#ifndef GUARD_BATTLE_TRANSITION_H #define GUARD_BATTLE_TRANSITION_H void BattleTransition_StartOnField(u8 transitionId); void BattleTransition_Start(u8 transitionId); bool8 IsBattleTransitionDone(void); bool8 FldEff_PokeballTrail(void); void Task_BattleTransition_Intro(u8 taskId); void GetBg0TilesDst(u16 **tilemap, u16 **tileset); extern const struct SpritePalette gSpritePalette_Pokeball; enum { MUGSHOT_SIDNEY, MUGSHOT_PHOEBE, MUGSHOT_GLACIA, MUGSHOT_DRAKE, MUGSHOT_CHAMPION, MUGSHOTS_COUNT }; enum { B_TRANSITION_BLUR, B_TRANSITION_SWIRL, B_TRANSITION_SHUFFLE, B_TRANSITION_BIG_POKEBALL, B_TRANSITION_POKEBALLS_TRAIL, B_TRANSITION_CLOCKWISE_WIPE, B_TRANSITION_RIPPLE, B_TRANSITION_WAVE, B_TRANSITION_SLICE, B_TRANSITION_WHITE_BARS_FADE, B_TRANSITION_GRID_SQUARES, B_TRANSITION_ANGLED_WIPES, B_TRANSITION_SIDNEY, B_TRANSITION_PHOEBE, B_TRANSITION_GLACIA, B_TRANSITION_DRAKE, B_TRANSITION_CHAMPION, B_TRANSITION_AQUA, // Here below added in Emerald B_TRANSITION_MAGMA, B_TRANSITION_REGICE, B_TRANSITION_REGISTEEL, B_TRANSITION_REGIROCK, B_TRANSITION_KYOGRE, B_TRANSITION_GROUDON, B_TRANSITION_RAYQUAZA, B_TRANSITION_SHRED_SPLIT, B_TRANSITION_BLACKHOLE, B_TRANSITION_BLACKHOLE_PULSATE, B_TRANSITION_RECTANGULAR_SPIRAL, B_TRANSITION_FRONTIER_LOGO_WIGGLE, B_TRANSITION_FRONTIER_LOGO_WAVE, B_TRANSITION_FRONTIER_SQUARES, B_TRANSITION_FRONTIER_SQUARES_SCROLL, B_TRANSITION_FRONTIER_SQUARES_SPIRAL, B_TRANSITION_FRONTIER_CIRCLES_MEET, B_TRANSITION_FRONTIER_CIRCLES_CROSS, B_TRANSITION_FRONTIER_CIRCLES_ASYMMETRIC_SPIRAL, B_TRANSITION_FRONTIER_CIRCLES_SYMMETRIC_SPIRAL, B_TRANSITION_FRONTIER_CIRCLES_MEET_IN_SEQ, B_TRANSITION_FRONTIER_CIRCLES_CROSS_IN_SEQ, B_TRANSITION_FRONTIER_CIRCLES_ASYMMETRIC_SPIRAL_IN_SEQ, B_TRANSITION_FRONTIER_CIRCLES_SYMMETRIC_SPIRAL_IN_SEQ, B_TRANSITION_COUNT }; // IDs for GetSpecialBattleTransition enum { B_TRANSITION_GROUP_B_TOWER, B_TRANSITION_GROUP_B_DOME = 3, B_TRANSITION_GROUP_B_PALACE, B_TRANSITION_GROUP_B_ARENA, B_TRANSITION_GROUP_B_FACTORY, B_TRANSITION_GROUP_B_PIKE, B_TRANSITION_GROUP_B_PYRAMID = 10, B_TRANSITION_GROUP_TRAINER_HILL, B_TRANSITION_GROUP_SECRET_BASE, B_TRANSITION_GROUP_E_READER, }; #endif // GUARD_BATTLE_TRANSITION_H