#ifndef GUARD_FIELD_EFFECTS_H #define GUARD_FIELD_EFFECTS_H extern const struct CompressedSpritePalette gTrainerFrontPicPaletteTable[2]; extern const struct SpritePalette gNewGameBirchObjectPaletteInfo; extern const struct CompressedSpriteSheet gTrainerFrontPicTable[2]; extern const struct SpriteTemplate gNewGameBirchObjectTemplate; extern const struct OamData gNewGameBirchOamAttributes; extern s32 gFieldEffectArguments[8]; extern void (*gPostMenuFieldCallback)(void); extern bool8 (*gFieldCallback2)(void); u32 FieldEffectStart(u8); bool8 FieldEffectActiveListContains(u8 id); void FieldEffectActiveListClear(void); void sub_80B69DC(void); u8 AddNewGameBirchObject(s16, s16, u8); void FieldEffectStop(struct Sprite *sprite, u8 id); u8 CreateTrainerSprite(u8 trainerSpriteID, s16 x, s16 y, u8 subpriority, u8 *buffer); void CreateTeleportFieldEffectTask(void); void FieldEffectActiveListRemove(u8 id); void MultiplyInvertedPaletteRGBComponents(u16, u8, u8, u8); void FieldEffectActiveListAdd(u8 id); void FieldEffectScript_LoadTiles(u8 **script); void FieldEffectScript_LoadFadedPalette(u8 **script); void FieldEffectScript_LoadPalette(u8 **script); void FieldEffectScript_CallNative(u8 **script, u32 *val); void FieldEffectFreeTilesIfUnused(u16 tileStart); void FieldEffectFreePaletteIfUnused(u8 paletteNum); bool8 FieldEffectCmd_loadtiles(u8 **script, u32 *val); bool8 FieldEffectCmd_loadfadedpal(u8 **script, u32 *val); bool8 FieldEffectCmd_loadpal(u8 **script, u32 *val); bool8 FieldEffectCmd_callnative(u8 **script, u32 *val); bool8 FieldEffectCmd_end(u8 **script, u32 *val); bool8 FieldEffectCmd_loadgfx_callnative(u8 **script, u32 *val); bool8 FieldEffectCmd_loadtiles_callnative(u8 **script, u32 *val); bool8 FieldEffectCmd_loadfadedpal_callnative(u8 **script, u32 *val); void sub_80B9C28(s16*, u8); void sub_80B9C54(s16*, u8); void sub_80B9CDC(s16*, u8); void sub_80B7CAC(struct Sprite*); void sub_80B7A58(struct Sprite*); void MultiplyPaletteRGBComponents(u16 i, u8 r, u8 g, u8 b); void FreeResourcesAndDestroySprite(struct Sprite *sprite, u8 spriteId); u8 CreateMonSprite_PicBox(u16 species, s16 x, s16 y, u8 subpriority); #endif //GUARD_FIELD_EFFECTS_H