 actor13Talk6Conditions[]
Definition wstag235.c:132
FieldTalk actor14Talks[]
Definition wstag235.c:264
FieldTalk actor5Talks[]
Definition wstag235.c:221
FieldActorEntry actor5
Definition wstag235.c:297
u16 actor14Talk5Actions[]
Definition wstag235.c:183
u16 actor1Talk1Conditions[]
Definition wstag235.c:85
FieldActorEntry actor2
Definition wstag235.c:294
u16 actor13Talk1Actions[]
Definition wstag235.c:97
u16 actor14Talk6Conditions[]
Definition wstag235.c:184
u16 actor9Conditions[]
Definition wstag235.c:285
FieldActorEntry * stageActors[]
Definition wstag235.c:308
u16 actor0Talk1Actions[]
Definition wstag235.c:82
u16 actor14Talk3Actions[]
Definition wstag235.c:164
u16 actor13Talk4Actions[]
Definition wstag235.c:121
u16 actor14Talk3Conditions[]
Definition wstag235.c:157
u16 actor12Talk0Actions[]
Definition wstag235.c:88
FieldTalk actor1Talks[]
Definition wstag235.c:204
u16 actor13Conditions[]
Definition wstag235.c:289
u16 actor13Talk0Conditions[]
Definition wstag235.c:95
u16 actor14Talk1Actions[]
Definition wstag235.c:149
u16 actor1Talk0Conditions[]
Definition wstag235.c:83
FieldTalk actor0Talks[]
Definition wstag235.c:199
#define STAGE_ARCHIVE
Definition wstag235.c:20
FieldActorEntry actor10
Definition wstag235.c:302
FieldTalk actor4Talks[]
Definition wstag235.c:217
u16 actor4Conditions[]
Definition wstag235.c:280
FieldActorEntry actor4
Definition wstag235.c:296
u16 actor3Conditions[]
Definition wstag235.c:279
u16 actor13Talk6Actions[]
Definition wstag235.c:141
FieldTalk actor11Talks[]
Definition wstag235.c:245
FieldActorEntry actor8
Definition wstag235.c:300
ActorImage stageImages[]
Definition wstag235.c:66
u16 actor14Talk1Conditions[]
Definition wstag235.c:148
u16 actor1Talk1Actions[]
Definition wstag235.c:86
u16 actor14Talk6Actions[]
Definition wstag235.c:193
FieldTalk actor6Talks[]
Definition wstag235.c:225
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag235.c:23
u16 actor12Talk0Conditions[]
Definition wstag235.c:87
u16 actor13Talk5Conditions[]
Definition wstag235.c:122
u16 actor13Talk3Conditions[]
Definition wstag235.c:105
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag235.c:327
FieldActorEntry actor9
Definition wstag235.c:301
u16 actor8Conditions[]
Definition wstag235.c:284
u16 actor5Conditions[]
Definition wstag235.c:281
FieldTalk actor10Talks[]
Definition wstag235.c:241
FieldTalk actor3Talks[]
Definition wstag235.c:213
FieldTalk actor9Talks[]
Definition wstag235.c:237
u16 actor14Talk4Conditions[]
Definition wstag235.c:165
FieldTalk actor15Talks[]
Definition wstag235.c:274
u16 actor14Talk4Actions[]
Definition wstag235.c:173
FieldActorEntry actor15
Definition wstag235.c:307
FieldActorEntry actor12
Definition wstag235.c:304
u16 actor15Conditions[]
Definition wstag235.c:291
u16 actor6Conditions[]
Definition wstag235.c:282
u16 actor12Talk1Conditions[]
Definition wstag235.c:94
u16 actor14Talk5Conditions[]
Definition wstag235.c:174
u16 actor14Conditions[]
Definition wstag235.c:290
FieldActorEntry actor7
Definition wstag235.c:299
StageSlot stageSlots[]
Definition wstag235.c:343
u16 actor1Talk0Actions[]
Definition wstag235.c:84
FieldActorEntry actor13
Definition wstag235.c:305
u16 actor14Talk2Actions[]
Definition wstag235.c:156
u16 actor13Talk4Conditions[]
Definition wstag235.c:113
FieldActorEntry actor11
Definition wstag235.c:303
FieldActorEntry actor1
Definition wstag235.c:293
FieldTalk actor13Talks[]
Definition wstag235.c:254
#define STAGE_FILE
Definition wstag235.c:19
u16 actor7Conditions[]
Definition wstag235.c:283
u16 actor13Talk5Actions[]
Definition wstag235.c:131
u16 actor2Conditions[]
Definition wstag235.c:278
u16 actor13Talk1Conditions[]
Definition wstag235.c:96
FieldTalk actor7Talks[]
Definition wstag235.c:229
u16 actor14Talk2Conditions[]
Definition wstag235.c:150
#define STAGE_TEXT
Definition wstag235.c:17
FieldTalk actor8Talks[]
Definition wstag235.c:233
FieldTalk actor12Talks[]
Definition wstag235.c:249
FieldActorEntry actor3
Definition wstag235.c:295
u16 actor13Talk2Actions[]
Definition wstag235.c:104
FieldActorEntry actor14
Definition wstag235.c:306
FieldEvent stageEvents[]
Definition wstag235.c:355
u16 actor12Conditions[]
Definition wstag235.c:288
u16 actor14Talk0Conditions[]
Definition wstag235.c:147