#ifndef GUARD_BATTLE_ANIM_H #define GUARD_BATTLE_ANIM_H enum { ANIM_BANK_ATTACKER, ANIM_BANK_TARGET, ANIM_BANK_ATK_PARTNER, ANIM_BANK_DEF_PARTNER, }; enum { BG_ANIM_SCREEN_SIZE, BG_ANIM_AREA_OVERFLOW_MODE, BG_ANIM2, BG_ANIM3, BG_ANIM_PRIORITY, BG_ANIM_5, BG_ANIM_6 }; struct UnknownAnimStruct2 { void *unk0; u16 *unk4; u8 unk8; u8 unk9; u16 unkA; u16 unkC; }; struct BattleAnimBackground { void *image; void *palette; void *tilemap; }; #define ANIM_ARGS_COUNT 8 #define PAN_SIDE_PLAYER -64 #define PAN_SIDE_OPPONENT 63 extern void (*gAnimScriptCallback)(void); extern bool8 gAnimScriptActive; extern u8 gAnimVisualTaskCount; extern u8 gAnimSoundTaskCount; extern struct DisableStruct *gAnimDisableStructPtr; extern u32 gAnimMoveDmg; extern u16 gAnimMovePower; extern u8 gAnimFriendship; extern u16 gWeatherMoveAnim; extern s16 gBattleAnimArgs[ANIM_ARGS_COUNT]; extern u8 gAnimMoveTurn; extern u8 gAnimBankAttacker; extern u8 gAnimBankTarget; extern u16 gAnimSpeciesByBanks[BATTLE_BANKS_COUNT]; extern u8 gUnknown_02038440; void ClearBattleAnimationVars(void); void DoMoveAnim(u16 move); void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMoveAnim); void DestroyAnimSprite(struct Sprite *sprite); void DestroyAnimVisualTask(u8 taskId); void DestroyAnimSoundTask(u8 taskId); bool8 IsAnimBankSpriteVisible(u8 bank); void sub_80A438C(u8 bank, bool8 toBG_2, bool8 setSpriteInvisible); bool8 IsContest(void); s8 BattleAnimAdjustPanning(s8 pan); s8 BattleAnimAdjustPanning2(s8 pan); s16 sub_80A52EC(s16 a); s16 CalculatePanIncrement(s16 sourcePan, s16 targetPan, s16 incrementPan); // battle_anim_80FE840.s void SetAnimBgAttribute(u8 bgId, u8 attributeId, u8 value); void sub_8118FBC(u8 arg0, u8 arg1, u8 arg2, u8 bankIdentity, u8 arg4, void *arg5, u16 *arg6, u16 arg7); void HandleIntroSlide(u8 terrainId); // battle_anim_80A5C6C.s void sub_80A6EEC(struct Sprite *sprite); void sub_80A8278(void); void sub_80A6B30(struct UnknownAnimStruct2*); void sub_80A6B90(struct UnknownAnimStruct2*, u32 arg1); u8 sub_80A82E4(u8 bank); u8 sub_80A5C6C(u8 bank, u8 attributeId); bool8 IsBankSpritePresent(u8 bank); void sub_80A6C68(u8 arg0); u8 GetAnimBankSpriteId(u8 wantedBank); bool8 IsDoubleBattle(void); u8 sub_80A6D94(void); u8 sub_80A8364(u8); void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite*)); void oamt_add_pos2_onto_pos1(struct Sprite *sprite); u8 GetBankSpriteDefault_Y(u8 bank); u8 sub_80A82E4(u8 bank); u8 GetSubstituteSpriteDefault_Y(u8 bank); // battle_anim_80A9C70.s void LaunchStatusAnimation(u8 bank, u8 statusAnimId); #endif // GUARD_BATTLE_ANIM_H