#ifndef GUARD_POKEBALL_H #define GUARD_POKEBALL_H enum { BALL_POKE, BALL_GREAT, BALL_ULTRA, BALL_MASTER, BALL_PREMIER, BALL_HEAL, BALL_NET, BALL_NEST, BALL_DIVE, BALL_DUSK, BALL_TIMER, BALL_QUICK, BALL_REPEAT, BALL_LUXURY, BALL_LEVEL, BALL_LURE, BALL_MOON, BALL_FRIEND, BALL_LOVE, BALL_FAST, BALL_HEAVY, BALL_DREAM, BALL_SAFARI, BALL_SPORT, BALL_PARK, BALL_BEAST, BALL_CHERISH, POKEBALL_COUNT }; enum { BALL_AFFINE_ANIM_0, BALL_ROTATE_RIGHT, BALL_ROTATE_LEFT, BALL_AFFINE_ANIM_3, BALL_AFFINE_ANIM_4 }; extern const struct CompressedSpriteSheet gBallSpriteSheets[]; extern const struct CompressedSpritePalette gBallSpritePalettes[]; extern const struct SpriteTemplate gBallSpriteTemplates[]; #define POKEBALL_PLAYER_SENDOUT 0xFF #define POKEBALL_OPPONENT_SENDOUT 0xFE u8 DoPokeballSendOutAnimation(s16 pan, u8 kindOfThrow); void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriortiy, u8 delay, u32 fadePalettes, u16 species); u8 CreateTradePokeballSprite(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subPriority, u8 delay, u32 fadePalettes); void StartHealthboxSlideIn(u8 battler); void DoHitAnimHealthboxEffect(u8 battler); void LoadBallGfx(u8 ballId); void FreeBallGfx(u8 ballId); #endif // GUARD_POKEBALL_H