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dungeon leveling / dungeon turn effects
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13
include/dungeon_leveling.h
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13
include/dungeon_leveling.h
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#ifndef GUARD_DUNGEON_LEVELING_H
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#define GUARD_DUNGEON_LEVELING_H
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#include "structs/dungeon_entity.h"
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void AddExpPoints(Entity *pokemon, Entity *target, s32 exp);
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void EnemyEvolution(Entity *entity);
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void LevelUpTarget(Entity *pokemon, Entity *target, s32 level, u8 param_4, u8 param_5);
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void LevelDownTarget(Entity *pokemon, Entity *target, u32 level);
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bool8 sub_8072938(Entity *target, u16 moveId);
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void sub_8072AC8(s16 *param_1, s32 species, s32 param_3);
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#endif
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9
include/dungeon_turn_effects.h
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9
include/dungeon_turn_effects.h
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#ifndef GUARD_DUNGEON_TURN_EFFECTS_H
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#define GUARD_DUNGEON_TURN_EFFECTS_H
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#include "structs/dungeon_entity.h"
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void ApplyEndOfTurnEffects(Entity *entity);
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void TickStatusAndHealthRegen(Entity *entity);
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#endif
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@@ -8,6 +8,7 @@ bool8 HasRecruitedMon(s32 species_);
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s16 GetBaseSpecies(s16 index);
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s16 GetBaseSpeciesNoUnown(s16 index);
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bool8 TacticsTargetLeader(u8 tactic);
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void GetUnlockedTacticFlags(u8 *tacticsBuffer, s32 pokeLevel);
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bool8 HasIQForSkill(s32 pokeIQ, u8 IQSkillIndex);
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s32 GetNumAvailableIQSkills(u8 *iqSkillBuffer, s32 pokeIQ);
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void CopyTacticsNameToBuffer(char *buffer, u8 tactic);
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