pokeemerald/include/field_effect_helpers.h

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#ifndef GUARD_FIELD_EFFECT_HELPERS_H
#define GUARD_FIELD_EFFECT_HELPERS_H
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// States for bobbing up and down while surfing
enum {
// No bobbing
BOB_NONE,
// Both the surf blob/mon should bob up and down
BOB_PLAYER_AND_MON,
// Only the surf blob/mon should bob up and down
// For when the player has jumped/flown off
BOB_JUST_MON,
};
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u8 CreateWarpArrowSprite(void);
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u8 StartUnderwaterSurfBlobBobbing(u8 oldSpriteId);
void SetSurfBlob_BobState(u8 spriteId, u8 state);
void SetSurfBlob_DontSyncAnim(u8 spriteId, bool8 dontSync);
void SetSurfBlob_PlayerOffset(u8 spriteId, bool8 hasOffset, s16 offset);
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bool8 UpdateRevealDisguise(struct ObjectEvent *);
void StartRevealDisguise(struct ObjectEvent *);
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void StartAshFieldEffect(s16, s16, u16, s16);
void SetUpReflection(struct ObjectEvent*, struct Sprite*, u8);
u32 StartFieldEffectForObjectEvent(u8, struct ObjectEvent*);
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u8 FindTallGrassFieldEffectSpriteId(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
void UpdateRayquazaSpotlightEffect(struct Sprite*);
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void UpdateShadowFieldEffect(struct Sprite*);
void UpdateTallGrassFieldEffect(struct Sprite*);
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void WaitFieldEffectSpriteAnim(struct Sprite*);
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void UpdateAshFieldEffect(struct Sprite*);
void UpdateSurfBlobFieldEffect(struct Sprite*);
void UpdateJumpImpactEffect(struct Sprite*);
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void UpdateFootprintsTireTracksFieldEffect(struct Sprite*);
void UpdateSplashFieldEffect(struct Sprite*);
void UpdateLongGrassFieldEffect(struct Sprite*);
void UpdateSandPileFieldEffect(struct Sprite*);
void UpdateDisguiseFieldEffect(struct Sprite*);
void UpdateShortGrassFieldEffect(struct Sprite*);
void UpdateHotSpringsWaterFieldEffect(struct Sprite*);
void UpdateBubblesFieldEffect(struct Sprite*);
void UpdateSparkleFieldEffect(struct Sprite*);
void SetSpriteInvisible(u8 spriteId);
void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y);
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#endif //GUARD_FIELD_EFFECT_HELPERS_H