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47 lines
2.6 KiB
C
47 lines
2.6 KiB
C
#ifndef GUARD_MOVE_ORB_EFFECTS_2_H
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#define GUARD_MOVE_ORB_EFFECTS_2_H
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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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