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#ifndef GUARD_BATTLE_TRANSITION_H
#define GUARD_BATTLE_TRANSITION_H

void TestBattleTransition(u8 transitionId);
void sub_8149DFC(u8 a1);
void BattleTransition_StartOnField(u8 transitionID);
void BattleTransition_Start(u8 transitionID);
bool8 IsBattleTransitionDone(void);
void Phase1_Task_RunFuncs(u8 taskId);

enum // TRANSITION_MUGSHOT
{
    MUGSHOT_SYDNEY,
    MUGSHOT_PHOEBE,
    MUGSHOT_GLACIA,
    MUGSHOT_DRAKE,
    MUGSHOT_CHAMPION,
    MUGSHOTS_COUNT
};

// credits for the names go to Dyskinesia, Tetrable and Farore
// 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_SHRED_SPLIT            25
#define B_TRANSITION_BLACKHOLE1             26
#define B_TRANSITION_BLACKHOLE2             27
#define B_TRANSITION_RECTANGULAR_SPIRAL     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
#define B_TRANSITION_COUNT                  42

#endif // GUARD_BATTLE_TRANSITION_H