pokeemerald/include/pokeball.h

60 lines
1.4 KiB
C

#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(u32 battler, s16 pan, u8 kindOfThrow);
void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriority, 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