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