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Decomped fleeing outlaw teleport logic
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9
include/overlay_29_022FBA54.h
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9
include/overlay_29_022FBA54.h
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#ifndef PMDSKY_OVERLAY_29_022FBA54_H
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#define PMDSKY_OVERLAY_29_022FBA54_H
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#include "dungeon_mode.h"
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s16 FindMoveOnMonster(struct entity* entity, enum move_id move_id);
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bool8 DoesMonsterHaveMove(struct entity* entity, enum move_id move_id);
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#endif //PMDSKY_OVERLAY_29_022FBA54_H
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8
include/overlay_29_022FBBEC.h
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include/overlay_29_022FBBEC.h
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#ifndef PMDSKY_OVERLAY_29_022FBBEC_H
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#define PMDSKY_OVERLAY_29_022FBBEC_H
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#include "dungeon_mode.h"
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struct entity* FindMonsterWithBehavior(enum monster_behavior monster_behavior);
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#endif //PMDSKY_OVERLAY_29_022FBBEC_H
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6
include/overlay_29_0234AEA4.h
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include/overlay_29_0234AEA4.h
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#ifndef PMDSKY_OVERLAY_29_0234AEA4_H
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#define PMDSKY_OVERLAY_29_0234AEA4_H
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void TeleportFleeingOutlaw();
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#endif //PMDSKY_OVERLAY_29_0234AEA4_H
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@@ -7,5 +7,6 @@
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const struct natural_gift_item_info* GetEntityNaturalGiftInfo(struct entity* entity);
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// Gets the current Weather Ball type for the given entity, based on the apparent weather.
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enum type_id GetEntityWeatherBallType(struct entity* entity);
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void UseMoveByMoveId(struct entity *entity, enum move_id move_id, bool8 add_move_if_not_exists);
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#endif //PMDSKY_SPECIAL_MOVE_TYPES_H
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