Decomped fleeing outlaw teleport logic

This commit is contained in:
AnonymousRandomPerson
2026-01-31 22:26:26 -05:00
parent a05015dfe2
commit b7e554692c
32 changed files with 1530 additions and 1555 deletions

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@@ -0,0 +1,9 @@
#ifndef PMDSKY_OVERLAY_29_022FBA54_H
#define PMDSKY_OVERLAY_29_022FBA54_H
#include "dungeon_mode.h"
s16 FindMoveOnMonster(struct entity* entity, enum move_id move_id);
bool8 DoesMonsterHaveMove(struct entity* entity, enum move_id move_id);
#endif //PMDSKY_OVERLAY_29_022FBA54_H

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@@ -0,0 +1,8 @@
#ifndef PMDSKY_OVERLAY_29_022FBBEC_H
#define PMDSKY_OVERLAY_29_022FBBEC_H
#include "dungeon_mode.h"
struct entity* FindMonsterWithBehavior(enum monster_behavior monster_behavior);
#endif //PMDSKY_OVERLAY_29_022FBBEC_H

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@@ -0,0 +1,6 @@
#ifndef PMDSKY_OVERLAY_29_0234AEA4_H
#define PMDSKY_OVERLAY_29_0234AEA4_H
void TeleportFleeingOutlaw();
#endif //PMDSKY_OVERLAY_29_0234AEA4_H

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@@ -7,5 +7,6 @@
const struct natural_gift_item_info* GetEntityNaturalGiftInfo(struct entity* entity);
// Gets the current Weather Ball type for the given entity, based on the apparent weather.
enum type_id GetEntityWeatherBallType(struct entity* entity);
void UseMoveByMoveId(struct entity *entity, enum move_id move_id, bool8 add_move_if_not_exists);
#endif //PMDSKY_SPECIAL_MOVE_TYPES_H