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include file for move orb effects 2
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@@ -3,21 +3,10 @@
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#include "structs/dungeon_entity.h"
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void MuzzleTarget(Entity *pokemon, Entity *target);
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void TransformStatusTarget(Entity * pokemon, Entity * target);
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void MobileStatusTarget(Entity * pokemon, Entity * target);
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void ExposeStatusTarget(Entity * pokemon, Entity * target, s16 param_3);
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void IdentityItemHolders(Entity *pokemon, Entity *target);
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void BlindTarget(Entity *pokemon, Entity *target);
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void CrossEyeVisionTarget(Entity *pokemon, Entity *target);
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void RestoreVisionTarget(Entity *pokemon, Entity *target);
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void RestorePPTarget(Entity * pokemon,Entity * target, s32 param_3);
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void RaiseAtkStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void RaiseSpAtkStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void RaiseDefStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void RaiseSpDefStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void LongTossStatusTarget(Entity * pokemon,Entity * target);
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void PierceStatusTarget(Entity * pokemon,Entity * target);
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// TODO: Remove this file
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void SetChargeStatusTarget(Entity *pokemon, Entity *target, u8 newStatus, Move *move, const u8 *message);
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void sub_8079764(Entity * pokemon);
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void CounterStatusTarget(Entity * pokemon, Entity * target, u8 newStatus);
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@@ -49,7 +49,6 @@ bool8 ExplosionMoveAction(Entity *pokemon, Entity *target, Move *move, s32 itemI
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bool8 ChargeMoveAction(Entity *pokemon, Entity *target, Move *move, s32 itemId);
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bool8 WaterSpoutMoveAction(Entity *pokemon, Entity *target, Move *move, s32 itemId);
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bool8 StockpileMoveAction(Entity *pokemon, Entity *target, Move *move, s32 itemId);
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void sub_80783C4(Entity * pokemon, Entity * target, bool8 param_3);
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bool8 StunSporeMoveAction(Entity *pokemon, Entity *target, Move *move, s32 itemId);
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bool8 sub_8058C00(Entity *pokemon, Entity *target, Move *move, s32 itemId);
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bool8 sub_8059CD8(Entity *pokemon, Entity *target, Move *move, s32 itemId);
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@@ -3,6 +3,44 @@
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#include "structs/dungeon_entity.h"
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void ConfuseStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void CowerStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void HealTargetHP(Entity *pokemon, Entity *target, s32 param_3, s32 param_4, bool32 displayMessage);
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void HandleScannerOrb(Entity* pokemon, Entity* target);
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void HandleStairsOrb(Entity* pokemon, Entity* target);
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void HandleRadarOrb(Entity* pokemon, Entity* target);
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void HandleLeechSeed(Entity * pokemon, Entity * target, bool8 displayMessage);
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void sub_8078084(Entity * pokemon);
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void DestinyBondStatusTarget(Entity * pokemon, Entity * target);
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void SureShotStatusTarget(Entity *pokemon, Entity * target, s32 turns);
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void WhifferStatusTarget(Entity *pokemon, Entity * target, s32 turns);
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void FixedDamageStatusTarget(Entity *pokemon, Entity * target);
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void FocusEnergyStatusTarget(Entity *pokemon, Entity * target);
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void sub_80783C4(Entity * pokemon, Entity * target, bool8 param_3);
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void CurseStatusTarget(Entity *pokemon, Entity * target);
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void SnatchStatusTarget(Entity * pokemon, Entity * target);
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void TauntStatusTarget(Entity * pokemon, Entity * target);
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void HandleStockpile(Entity * pokemon, Entity * target);
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void InvisibleStatusTarget(Entity * pokemon, Entity * target);
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void PerishSongTarget(Entity * pokemon, Entity * target);
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void EncoreStatusTarget(Entity * pokemon, Entity * target);
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void sub_8078A58(struct Entity *pokemon, struct Entity *target, s32 param_3, s32 param_4);
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void sub_8078B5C(Entity *pokemon, Entity *target, u32 bellyIncrement, s32 maxBellyIncrement, bool8 displayMessage);
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void MuzzleTarget(Entity *pokemon, Entity *target);
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void TransformStatusTarget(Entity * pokemon, Entity * target);
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void MobileStatusTarget(Entity * pokemon, Entity * target);
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void ExposeStatusTarget(Entity * pokemon, Entity * target, s16 param_3);
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void IdentityItemHolders(Entity *pokemon, Entity *target);
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void BlindTarget(Entity *pokemon, Entity *target);
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void CrossEyeVisionTarget(Entity *pokemon, Entity *target);
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void RestoreVisionTarget(Entity *pokemon, Entity *target);
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void RestorePPTarget(Entity * pokemon,Entity * target, s32 param_3);
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void RaiseAtkStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void RaiseSpAtkStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void RaiseDefStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void RaiseSpDefStatTarget(Entity * pokemon,Entity * target, s32 increment);
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void LongTossStatusTarget(Entity * pokemon,Entity * target);
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void PierceStatusTarget(Entity * pokemon,Entity * target);
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#endif
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@@ -18,25 +18,5 @@ void CringeStatusTarget(Entity * pokemon,Entity * target, bool8 displayMessage);
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void ParalyzeStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void RaiseMovementSpeedTarget(Entity * pokemon, Entity * target, s32 turns, bool8 diplayMessage);
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void LowerMovementSpeedTarget(Entity * pokemon, Entity * target, s32 levels, bool8 displayMessage);
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void ConfuseStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void CowerStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void HealTargetHP(Entity *pokemon, Entity *target, s32 param_3, s32 param_4, bool32 displayMessage);
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void HandleScannerOrb(Entity* pokemon, Entity* target);
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void HandleStairsOrb(Entity* pokemon, Entity* target);
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void HandleRadarOrb(Entity* pokemon, Entity* target);
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void HandleLeechSeed(Entity * pokemon, Entity * target, bool8 displayMessage);
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void DestinyBondStatusTarget(Entity * pokemon, Entity * target);
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void SureShotStatusTarget(Entity *pokemon, Entity * target, s32 turns);
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void WhifferStatusTarget(Entity *pokemon, Entity * target, s32 turns);
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void FixedDamageStatusTarget(Entity *pokemon, Entity * target);
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void FocusEnergyStatusTarget(Entity *pokemon, Entity * target);
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void CurseStatusTarget(Entity *pokemon, Entity * target);
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void SnatchStatusTarget(Entity * pokemon, Entity * target);
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void TauntStatusTarget(Entity * pokemon, Entity * target);
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void HandleStockpile(Entity * pokemon, Entity * target);
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void InvisibleStatusTarget(Entity * pokemon, Entity * target);
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void PerishSongTarget(Entity * pokemon, Entity * target);
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void EncoreStatusTarget(Entity * pokemon, Entity * target);
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void sub_8078A58(struct Entity *pokemon, struct Entity *target, s32 param_3, s32 param_4);
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#endif
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@@ -6,6 +6,7 @@
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#include "structs/str_position.h"
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void sub_807FA9C(void);
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void sub_807FC3C(DungeonPos *pos, u32 trapID, u32 param_3);
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bool8 CanLayTrap(DungeonPos *pos);
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bool8 LayTrap(DungeonPos *pos, u8 trapID, u8 param_3);
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bool8 sub_807FD84(Entity *entity);
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