#ifndef GUARD_BATTLE_TRANSITION_H #define GUARD_BATTLE_TRANSITION_H void TestBattleTransition(u8 transitionId); void BattleTransition_StartOnField(u8 transitionId); void BattleTransition_Start(u8 transitionId); bool8 IsBattleTransitionDone(void); bool8 FldEff_Pokeball(void); void TransitionPhase1_Task_RunFuncs(u8 taskId); void GetBg0TilesDst(u16 **tilemap, u16 **tileset); extern const struct SpritePalette gSpritePalette_Pokeball; enum // TRANSITION_MUGSHOT { MUGSHOT_SIDNEY, MUGSHOT_PHOEBE, MUGSHOT_GLACIA, MUGSHOT_DRAKE, MUGSHOT_CHAMPION, MUGSHOTS_COUNT }; // credits for the names go to Dyskinesia, Tetrable and Farore // names are naturally subject to change #define B_TRANSITION_BLUR 0 #define B_TRANSITION_SWIRL 1 #define B_TRANSITION_SHUFFLE 2 #define B_TRANSITION_BIG_POKEBALL 3 #define B_TRANSITION_POKEBALLS_TRAIL 4 #define B_TRANSITION_CLOCKWISE_BLACKFADE 5 #define B_TRANSITION_RIPPLE 6 #define B_TRANSITION_WAVE 7 #define B_TRANSITION_SLICE 8 #define B_TRANSITION_WHITEFADE 9 #define B_TRANSITION_GRID_SQUARES 10 #define B_TRANSITION_SHARDS 11 #define B_TRANSITION_SIDNEY 12 #define B_TRANSITION_PHOEBE 13 #define B_TRANSITION_GLACIA 14 #define B_TRANSITION_DRAKE 15 #define B_TRANSITION_CHAMPION 16 // added in Emerald #define B_TRANSITION_AQUA 17 #define B_TRANSITION_MAGMA 18 #define B_TRANSITION_REGICE 19 #define B_TRANSITION_REGISTEEL 20 #define B_TRANSITION_REGIROCK 21 #define B_TRANSITION_KYOGRE 22 #define B_TRANSITION_GROUDON 23 #define B_TRANSITION_RAYQUAZA 24 #define B_TRANSITION_SHRED_SPLIT 25 #define B_TRANSITION_BLACKHOLE1 26 #define B_TRANSITION_BLACKHOLE2 27 #define B_TRANSITION_RECTANGULAR_SPIRAL 28 #define B_TRANSITION_FRONTIER_LOGO_WIGGLE 29 #define B_TRANSITION_FRONTIER_LOGO_WAVE 30 #define B_TRANSITION_FRONTIER_SQUARES 31 #define B_TRANSITION_FRONTIER_SQUARES_SCROLL 32 #define B_TRANSITION_FRONTIER_SQUARES_SPIRAL 33 #define B_TRANSITION_FRONTIER_CIRCLES_MEET 34 #define B_TRANSITION_FRONTIER_CIRCLES_CROSS 35 #define B_TRANSITION_FRONTIER_CIRCLES_ASYMMETRIC_SPIRAL 36 #define B_TRANSITION_FRONTIER_CIRCLES_SYMMETRIC_SPIRAL 37 #define B_TRANSITION_FRONTIER_CIRCLES_MEET_IN_SEQ 38 #define B_TRANSITION_FRONTIER_CIRCLES_CROSS_IN_SEQ 39 #define B_TRANSITION_FRONTIER_CIRCLES_ASYMMETRIC_SPIRAL_IN_SEQ 40 #define B_TRANSITION_FRONTIER_CIRCLES_SYMMETRIC_SPIRAL_IN_SEQ 41 #define B_TRANSITION_COUNT 42 #endif // GUARD_BATTLE_TRANSITION_H