Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag625.c File Reference

WSTAG625: Secret Room, West Sector: the hideout later on. More...

#include "common.h"
#include "field/stage.h"
#include "common/start_stage.inc.c"
Include dependency graph for wstag625.c:

Go to the source code of this file.

Macros

#define STAGE_CHILDREN_SIZE   0x8
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_02)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_600 - 1)
 
#define STAGE_FILE   0x48C
 

Functions

s32 stepTileAnimation (StageTileSeq *obj, AnimFrame *frames, s32 once, s32 depth)
 stepTileAnimation (common/step_tile_animation.inc.c) for a StageTileSeq: steps OBJ's animation through FRAMES and returns its frame, looping at the end or returning 0xFF if once
 
void updateTileSeqs (StageTileSeqs *task)
 Plays the steps of updateTileSeqsSteps on the map objects with animations 1 to 4, which go on to their next step at the end.
 
void * createTileSeqs (s32 arg)
 Creates the map objects' steps (updateTileSeqs) with an id; nothing in the game calls it.
 
void updateStage (StageTask *task, void **children)
 Creates the event object of story progress 0x15.
 
void endEvent552 (void)
 After event 552, with Keith, Nick, Lisa and Kail: gives the player the Staff Pass and keeps it from playing again.
 
void setupStage (void)
 Sets the stage up: its map, actors and events, playing BGM_0019.
 

Variables

StageSeqStep updateTileSeqsSteps [4][4]
 Defined below, after the code that uses them.
 
s16 script552 []
 
AnimFrame updateTileSeqsSteps_0_0 []
 
AnimFrame updateTileSeqsSteps_0_1 []
 
AnimFrame updateTileSeqsSteps_0_2 []
 
AnimFrame updateTileSeqsSteps_1_0 []
 
AnimFrame updateTileSeqsSteps_1_1 []
 
AnimFrame updateTileSeqsSteps_1_2 []
 
AnimFrame updateTileSeqsSteps_2 []
 
AnimFrame updateTileSeqsSteps_3 []
 
ActorImage stageImages []
 
FieldTalk actor0Talks []
 
FieldTalk actor1Talks []
 
FieldTalk actor2Talks []
 
FieldTalk actor3Talks []
 
FieldTalk actor4Talks []
 
FieldTalk actor5Talks []
 
FieldTalk actor6Talks []
 
FieldTalk actor10Talks []
 
u16 actor0Conditions [] = { (0x7000 | ( 7 )) , 1, 0xFFFF }
 
u16 actor1Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }
 
u16 actor2Conditions [] = { (0x6000 | ( STORY_STAFF_PASS )) , 1, 0xFFFF }
 
u16 actor3Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }
 
u16 actor4Conditions [] = { (0x6000 | ( STORY_STAFF_PASS )) , 1, 0xFFFF }
 
u16 actor5Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }
 
u16 actor6Conditions [] = { (0x6000 | ( STORY_STAFF_PASS )) , 1, 0xFFFF }
 
u16 actor10Conditions []
 
FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0xB, 4, 472, 381, 1 }
 
FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x65, 5, 385, 416, 3 }
 
FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x65, 5, 385, 416, 3 }
 
FieldActorEntry actor3 = { actor3Conditions, actor3Talks, 0x66, 6, 496, 232, 7 }
 
FieldActorEntry actor4 = { actor4Conditions, actor4Talks, 0x66, 6, 496, 232, 7 }
 
FieldActorEntry actor5 = { actor5Conditions, actor5Talks, 0x67, 7, 400, 232, 3 }
 
FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x67, 7, 400, 232, 3 }
 
FieldActorEntry actor7 = { ((void *)0) , ((void *)0) , 0x9A, 8, 641, 350, 0 }
 
FieldActorEntry actor8 = { ((void *)0) , ((void *)0) , 0x9B, 9, 593, 325, 1 }
 
FieldActorEntry actor9 = { ((void *)0) , ((void *)0) , 0x9C, 0xA, 545, 301, 2 }
 
FieldActorEntry actor10 = { actor10Conditions, actor10Talks, 0x13D, 0xB, 449, 392, 5 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG625: Secret Room, West Sector: the hideout later on.

A second copy off the Sewers (WSTAG615), where Lisa sends the player into Asuka City and the Bai Hu Chief is met.

Definition in file wstag625.c.

Macro Definition Documentation

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   0x8

Definition at line 146 of file wstag625.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_02)

Definition at line 163 of file wstag625.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_600 - 1)

Definition at line 164 of file wstag625.c.

◆ STAGE_FILE

#define STAGE_FILE   0x48C

Definition at line 165 of file wstag625.c.

