The battle animation state, render objects and effect entries, and the palette buffer work. More...
Go to the source code of this file.
Data Structures | |
| struct | BattleAnimationState |
| An actor's animated sprite, as far as the pointer to its sprite id. More... | |
| struct | BattleRenderObject |
| A field actor as the speaker lookup reads it: its kind (1 for an animated sprite) and that sprite. More... | |
| struct | BattleEffectEntry |
| A speaker definition, a row of gBattleFx_DefinitionTable: a sprite, its portrait (0xff for none) and the flags that choose its idle line. More... | |
Variables | |
| struct BattleEffectBuffers * | gPaletteBufferWork |
The battle animation state, render objects and effect entries, and the palette buffer work.
Definition in file battle_effect_runtime.h.
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extern |
Referenced by AltinPeak_StepPaletteAnim(), BattleFx_ApplyColorToSourceBuffer(), BattleFx_ApplyColorToTargetBuffer(), BattleFx_SetPrimaryBufferValue(), BattleFx_StartBufferBlend(), BattleFx_StartBufferInterpolation(), BattlePalette_UpdateBlend(), Event_LeaveAfterRefusing(), FieldFx_StartLightning(), KolimaPalette_Capture(), KolimaPalette_Restore(), KolimaPalette_SaveFirst(), KolimaPalette_SaveSecond(), PaletteFade_SetBackdrop(), PaletteFade_SetCurrent(), PaletteFade_SetTarget(), PaletteFade_Start(), PaletteFade_Update(), Shop_SaveAndTintFieldPalette(), SolSanctumLunaSolRooms_ShowFloatingEye(), and TretPalette_SaveSceneColors().