#ifndef GUARD_MOVE_EFFECTS_TARGET_H #define GUARD_MOVE_EFFECTS_TARGET_H #include "structs/dungeon_entity.h" u8 sub_8075BF4(Entity * pokemon, s32 sleepTurns); void sub_8075C58(Entity * pokemon, Entity * target, s32 turns, bool8 displayMessage); bool8 CannotSleep(Entity * pokemon, Entity * target, u8 param_3, bool8 displayMessage); void NightmareStatusTarget(Entity * pokemon, Entity * target, s32 turns); void NappingStatusTarget(Entity * pokemon, Entity * target, s32 turns); void YawnedStatusTarget(Entity * pokemon, Entity * target, s32 turns); void SleeplessStatusTarget(Entity * pokemon, Entity * target); void PausedStatusTarget(Entity * pokemon, Entity * target, u8 param_3, s32 turns, bool8 displayMessage); void InfatuateStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void BurnedStatusTarget(Entity * pokemon, Entity * target, u8 param_3, bool8 displayMessage); void PoisonedStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void BadlyPoisonedStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void FrozenStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void SqueezedStatusTarget(Entity * pokemon, Entity * target, s16 param_3, bool32 displayMessage); void ImmobilizedStatusTarget(Entity * pokemon, Entity * target); void IngrainedStatusTarget(Entity * pokemon, Entity * target); void WrapTarget(Entity * pokemon, Entity * target); void sub_8076CB4(s32 param_1); void PetrifiedStatusTarget(Entity * pokemon, Entity * target); void LowerAttackStageTarget(Entity * pokemon, Entity * target, s32 index, s32 decrement, u8 param_5, bool8 displayMessage); void LowerDefenseStageTarget(Entity * pokemon, Entity * target, s32 index, s32 decrement, u8 param_5, bool8 displayMessage); void RaiseAttackStageTarget(Entity * pokemon, Entity * target, s32 index, s32 increment); void RaiseDefenseStageTarget(Entity * pokemon, Entity * target, s32 index, s32 increment); #endif