#ifndef GUARD_BATTLE_TRANSITION_H #define GUARD_BATTLE_TRANSITION_H void sub_8149DFC(u8 a1); void BattleTransition_StartOnField(u8 transitionID); void BattleTransition_Start(u8 transitionID); bool8 IsBattleTransitionDone(void); // credits for the names go to Dyskinesia and Tetrable // names are naturally subject to change #define B_TRANSITION_BLUR 0 #define B_TRANSITION_SWIRL 1 #define B_TRANSITION_SHUFFLE 2 #define B_TRANSITION_BIG_POKEBALL 3 #define B_TRANSITION_POKEBALLS_TRAIL 4 #define B_TRANSITION_CLOCKWISE_BLACKFADE 5 #define B_TRANSITION_RIPPLE 6 #define B_TRANSITION_WAVE 7 #define B_TRANSITION_SLICE 8 #define B_TRANSITION_WHITEFADE 9 #define B_TRANSITION_GRID_SQUARES 10 #define B_TRANSITION_SHARDS 11 #define B_TRANSITION_SYDNEY 12 #define B_TRANSITION_PHOEBE 13 #define B_TRANSITION_GLACIA 14 #define B_TRANSITION_DRAKE 15 #define B_TRANSITION_CHAMPION 16 // added in Emerald #define B_TRANSITION_AQUA 17 #define B_TRANSITION_MAGMA 18 #define B_TRANSITION_REGICE 19 #define B_TRANSITION_REGISTEEL 20 #define B_TRANSITION_REGIROCK 21 #define B_TRANSITION_KYOGRE 22 #define B_TRANSITION_GROUDON 23 #define B_TRANSITION_RAYQUAZA 24 #define B_TRANSITION_25 25 #define B_TRANSITION_26 26 #define B_TRANSITION_27 27 #define B_TRANSITION_28 28 #define B_TRANSITION_29 29 #define B_TRANSITION_30 30 #define B_TRANSITION_31 31 #define B_TRANSITION_32 32 #define B_TRANSITION_33 33 #define B_TRANSITION_34 34 #define B_TRANSITION_35 35 #define B_TRANSITION_36 36 #define B_TRANSITION_37 37 #define B_TRANSITION_38 38 #define B_TRANSITION_39 39 #define B_TRANSITION_40 40 #define B_TRANSITION_41 41 #endif // GUARD_BATTLE_TRANSITION_H