#ifndef GUARD_FLDEFF_H #define GUARD_FLDEFF_H // cut bool8 SetUpFieldMove_Cut(void); bool8 FldEff_UseCutOnGrass(void); bool8 FldEff_UseCutOnTree(void); bool8 FldEff_CutGrass(void); void FixLongGrassMetatilesWindowTop(s16 x, s16 y); void FixLongGrassMetatilesWindowBottom(s16 x, s16 y); extern const struct SpritePalette gSpritePalette_CutGrass; extern struct MapPosition gPlayerFacingPosition; // escalator void StartEscalator(bool8 var); void StopEscalator(void); bool8 IsEscalatorMoving(void); // soft-boiled bool8 SetUpFieldMove_SoftBoiled(void); void Task_TryUseSoftboiledOnPartyMon(u8 taskId); void ChooseMonForSoftboiled(u8 taskId); // flash bool8 SetUpFieldMove_Flash(void); void CB2_DoChangeMap(void); bool8 GetMapPairFadeToType(u8 _fromType, u8 _toType); bool8 GetMapPairFadeFromType(u8 _fromType, u8 _toType); // strength bool8 SetUpFieldMove_Strength(void); bool8 FldEff_UseStrength(void); // sweet scent bool8 SetUpFieldMove_SweetScent(void); bool8 FldEff_SweetScent(void); void StartSweetScentFieldEffect(void); // teleport bool8 SetUpFieldMove_Teleport(void); bool8 FldEff_UseTeleport(void); // dig bool8 SetUpFieldMove_Dig(void); bool8 FldEff_UseDig(void); // rock smash bool8 CheckObjectGraphicsInFrontOfPlayer(u8 graphicsId); u8 CreateFieldMoveTask(void); bool8 SetUpFieldMove_RockSmash(void); bool8 FldEff_UseRockSmash(void); #endif // GUARD_FLDEFF_H