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46 lines
2.3 KiB
C
46 lines
2.3 KiB
C
#ifndef GUARD_BATTLE_GFX_SFX_UTIL_H
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#define GUARD_BATTLE_GFX_SFX_UTIL_H
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void AllocateBattleSpritesData(void);
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void FreeBattleSpritesData(void);
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void SpriteCB_WaitForBattlerBallReleaseAnim(struct Sprite *sprite);
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void SpriteCB_TrainerSlideIn(struct Sprite *sprite);
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void InitAndLaunchChosenStatusAnimation(bool8 isStatus2, u32 status);
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bool8 TryHandleLaunchBattleTableAnimation(u8 activeBattler, u8 atkBattler, u8 defBattler, u8 tableId, u16 argument);
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void InitAndLaunchSpecialAnimation(u8 activeBattler, u8 atkBattler, u8 defBattler, u8 tableId);
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bool8 IsMoveWithoutAnimation(u16 moveId, u8 animationTurn);
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bool8 IsBattleSEPlaying(u8 battlerId);
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void BattleLoadOpponentMonSpriteGfx(struct Pokemon *mon, u8 battlerId);
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void BattleLoadPlayerMonSpriteGfx(struct Pokemon *mon, u8 battlerId);
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void DecompressGhostFrontPic(struct Pokemon *unused, u8 battlerId);
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void DecompressTrainerFrontPic(u16 frontPicId, u8 battlerId);
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void DecompressTrainerBackPalette(u16 a1, u8 a2);
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void BattleGfxSfxDummy3(u8 a1);
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void FreeTrainerFrontPicPaletteAndTile(u16 frontPicId);
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bool8 BattleLoadAllHealthBoxesGfx(u8 state);
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void LoadBattleBarGfx(u8 arg0);
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bool8 BattleInitAllSprites(u8 *state, u8 *battlerId);
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void ClearSpritesHealthboxAnimData(void);
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void CopyAllBattleSpritesInvisibilities(void);
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void CopyBattleSpriteInvisibility(u8 battlerId);
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void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform);
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void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite);
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void LoadBattleMonGfxAndAnimate(u8 battlerId, bool8 loadMonSprite, u8 spriteId);
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void TrySetBehindSubstituteSpriteBit(u8 battlerId, u16 move);
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void ClearBehindSubstituteBit(u8 battlerId);
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void HandleLowHpMusicChange(struct Pokemon *mon, u8 battlerId);
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void BattleStopLowHpSound(void);
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void HandleBattleLowHpMusicChange(void);
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void SetBattlerSpriteAffineMode(u8 affineMode);
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void LoadAndCreateEnemyShadowSprites(void);
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void SpriteCB_SetInvisible(struct Sprite *sprite);
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void SetBattlerShadowSpriteCallback(u8 battlerId, u16 species);
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void HideBattlerShadowSprite(u8 battlerId);
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void BattleInterfaceSetWindowPals(void);
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void ClearTemporarySpeciesSpriteData(u8 battlerId, bool8 dontClearSubstitute);
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void AllocateMonSpritesGfx(void);
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void FreeMonSpritesGfx(void);
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bool32 ShouldPlayNormalPokeCry(struct Pokemon *mon);
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#endif // GUARD_BATTLE_GFX_SFX_UTIL_H
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