mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
47 lines
2.0 KiB
C
47 lines
2.0 KiB
C
#ifndef GUARD_FIELD_EFFECT_HELPERS_H
|
|
#define GUARD_FIELD_EFFECT_HELPERS_H
|
|
|
|
// States for bobbing up and down while surfing
|
|
enum {
|
|
// No bobbing
|
|
BOB_NONE,
|
|
// Both the surf blob/mon should bob up and down
|
|
BOB_PLAYER_AND_MON,
|
|
// Only the surf blob/mon should bob up and down
|
|
// For when the player has jumped/flown off
|
|
BOB_JUST_MON,
|
|
};
|
|
|
|
u8 CreateWarpArrowSprite(void);
|
|
u8 StartUnderwaterSurfBlobBobbing(u8 oldSpriteId);
|
|
void SetSurfBlob_BobState(u8 spriteId, u8 state);
|
|
void SetSurfBlob_DontSyncAnim(u8 spriteId, bool8 dontSync);
|
|
void SetSurfBlob_PlayerOffset(u8 spriteId, bool8 hasOffset, s16 offset);
|
|
bool8 UpdateRevealDisguise(struct ObjectEvent *);
|
|
void StartRevealDisguise(struct ObjectEvent *);
|
|
void StartAshFieldEffect(s16, s16, u16, s16);
|
|
void SetUpReflection(struct ObjectEvent *, struct Sprite *, u8);
|
|
u32 StartFieldEffectForObjectEvent(u8, struct ObjectEvent *);
|
|
u8 FindTallGrassFieldEffectSpriteId(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
|
|
void UpdateRayquazaSpotlightEffect(struct Sprite *);
|
|
void UpdateShadowFieldEffect(struct Sprite *);
|
|
void UpdateTallGrassFieldEffect(struct Sprite *);
|
|
void WaitFieldEffectSpriteAnim(struct Sprite *);
|
|
void UpdateAshFieldEffect(struct Sprite *);
|
|
void UpdateSurfBlobFieldEffect(struct Sprite *);
|
|
void UpdateJumpImpactEffect(struct Sprite *);
|
|
void UpdateFootprintsTireTracksFieldEffect(struct Sprite *);
|
|
void UpdateSplashFieldEffect(struct Sprite *);
|
|
void UpdateLongGrassFieldEffect(struct Sprite *);
|
|
void UpdateSandPileFieldEffect(struct Sprite *);
|
|
void UpdateDisguiseFieldEffect(struct Sprite *);
|
|
void UpdateShortGrassFieldEffect(struct Sprite *);
|
|
void UpdateHotSpringsWaterFieldEffect(struct Sprite *);
|
|
void UpdateBubblesFieldEffect(struct Sprite *);
|
|
void UpdateSparkleFieldEffect(struct Sprite *);
|
|
void SetSpriteInvisible(u8 spriteId);
|
|
void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y);
|
|
void SetUpShadow(struct ObjectEvent *objEvent, struct Sprite *sprite);
|
|
|
|
#endif //GUARD_FIELD_EFFECT_HELPERS_H
|