2017-09-16 19:13:06 +00:00
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#ifndef GUARD_FIELD_EFFECT_HELPERS_H
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#define GUARD_FIELD_EFFECT_HELPERS_H
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2017-09-07 23:28:46 +00:00
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2021-04-05 14:32:33 +00:00
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// States for bobbing up and down while surfing
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enum {
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// No bobbing
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BOB_NONE,
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// Both the surf blob/mon should bob up and down
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BOB_PLAYER_AND_MON,
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// Only the surf blob/mon should bob up and down
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// For when the player has jumped/flown off
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BOB_JUST_MON,
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};
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2017-09-07 23:28:46 +00:00
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2018-10-14 22:43:40 +00:00
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u8 CreateWarpArrowSprite(void);
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2021-04-05 14:32:33 +00:00
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u8 StartUnderwaterSurfBlobBobbing(u8 oldSpriteId);
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void SetSurfBlob_BobState(u8 spriteId, u8 state);
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void SetSurfBlob_DontSyncAnim(u8 spriteId, bool8 dontSync);
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void SetSurfBlob_PlayerOffset(u8 spriteId, bool8 hasOffset, s16 offset);
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2021-04-06 18:51:39 +00:00
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bool8 UpdateRevealDisguise(struct ObjectEvent *);
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void StartRevealDisguise(struct ObjectEvent *);
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2018-10-14 22:43:40 +00:00
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void StartAshFieldEffect(s16, s16, u16, s16);
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2019-11-21 03:55:44 +00:00
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void SetUpReflection(struct ObjectEvent*, struct Sprite*, u8);
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u32 StartFieldEffectForObjectEvent(u8, struct ObjectEvent*);
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2018-10-14 22:43:40 +00:00
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u8 FindTallGrassFieldEffectSpriteId(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
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2020-06-24 20:27:00 +00:00
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void UpdateRayquazaSpotlightEffect(struct Sprite*);
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2018-10-14 22:43:40 +00:00
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void UpdateShadowFieldEffect(struct Sprite*);
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void UpdateTallGrassFieldEffect(struct Sprite*);
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2018-10-16 13:55:16 +00:00
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void WaitFieldEffectSpriteAnim(struct Sprite*);
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2018-10-14 22:43:40 +00:00
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void UpdateAshFieldEffect(struct Sprite*);
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void UpdateSurfBlobFieldEffect(struct Sprite*);
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2020-06-24 20:27:00 +00:00
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void UpdateJumpImpactEffect(struct Sprite*);
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2018-10-14 22:43:40 +00:00
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void UpdateFootprintsTireTracksFieldEffect(struct Sprite*);
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void UpdateSplashFieldEffect(struct Sprite*);
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void UpdateLongGrassFieldEffect(struct Sprite*);
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void UpdateSandPileFieldEffect(struct Sprite*);
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void UpdateDisguiseFieldEffect(struct Sprite*);
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void UpdateShortGrassFieldEffect(struct Sprite*);
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void UpdateHotSpringsWaterFieldEffect(struct Sprite*);
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void UpdateBubblesFieldEffect(struct Sprite*);
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void UpdateSparkleFieldEffect(struct Sprite*);
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2018-10-19 05:05:54 +00:00
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void SetSpriteInvisible(u8 spriteId);
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void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y);
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2017-09-07 23:28:46 +00:00
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2017-09-16 19:13:06 +00:00
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#endif //GUARD_FIELD_EFFECT_HELPERS_H
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