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#ifndef EFFECTS_H
#define EFFECTS_H

#include "entity.h"

typedef enum {
    FX_FALL_DOWN,
    FX_EXPLOSION,
    FX_DEATH,
    FX_BUSH,
    FX_ROCK,
    FX_POT_SHATTER,
    FX_6,
    FX_SPARKLE,
    FX_8,
    FX_9,
    FX_A,
    FX_WATER_SPLASH,
    FX_LAVA_SPLASH,
    FX_ICE,
    FX_ROCK_HUGE,
    FX_ROCK_SMALL,
    FX_REFLECT,
    FX_DASH,
    FX_BLUE_SPARKLE,
    FX_RED_BUSH,
    FX_SPARKLE2,
    FX_ROCK2,
    FX_FIRE,
    FX_GRASS_CUT,
    FX_18,
    FX_SWORD_MAGIC,
    FX_LIGHTNING,
    FX_LIGHTNING_STRIKE,
    FX_STARS,
    FX_STARS_STRIKE,
    FX_STARS_STRIKE2,
    FX_REFLECT2,
    FX_RIPPLE,
    FX_RIPPLE_LARGE,
    FX_BROWN_SMOKE,
    FX_BROWN_SMOKE_LARGE,
    FX_BROWN_SMOKE2,
    FX_SWEAT,
    FX_SPARKLE4,
    FX_27,
    FX_SLOW_EXPLOSION,
    FX_CONFETTI,
    FX_CONFETTI_LARGE,
    FX_GREEN_SPLASH2,
    FX_REFECT3,
    FX_SIGN,
    FX_SLOW_SMOKE2,
    FX_SLOW_SMOKE_SMALL,
    FX_SPARKLE_SECRET,
    FX_MAILBOX_UNUSED,
    FX_32,
    FX_33,
    FX_34,
    FX_BIG_EXPLOSION,
    FX_LAVA_SPLASH_HUGE,
    FX_GRASS_CUT2,
    FX_BUSH_CUT2,
    FX_BUSH_CUT3,
    FX_EGG,
    FX_WOOD,
    FX_BONE,
    FX_STARS2,
    FX_GRASS_CUT3,
    FX_GRASS_CUT4,
    FX_GRASS_CUT5,
    FX_REFLECT4,
    FX_STEAM_EFC,
    FX_BIG_EXPLOSION2,
    FX_WHITE_SPLASH,
    FX_WHITE_ROCK,
    FX_GIANT_EXPLOSION,
    FX_GIANT_EXPLOSION2,
    FX_GIANT_EXPLOSION3,
    FX_GREEN_ORB,
    FX_GREEN_ORB_SLOW,
    FX_WHITE_AURA,
    FX_WOOD2,
    FX_SPARKLE3,
    FX_MAGIC_STORM,
    FX_BLUE_EFC,
    FX_REFLECT5,
    FX_GIANT_EXPLOSION4,
    FX_GREEN_SPLASH,
    FX_BLUE_PUFF,
    FX_WHITE_PUFF,
    FX_AURA_BASE,
    FX_RED_AURA,
    FX_BLUE_AURA,
    FX_58,
    FX_59,
    FX_5A,
    FX_5B,
    FX_BARREL_BEAM,
    FX_BARREL,
    FX_5E,
    FX_5F,
    FX_60,
    FX_STONE_BLOCK,
    FX_62,
    FX_63,
    FX_64,
    FX_65,
    FX_66,
    FX_67,
    FX_68,
    FX_69,
    FX_6A,
    FX_6B,
    FX_6C
} Effect;

Entity* CreateFx(Entity* parent, Effect type, u32 type2);
void CreateDeathFx(Entity* parent);
void CreateDeathFxAt(s32 xOff, s32 yOff, u32 layer);
void CreateDashFx(Entity* parent);
void CreateExplosionBrokenFx(Entity* parent);
void CreateWaterSplashFx(Entity* parent);
Entity* CreateRippleFx(Entity* parent);
void CreateRippleFxRandom(Entity* parent, s32 range);
Entity* CreateLargeRippleFx(Entity* parent);
void CreateLargeRippleFxRandom(Entity* parent, s32 minDistance, s32 maxDistance);
void CreateSparkleFx(Entity* parent);

extern void CreateDrownFx(Entity*);
extern void CreateLavaDrownFx(Entity* parent);
extern void CreateSwampDrownFx(Entity* parent);
extern void CreatePitFallFx(Entity* parent);

void CreateMagicSparklesFxAt(u32 baseX, u32 baseY, u32 layer);

#endif // EFFECTS_H