Function Documentation

◆ stepTileAnimation()

s32 stepTileAnimation ( StageTileSeq *  obj,
AnimFrame *  frames,
s32  once,
s32  depth 
)

stepTileAnimation (common/step_tile_animation.inc.c) for a StageTileSeq: steps OBJ's animation through FRAMES and returns its frame, looping at the end or returning 0xFF if once

Definition at line 17 of file wstag625.c.

Referenced by stepTileAnimation(), and updateTileSeqs().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ updateTileSeqs()

void updateTileSeqs ( StageTileSeqs *  task)

Plays the steps of updateTileSeqsSteps on the map objects with animations 1 to 4, which go on to their next step at the end.

Definition at line 49 of file wstag625.c.

Referenced by createTileSeqs().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ createTileSeqs()

void * createTileSeqs ( s32  arg)

Creates the map objects' steps (updateTileSeqs) with an id; nothing in the game calls it.

Definition at line 125 of file wstag625.c.

Here is the call graph for this function:

◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the event object of story progress 0x15.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 130 of file wstag625.c.

Here is the call graph for this function:

◆ endEvent552()

void endEvent552 ( void  )

After event 552, with Keith, Nick, Lisa and Kail: gives the player the Staff Pass and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 153 of file wstag625.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors and events, playing BGM_0019.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< BGM_0019: the Secret Room, the rebels' hideout

< BGM_0019: the Secret Room, the rebels' hideout

< a cell's value: a direction (3 bits) and a StageSlot (5)

Definition at line 168 of file wstag625.c.

Variable Documentation

◆ updateTileSeqsSteps

StageSeqStep updateTileSeqsSteps
Initial value:
= {
{ { ((void *)0) , 0, 0 }, { updateTileSeqsSteps_0_0, 0, 0 }, { updateTileSeqsSteps_0_1, 1, 3 }, { updateTileSeqsSteps_0_2, 0, 0 } },
{ { ((void *)0) , 0, 0 }, { updateTileSeqsSteps_1_0, 0, 0 }, { updateTileSeqsSteps_1_1, 1, 3 }, { updateTileSeqsSteps_1_2, 0, 0 } },
{ { ((void *)0) , 0, 0 }, { updateTileSeqsSteps_2, 1, 0 }, { ((void *)0) , 0, 0 }, { ((void *)0) , 0, 0 } },
{ { ((void *)0) , 0, 0 }, { updateTileSeqsSteps_3, 1, 0 }, { ((void *)0) , 0, 0 }, { ((void *)0) , 0, 0 } },
}
AnimFrame updateTileSeqsSteps_2[]
Definition wstag625.c:331
AnimFrame updateTileSeqsSteps_1_1[]
Definition wstag625.c:322
AnimFrame updateTileSeqsSteps_1_2[]
Definition wstag625.c:327
AnimFrame updateTileSeqsSteps_0_1[]
Definition wstag625.c:306
AnimFrame updateTileSeqsSteps_1_0[]
Definition wstag625.c:318
AnimFrame updateTileSeqsSteps_3[]
Definition wstag625.c:338
AnimFrame updateTileSeqsSteps_0_0[]
Definition wstag625.c:301
AnimFrame updateTileSeqsSteps_0_2[]
Definition wstag625.c:313

Defined below, after the code that uses them.

Definition at line 343 of file wstag625.c.

Referenced by updateTileSeqs().

◆ script552

s16 script552[]

Definition at line 187 of file wstag625.c.

◆ updateTileSeqsSteps_0_0

AnimFrame updateTileSeqsSteps_0_0[]
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 6 }, { 1, 6 },
{ 0, 6 }, { 1, 6 }, { 2, 6 }, { 1, 6 },
{ 255, 0 },
}

Definition at line 301 of file wstag625.c.

◆ updateTileSeqsSteps_0_1

AnimFrame updateTileSeqsSteps_0_1[]
Initial value:
= {
{ 0, 6 }, { 0, 6 }, { 0, 6 }, { 1, 6 },
{ 2, 6 }, { 3, 6 }, { 4, 6 }, { 5, 6 },
{ 6, 6 }, { 7, 6 }, { 6, 6 }, { 5, 6 },
{ 4, 6 }, { 3, 6 }, { 2, 6 }, { 1, 6 },
{ 0, 6 }, { 0, 6 }, { 255, 0x3E7 },
}

Definition at line 306 of file wstag625.c.

◆ updateTileSeqsSteps_0_2

AnimFrame updateTileSeqsSteps_0_2[]
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 6 }, { 1, 6 },
{ 0, 6 }, { 1, 6 }, { 2, 6 }, { 1, 6 },
{ 255, 0 },
}

Definition at line 313 of file wstag625.c.

