This SHOULD be a fixed commit, where pret is properly merged, the bug fixes relating to the follower and saves, bikes, and ground effects, and the improved dynamic palette system is present.
48 lines
2.3 KiB
C
48 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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u16 ChooseMoveAndTargetInBattlePalace(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 activeBattlerId, u8 attacker, u8 target, u8 tableId, u16 argument);
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void InitAndLaunchSpecialAnimation(u8 activeBattlerId, u8 attacker, u8 target, 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 BattleGfxSfxDummy2(u16 species);
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void DecompressTrainerFrontPic(u16 frontPicId, u8 battlerId);
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void DecompressTrainerBackPic(u16 backPicId, u8 battlerId);
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void BattleGfxSfxDummy3(u8 gender);
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void FreeTrainerFrontPicPalette(u16 frontPicId);
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bool8 BattleLoadAllHealthBoxesGfx(u8 state);
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void LoadBattleBarGfx(u8 unused);
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bool8 BattleInitAllSprites(u8 *state1, 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 attacker, u8 target, bool8 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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u8 GetMonHPBarLevel(struct Pokemon *mon);
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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 FillAroundBattleWindows(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 ShouldPlayNormalMonCry(struct Pokemon *mon);
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#endif // GUARD_BATTLE_GFX_SFX_UTIL_H
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