341ce6fd95
# Conflicts: # .github/workflows/build.yml # README.md # gflib/sprite.c # graphics/pokemon/banette/anim_front.png # graphics/pokemon/banette/normal.pal # graphics/pokemon/sentret/normal.pal # graphics/pokemon/togetic/anim_front.png # graphics/pokemon/togetic/normal.pal # include/battle_script_commands.h # include/data.h # ld_script.txt # src/battle_controller_player.c # src/bike.c # src/event_object_movement.c
46 lines
1.9 KiB
C
46 lines
1.9 KiB
C
#ifndef GUARD_FIELD_EFFECT_HELPERS_H
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#define GUARD_FIELD_EFFECT_HELPERS_H
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// States for bobbing up and down while surfing
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enum {
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// No bobbing
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BOB_NONE,
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// Both the surf blob/mon should bob up and down
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BOB_PLAYER_AND_MON,
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// Only the surf blob/mon should bob up and down
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// For when the player has jumped/flown off
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BOB_JUST_MON,
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};
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u8 CreateWarpArrowSprite(void);
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u8 StartUnderwaterSurfBlobBobbing(u8 oldSpriteId);
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void SetSurfBlob_BobState(u8 spriteId, u8 state);
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void SetSurfBlob_DontSyncAnim(u8 spriteId, bool8 dontSync);
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void SetSurfBlob_PlayerOffset(u8 spriteId, bool8 hasOffset, s16 offset);
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bool8 UpdateRevealDisguise(struct ObjectEvent *);
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void StartRevealDisguise(struct ObjectEvent *);
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void StartAshFieldEffect(s16, s16, u16, s16);
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void SetUpReflection(struct ObjectEvent *, struct Sprite *, u8);
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void SetUpShadow(struct ObjectEvent *, struct Sprite *);
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u32 StartFieldEffectForObjectEvent(u8, struct ObjectEvent *);
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u8 FindTallGrassFieldEffectSpriteId(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
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void UpdateRayquazaSpotlightEffect(struct Sprite *);
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void UpdateShadowFieldEffect(struct Sprite *);
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void UpdateTallGrassFieldEffect(struct Sprite *);
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void WaitFieldEffectSpriteAnim(struct Sprite *);
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void UpdateAshFieldEffect(struct Sprite *);
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void UpdateSurfBlobFieldEffect(struct Sprite *);
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void UpdateJumpImpactEffect(struct Sprite *);
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void UpdateFootprintsTireTracksFieldEffect(struct Sprite *);
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void UpdateSplashFieldEffect(struct Sprite *);
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void UpdateLongGrassFieldEffect(struct Sprite *);
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void UpdateSandPileFieldEffect(struct Sprite *);
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void UpdateDisguiseFieldEffect(struct Sprite *);
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void UpdateShortGrassFieldEffect(struct Sprite *);
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void UpdateHotSpringsWaterFieldEffect(struct Sprite *);
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void UpdateBubblesFieldEffect(struct Sprite *);
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void UpdateSparkleFieldEffect(struct Sprite *);
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void SetSpriteInvisible(u8 spriteId);
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void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y);
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#endif //GUARD_FIELD_EFFECT_HELPERS_H
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