◆ updateTileSeqsSteps_1_0

AnimFrame updateTileSeqsSteps_1_0[]
Initial value:
= {
{ 0, 12 }, { 1, 12 }, { 2, 12 }, { 1, 12 },
{ 255, 0 },
}

Definition at line 318 of file wstag625.c.

◆ updateTileSeqsSteps_1_1

AnimFrame updateTileSeqsSteps_1_1[]
Initial value:
= {
{ 2, 12 }, { 3, 12 }, { 4, 12 }, { 5, 12 },
{ 6, 12 }, { 7, 12 }, { 8, 12 }, { 9, 12 },
{ 10, 12 }, { 255, 0x3E7 },
}

Definition at line 322 of file wstag625.c.

◆ updateTileSeqsSteps_1_2

AnimFrame updateTileSeqsSteps_1_2[]
Initial value:
= {
{ 9, 12 }, { 10, 12 }, { 9, 12 }, { 8, 12 },
{ 255, 0 },
}

Definition at line 327 of file wstag625.c.

◆ updateTileSeqsSteps_2

AnimFrame updateTileSeqsSteps_2[]
Initial value:
= {
{ 0x12C, 90 }, { 0, 6 }, { 1, 6 }, { 2, 6 },
{ 3, 6 }, { 4, 6 }, { 3, 6 }, { 4, 6 },
{ 3, 6 }, { 4, 6 }, { 3, 6 }, { 2, 6 },
{ 1, 6 }, { 2, 6 }, { 1, 6 }, { 2, 6 },
{ 1, 6 }, { 255, 0x3E7 },
}

Definition at line 331 of file wstag625.c.

◆ updateTileSeqsSteps_3

AnimFrame updateTileSeqsSteps_3[]
Initial value:
= {
{ 0x12C, 108 }, { 50, 6 }, { 51, 6 }, { 52, 6 },
{ 53, 6 }, { 54, 6 }, { 56, 6 }, { 57, 6 },
{ 58, 6 }, { 59, 6 }, { 255, 0x3E7 },
}

Definition at line 338 of file wstag625.c.

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x140, 0x100, 0x162, 0x190, 0x88, 0x90, 0x160, 0x1F6 },
{ 0x140, 0x100, 0x174, 0x150, 0xD0, 0x50, 0x160, 0x1F5 },
{ 0x140, 0x100, 0x14C, 0x178, 0x30, 0x78, 0x170, 0x1F5 },
{ 0x140, 0x100, 0x152, 0x178, 0x48, 0x78, 0x140, 0x1F4 },
{ 0x140, 0x100, 0x16A, 0x190, 0xA8, 0x90, 0x160, 0x1F4 },
{ 0x140, 0x100, 0x140, 0x198, 0, 0x98, 0x170, 0x1F4 },
{ 0x140, 0x100, 0x15A, 0x198, 0x68, 0x98, 0x140, 0x1F3 },
{ 0x140, 0x100, 0x152, 0x1A0, 0x48, 0xA0, 0x160, 0x1F3 },
}

Definition at line 349 of file wstag625.c.

Referenced by setupStage().

◆ actor0Talks

FieldTalk actor0Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x306 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 365 of file wstag625.c.

◆ actor1Talks

FieldTalk actor1Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x307 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 369 of file wstag625.c.

◆ actor2Talks

FieldTalk actor2Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x307 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 373 of file wstag625.c.

◆ actor3Talks

FieldTalk actor3Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x304 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 377 of file wstag625.c.

◆ actor4Talks

FieldTalk actor4Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x304 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 381 of file wstag625.c.

◆ actor5Talks

FieldTalk actor5Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x305 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 385 of file wstag625.c.

◆ actor6Talks

FieldTalk actor6Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x305 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 389 of file wstag625.c.

◆ actor10Talks

FieldTalk actor10Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x303 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 393 of file wstag625.c.

◆ actor0Conditions

u16 actor0Conditions[] = { (0x7000 | ( 7 )) , 1, 0xFFFF }

Definition at line 397 of file wstag625.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }

Definition at line 398 of file wstag625.c.

◆ actor2Conditions

u16 actor2Conditions[] = { (0x6000 | ( STORY_STAFF_PASS )) , 1, 0xFFFF }

Definition at line 399 of file wstag625.c.

◆ actor3Conditions

u16 actor3Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }

Definition at line 400 of file wstag625.c.

◆ actor4Conditions

u16 actor4Conditions[] = { (0x6000 | ( STORY_STAFF_PASS )) , 1, 0xFFFF }

Definition at line 401 of file wstag625.c.

◆ actor5Conditions

u16 actor5Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }

Definition at line 402 of file wstag625.c.

