#ifndef GUARD_FIELD_EFFECT_HELPERS_H #define GUARD_FIELD_EFFECT_HELPERS_H // States for bobbing up and down while surfing enum { // No bobbing BOB_NONE, // Both the surf blob/mon should bob up and down BOB_PLAYER_AND_MON, // Only the surf blob/mon should bob up and down // For when the player has jumped/flown off BOB_JUST_MON, }; u8 CreateWarpArrowSprite(void); u8 StartUnderwaterSurfBlobBobbing(u8 blobSpriteId); void SetSurfBlob_BobState(u8 spriteId, u8 state); void SetSurfBlob_DontSyncAnim(u8 spriteId, bool8 dontSync); void SetSurfBlob_PlayerOffset(u8 spriteId, bool8 hasOffset, s16 offset); bool8 UpdateRevealDisguise(struct ObjectEvent *objectEvent); void StartRevealDisguise(struct ObjectEvent *objectEvent); void StartAshFieldEffect(s16 x, s16 y, u16 metatileId, s16 delay); void SetUpReflection(struct ObjectEvent *objectEvent, struct Sprite *sprite, bool8 stillReflection); u32 StartFieldEffectForObjectEvent(u8 fieldEffectId, struct ObjectEvent *objectEvent); u8 FindTallGrassFieldEffectSpriteId(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y); void UpdateRayquazaSpotlightEffect(struct Sprite *sprite); void UpdateShadowFieldEffect(struct Sprite *sprite); void UpdateTallGrassFieldEffect(struct Sprite *sprite); void WaitFieldEffectSpriteAnim(struct Sprite *sprite); void UpdateAshFieldEffect(struct Sprite *sprite); void UpdateSurfBlobFieldEffect(struct Sprite *sprite); void UpdateJumpImpactEffect(struct Sprite *sprite); void UpdateFootprintsTireTracksFieldEffect(struct Sprite *sprite); void UpdateSplashFieldEffect(struct Sprite *sprite); void UpdateLongGrassFieldEffect(struct Sprite *sprite); void UpdateSandPileFieldEffect(struct Sprite *sprite); void UpdateDisguiseFieldEffect(struct Sprite *sprite); void UpdateShortGrassFieldEffect(struct Sprite *sprite); void UpdateHotSpringsWaterFieldEffect(struct Sprite *sprite); void UpdateBubblesFieldEffect(struct Sprite *sprite); void UpdateSparkleFieldEffect(struct Sprite *sprite); void SetSpriteInvisible(u8 spriteId); void ShowWarpArrowSprite(u8 spriteId, u8 direction, s16 x, s16 y); #endif //GUARD_FIELD_EFFECT_HELPERS_H