2020-04-09 19:43:50 +00:00
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// These indicate the state of the last completed animation, and are only used
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// to decide whether to trigger a transition to a different state via one of
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// the _anim_* functions.
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enum yuuka6_sprite_state_t {
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VANISHED = 0,
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PARASOL_BACK_OPEN = 1,
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PARASOL_BACK_CLOSED = 2,
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PARASOL_FORWARD = 3,
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PARASOL_LEFT = 4,
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PARASOL_SHIELD = 8,
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};
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extern int yuuka6_anim_frame;
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extern yuuka6_sprite_state_t yuuka6_sprite_state;
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// Call these once per frame to run the indicated sprite animation. All of
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// these return true once the animation is finished.
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bool near yuuka6_anim_parasol_back_close(void)
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;
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bool near yuuka6_anim_parasol_back_open(void)
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;
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bool near yuuka6_anim_parasol_back_pull_forward(void)
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;
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bool near yuuka6_anim_parasol_back_pull_left(void)
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;
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bool near yuuka6_anim_parasol_left_spin_back(void)
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;
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bool near yuuka6_anim_vanish(void)
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;
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bool near yuuka6_anim_appear(void)
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;
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bool near yuuka6_anim_parasol_shield(void)
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;
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2020-04-11 14:33:22 +00:00
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void pascal near yuuka6_phase_end(
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explode_type_t explode_type, int next_phase_end_hp
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);
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