#ifndef GUARD_CODE_8077274_1_H #define GUARD_CODE_8077274_1_H void MuzzleTarget(struct Entity *pokemon, struct Entity *target); void sub_8078E18(struct Entity * pokemon, struct Entity * target); void MobileStatusTarget(struct Entity * pokemon, struct Entity * target); void ExposeStatusTarget(struct Entity * pokemon, struct Entity * target, s16 param_3); void IdentityItemHolders(struct Entity *pokemon, struct Entity *target); void BlindTarget(struct Entity *pokemon, struct Entity *target); void CrossEyeVisionTarget(struct Entity *pokemon, struct Entity *target); void RestoreVisionTarget(struct Entity *pokemon, struct Entity *target); void RestorePPTarget(struct Entity * pokemon,struct Entity * target, s32 param_3); void RaiseAtkStatTarget(struct Entity * pokemon,struct Entity * target, s32 increment); void RaiseSpAtkStatTarget(struct Entity * pokemon,struct Entity * target, s32 increment); void RaiseDefStatTarget(struct Entity * pokemon,struct Entity * target, s32 increment); void RaiseSpDefStatTarget(struct Entity * pokemon,struct Entity * target, s32 increment); void LongTossStatusTarget(struct Entity * pokemon,struct Entity * target); void PierceStatusTarget(struct Entity * pokemon,struct Entity * target); void SetChargeStatusTarget(struct Entity *pokemon, struct Entity *target, u8 newStatus, struct Move *move, u8 *message); void sub_8079764(struct Entity * pokemon); void CounterStatusTarget(struct Entity * pokemon, struct Entity * target, u8 newStatus); void SafeguardStatusTarget(struct Entity * pokemon, struct Entity * target); void MistStatusTarget(struct Entity * pokemon, struct Entity * target); void WishStatusTarget(struct Entity * pokemon, struct Entity * target); void MagicCoatStatusTarget(struct Entity * pokemon, struct Entity * target); void LightScreenStatusTarget(struct Entity * pokemon, struct Entity * target); void ReflectStatusTarget(struct Entity * pokemon, struct Entity * target); void ProtectStatusTarget(struct Entity * pokemon, struct Entity * target); void MirrorCoatStatusTarget(struct Entity * pokemon, struct Entity * target); void EndureStatusTarget(struct Entity * pokemon, struct Entity * target); void MirrorMoveStatusTarget(struct Entity * pokemon, struct Entity * target); void Conversion2StatusTarget(struct Entity * pokemon, struct Entity * target); void VitalThrowStatusTarget(struct Entity * pokemon, struct Entity * target); void sub_8079F20(struct Entity * pokemon, struct Entity * target, u8 param_3, u8 param_4); void sub_807A0CC(struct Entity * pokemon, struct Entity * target); void SendSleepEndMessage(struct Entity * pokemon, struct Entity * target, bool8 param_3, bool8 param_4); void SendNonVolatileEndMessage(struct Entity * pokemon, struct Entity * target); void SendImmobilizeEndMessage(struct Entity * pokemon, struct Entity *target); void SendVolatileEndMessage(struct Entity * pokemon, struct Entity *target); void SendProtectionEndMessage(struct Entity * pokemon, struct Entity *target); void SendWaitingEndMessage(struct Entity * pokemon, struct Entity * target, u8 waitingStatus); void SendLinkedEndMessage(struct Entity * pokemon, struct Entity * target); void SendMoveEndMessage(struct Entity * pokemon, struct Entity * target); void SendTransformEndMessage(struct Entity * pokemon, struct Entity *target); void SendEyesightEndMessage(struct Entity * pokemon,struct Entity * target); void SendMuzzledEndMessage(struct Entity * pokemon, struct Entity * target); void sub_807A96C(struct Entity *pokemon, struct Entity *target); void WakeUpPokemon(struct Entity * pokemon); void SendThawedMessage(struct Entity *pokemon, struct Entity *target); void sub_807AA30(void); #endif // !GUARD_CODE_8077274_1_H