pokeemerald/include/battle_gfx_sfx_util.h

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#ifndef GUARD_BATTLE_GFX_SFX_UTIL_H
#define GUARD_BATTLE_GFX_SFX_UTIL_H
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void AllocateBattleSpritesData(void);
void FreeBattleSpritesData(void);
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u16 ChooseMoveAndTargetInBattlePalace(void);
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void SpriteCB_WaitForBattlerBallReleaseAnim(struct Sprite *sprite);
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);
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);
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);
void DecompressTrainerBackPic(u16 backPicId, u8 battlerId);
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void BattleGfxSfxDummy3(u8 gender);
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void FreeTrainerFrontPicPalette(u16 frontPicId);
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);
void CopyAllBattleSpritesInvisibilities(void);
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void CopyBattleSpriteInvisibility(u8 battlerId);
void HandleSpeciesGfxDataChange(u8 attacker, u8 target, bool8 notTransform);
void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite);
void LoadBattleMonGfxAndAnimate(u8 battlerId, bool8 loadMonSprite, u8 spriteId);
void TrySetBehindSubstituteSpriteBit(u8 battlerId, u16 move);
void ClearBehindSubstituteBit(u8 battlerId);
void HandleLowHpMusicChange(struct Pokemon *mon, u8 battlerId);
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void BattleStopLowHpSound(void);
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);
void SpriteCB_SetInvisible(struct Sprite *sprite);
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void SetBattlerShadowSpriteCallback(u8 battlerId, u16 species);
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);
void FreeMonSpritesGfx(void);
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bool32 ShouldPlayNormalMonCry(struct Pokemon *mon);
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#endif // GUARD_BATTLE_GFX_SFX_UTIL_H