#ifndef GUARD_MOVE_ORB_EFFECTS_2_H #define GUARD_MOVE_ORB_EFFECTS_2_H #include "structs/dungeon_entity.h" void ConfuseStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void CowerStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void HealTargetHP(Entity *pokemon, Entity *target, s32 param_3, s32 param_4, bool32 displayMessage); void HandleScannerOrb(Entity* pokemon, Entity* target); void HandleStairsOrb(Entity* pokemon, Entity* target); void HandleRadarOrb(Entity* pokemon, Entity* target); void HandleLeechSeed(Entity * pokemon, Entity * target, bool8 displayMessage); void sub_8078084(Entity * pokemon); void DestinyBondStatusTarget(Entity * pokemon, Entity * target); void SureShotStatusTarget(Entity *pokemon, Entity * target, s32 turns); void WhifferStatusTarget(Entity *pokemon, Entity * target, s32 turns); void FixedDamageStatusTarget(Entity *pokemon, Entity * target); void FocusEnergyStatusTarget(Entity *pokemon, Entity * target); void sub_80783C4(Entity * pokemon, Entity * target, bool8 param_3); void CurseStatusTarget(Entity *pokemon, Entity * target); void SnatchStatusTarget(Entity * pokemon, Entity * target); void TauntStatusTarget(Entity * pokemon, Entity * target); void HandleStockpile(Entity * pokemon, Entity * target); void InvisibleStatusTarget(Entity * pokemon, Entity * target); void PerishSongTarget(Entity * pokemon, Entity * target); void EncoreStatusTarget(Entity * pokemon, Entity * target); void sub_8078A58(struct Entity *pokemon, struct Entity *target, s32 param_3, s32 param_4); void sub_8078B5C(Entity *pokemon, Entity *target, u32 bellyIncrement, s32 maxBellyIncrement, bool8 displayMessage); void MuzzleTarget(Entity *pokemon, Entity *target); void TransformStatusTarget(Entity * pokemon, Entity * target); void MobileStatusTarget(Entity * pokemon, Entity * target); void ExposeStatusTarget(Entity * pokemon, Entity * target, s16 param_3); void IdentityItemHolders(Entity *pokemon, Entity *target); void BlindTarget(Entity *pokemon, Entity *target); void CrossEyeVisionTarget(Entity *pokemon, Entity *target); void RestoreVisionTarget(Entity *pokemon, Entity *target); void RestorePPTarget(Entity * pokemon,Entity * target, s32 param_3); void RaiseAtkStatTarget(Entity * pokemon,Entity * target, s32 increment); void RaiseSpAtkStatTarget(Entity * pokemon,Entity * target, s32 increment); void RaiseDefStatTarget(Entity * pokemon,Entity * target, s32 increment); void RaiseSpDefStatTarget(Entity * pokemon,Entity * target, s32 increment); void LongTossStatusTarget(Entity * pokemon,Entity * target); void PierceStatusTarget(Entity * pokemon,Entity * target); #endif