◆ actor6Conditions

u16 actor6Conditions[] = { (0x6000 | ( STORY_STAFF_PASS )) , 1, 0xFFFF }

Definition at line 403 of file wstag625.c.

◆ actor10Conditions

u16 actor10Conditions[]
Initial value:
= {
(0x7000 | ( 7 )) , 1,
0xFFFF ,
}

Definition at line 404 of file wstag625.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0xB, 4, 472, 381, 1 }

Definition at line 408 of file wstag625.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x65, 5, 385, 416, 3 }

Definition at line 409 of file wstag625.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x65, 5, 385, 416, 3 }

Definition at line 410 of file wstag625.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, actor3Talks, 0x66, 6, 496, 232, 7 }

Definition at line 411 of file wstag625.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, actor4Talks, 0x66, 6, 496, 232, 7 }

Definition at line 412 of file wstag625.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, actor5Talks, 0x67, 7, 400, 232, 3 }

Definition at line 413 of file wstag625.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x67, 7, 400, 232, 3 }

Definition at line 414 of file wstag625.c.

◆ actor7

FieldActorEntry actor7 = { ((void *)0) , ((void *)0) , 0x9A, 8, 641, 350, 0 }

Definition at line 415 of file wstag625.c.

◆ actor8

FieldActorEntry actor8 = { ((void *)0) , ((void *)0) , 0x9B, 9, 593, 325, 1 }

Definition at line 416 of file wstag625.c.

◆ actor9

FieldActorEntry actor9 = { ((void *)0) , ((void *)0) , 0x9C, 0xA, 545, 301, 2 }

Definition at line 417 of file wstag625.c.

◆ actor10

FieldActorEntry actor10 = { actor10Conditions, actor10Talks, 0x13D, 0xB, 449, 392, 5 }

Definition at line 418 of file wstag625.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag625.c:408
FieldActorEntry actor6
Definition wstag625.c:414
FieldActorEntry actor5
Definition wstag625.c:413
FieldActorEntry actor2
Definition wstag625.c:410
FieldActorEntry actor10
Definition wstag625.c:418
FieldActorEntry actor4
Definition wstag625.c:412
FieldActorEntry actor8
Definition wstag625.c:416
FieldActorEntry actor9
Definition wstag625.c:417
FieldActorEntry actor7
Definition wstag625.c:415
FieldActorEntry actor1
Definition wstag625.c:409
FieldActorEntry actor3
Definition wstag625.c:411

Definition at line 419 of file wstag625.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]
Initial value:
= {
{ 0, 1, 0x40, 2, 0x3D, 0, 0, 0, 0, 0, 335, 351, 0, 0 },
{ 0, 2, 0x40, 2, 0x3E, 0, 0, 0, 0, 0, 345, 372, 0, 0 },
{ 0, 3, 0x40, 2, 0x3C, 0, 0, 0, 0, 0, 477, 356, 0, 0 },
{ 0, 4, 0x40, 2, 0x32, 0, 0, 0, 0, 0, 489, 350, 0, 0 },
{ 1, 0, 0x40, 2, 0x5F, 2, 0, 3, 6, 0, 521, 212, 0, 0 },
{ 1, 0, 0x40, 2, 0x5F, 2, 0, 3, 6, 0, 569, 236, 0, 0 },
{ 1, 0, 0x40, 2, 0x60, 2, 0, 3, 6, 0, 617, 260, 0, 0 },
{ 1, 0, 0x40, 2, 0x62, 2, 0, 5, 6, 0, 392, 163, 0, 0 },
{ 1, 0, 0x40, 2, 0x63, 2, 0, 5, 6, 0, 369, 205, 0, 0 },
{ 1, 0, 0x40, 6, 0x5E, 2, 0, 3, 6, 0, 360, 389, 0, 0 },
{ 1, 0, 0x40, 6, 0x61, 2, 0, 5, 6, 0, 361, 186, 0, 0 },
{ 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 377, 371, 399, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
}

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 433 of file wstag625.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x254, 0x2D4, 0xC4, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 3 , 5, 0x1D0, 0xF8, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 2 , 5, 0x1E0, 0x150, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}

Definition at line 448 of file wstag625.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors and events, playing BGM_0019.
Definition wstag625.c:168

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 454 of file wstag625.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 552, script552, ( ( 0x144 - 1) << 16 | ( 0x18 )), ((void *)0) , endEvent552 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script552[]
Definition wstag625.c:187
void endEvent552(void)
After event 552, with Keith, Nick, Lisa and Kail: gives the player the Staff Pass and keeps it from p...
Definition wstag625.c:153

Definition at line 457 of file wstag625.c.

Referenced by setupStage().