; See data/maps/scenes.asm for which maps have scene variables.
; Each scene_script and coord_event is associated with a current scene ID.

; Scene variables default to 0.
SCENE_DEFAULT  EQU 0
; Often a map will have a one-time default event for scene 0, and switch to a
; do-nothing scene 1 when the event finishes.
SCENE_FINISHED EQU 1

; wCampingCampfireSceneID
	; DEFAULT / FINISHED

; wCampingPeebushSceneID
	const_def
	const SCENE_CAMPING_NOTHING
	const SCENE_CAMPING_KIDNAPPING

; wSkidrawCampSceneID
	; DEFAULT / FINISHED

; wSkidrawHikersHouseSceneID
	const_def
	const SCENE_HIKERS_HOUSE_NOTHING
	const SCENE_HIKERS_HOUSE_WAKEUP

; wSkidrawNerdsHouseSceneID
	; DEFAULT / FINISHED

; wSkidrawNerdsCaveSceneID
	const_def
	const SCENE_MICKEYS_CAVE_GET_EQUIPPED
	const SCENE_MICKEYS_CAVE_CANT_LEAVE
	const SCENE_MICKEYS_CAVE_NOTHING

; wBlackPondShopSceneID
	const_def
	const SCENE_BLACK_POND_SHOP_NOTHING
	const SCENE_BLACK_POND_SHOP_WIFE_BACK

; wBlackPondFisherHouseSceneID
	const_def
	const SCENE_BLACK_POND_FISHER_HOUSE_NOTHING
	const SCENE_BLACK_POND_FISHER_HOUSE_FAMILY_BACK

; wDawnTownGraveyardID
	; DEFAULT / FINISHED

; wDawnTownCave1FID
	; DEFAULT / FINISHED

; wDawnTownCave0fSceneID
	const_def
	const SCENE_DAWN_TOWN_CAVE_0F_DEFAULT
	const SCENE_DAWN_TOWN_CAVE_0F_GENGAR_CONFUSE
	const SCENE_DAWN_TOWN_CAVE_0F_GENGAR_BATTLE

; wDawnTownGymSceneID
	const_def
	const SCENE_DAWN_TOWN_GYM_DEFAULT
	const SCENE_DAWN_TOWN_GYM_FINISHED
	const SCENE_DAWN_TOWN_GYM_CREDITS

; wDawnTownGymB1FSceneID
	; DEFAULT / FINISHED
