#ifndef GUARD_BATTLE_ANIM_H #define GUARD_BATTLE_ANIM_H enum { ANIM_BANK_ATTACKER, ANIM_BANK_TARGET, ANIM_BANK_ATK_PARTNER, ANIM_BANK_DEF_PARTNER, }; enum { BG_ANIM_SCREEN_SIZE, BG_ANIM_AREA_OVERFLOW_MODE, BG_ANIM2, BG_ANIM3, BG_ANIM_PRIORITY, BG_ANIM_5, BG_ANIM_6 }; struct UnknownAnimStruct2 { void *unk0; u16 *unk4; u8 unk8; u8 unk9; u16 unkA; u16 unkC; }; struct BattleAnimBackground { void *image; void *palette; void *tilemap; }; void ClearBattleAnimationVars(void); void DoMoveAnim(u16 move); void DoBattleAnim(const u8 *const animsTable[], u16 tableId, bool8 isMoveAnim); void DestroyAnimSprite(struct Sprite *sprite); void DestroyAnimVisualTask(u8 taskId); void DestroyAnimSoundTask(u8 taskId); bool8 IsAnimBankSpriteVisible(u8 bank); void sub_80A438C(u8 bank, bool8 toBG_2, bool8 setSpriteInvisible); bool8 IsContest(void); s8 BattleAnimAdjustPanning(s8 pan); s8 BattleAnimAdjustPanning2(s8 pan); s16 sub_80A52EC(s16 a); s16 sub_80A5314(s16 a, s16 b, s16 c); // battle_anim_80FE840.s void SetAnimBgAttribute(u8 bgId, u8 attributeId, u8 value); void sub_8118FBC(u8 arg0, u8 arg1, u8 arg2, u8 bankIdentity, u8 arg4, void *arg5, u16 *arg6, u16 arg7); #endif // GUARD_BATTLE_ANIM_H