pokeemerald/include/pokeball.h

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#ifndef GUARD_POKEBALL_H
#define GUARD_POKEBALL_H
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enum
{
BALL_POKE,
BALL_GREAT,
BALL_ULTRA,
BALL_MASTER,
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BALL_PREMIER,
BALL_HEAL,
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BALL_NET,
BALL_NEST,
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BALL_DIVE,
BALL_DUSK,
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BALL_TIMER,
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BALL_QUICK,
BALL_REPEAT,
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BALL_LUXURY,
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BALL_LEVEL,
BALL_LURE,
BALL_MOON,
BALL_FRIEND,
BALL_LOVE,
BALL_FAST,
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BALL_HEAVY,
BALL_DREAM,
BALL_SAFARI,
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BALL_SPORT,
BALL_PARK,
BALL_BEAST,
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BALL_CHERISH,
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POKEBALL_COUNT
};
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enum {
BALL_AFFINE_ANIM_0,
BALL_ROTATE_RIGHT,
BALL_ROTATE_LEFT,
BALL_AFFINE_ANIM_3,
BALL_AFFINE_ANIM_4
};
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extern const struct CompressedSpriteSheet gBallSpriteSheets[];
extern const struct CompressedSpritePalette gBallSpritePalettes[];
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extern const struct SpriteTemplate gBallSpriteTemplates[];
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#define POKEBALL_PLAYER_SENDOUT 0xFF
#define POKEBALL_OPPONENT_SENDOUT 0xFE
u8 DoPokeballSendOutAnimation(u32 battler, s16 pan, u8 kindOfThrow);
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void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriority, u8 delay, u32 fadePalettes, u16 species);
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u8 CreateTradePokeballSprite(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subPriority, u8 delay, u32 fadePalettes);
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void StartHealthboxSlideIn(u8 battler);
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void DoHitAnimHealthboxEffect(u8 battler);
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void LoadBallGfx(u8 ballId);
void FreeBallGfx(u8 ballId);
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#endif // GUARD_POKEBALL_H