20#include "pulse_stone_icon.png.h"
23INCLUDE_PAL(
"pulse_stone_icon.flash.pal", pulse_stone_icon_2_pal);
24#include "pulse_stone_icon.gfx.inc.c"
98 G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
99 gSPDisplayList(
gMainGfxPos++, pulse_stone_icon_gfx);
129 ifxImg.
palette = pulse_stone_icon_1_pal;
130 if (pingDelay >= 0) {
137 ifxImg.
palette = pulse_stone_icon_2_pal;
139 ifxImg.
palette = pulse_stone_icon_1_pal;
143 ifxImg.
raster = pulse_stone_icon_img;
144 ifxImg.
width = pulse_stone_icon_img_width;
145 ifxImg.
height = pulse_stone_icon_img_height;
164 playerStatus->
animFlags &= ~PA_FLAG_PULSE_STONE_VISIBLE;
@ PA_FLAG_PULSE_STONE_VISIBLE
The pulse stone icon is being shown.
@ PA_FLAG_USING_PULSE_STONE
@ ACTION_STATE_USE_TWEESTER
s32 has_valid_conversation_npc(void)
s32 imgfx_appendGfx_component(s32, ImgFXTexture *, u32, Matrix4f)
s32 is_starting_conversation(void)
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
void sfx_play_sound_at_player(s32 soundID, s32 arg1)
void pulse_stone_notification_update(void)
s32 should_continue_pulse_stone(void)
void appendGfx_pulse_stone_icon(void)
void pulse_stone_notification_setup(void)
s32 should_cancel_pulse_stone(void)
BSS PulseStoneData PulseStoneNotification
PulseStoneData * PulseStonePtr
PartnerStatus gPartnerStatus
GameStatus * gGameStatusPtr
void(* PulseStoneNotificationCallback)(void)
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext