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Decomped MonsterHasImmobilizingStatus
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@@ -5,8 +5,10 @@
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// Checks if a monster has the sleep, nightmare, or yawning status. Note that this excludes the napping status.
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bool8 IsMonsterDrowsy(struct entity *monster);
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//Checks if a monster has one of the statuses in the "burn" group, which includes the traditionally non-volatile status conditions (except sleep) in the main series: STATUS_BURN, STATUS_POISONED, STATUS_BADLY_POISONED, STATUS_PARALYSIS, and STATUS_IDENTIFYING.
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// Checks if a monster has one of the statuses in the "burn" group, which includes the traditionally non-volatile status conditions (except sleep) in the main series: STATUS_BURN, STATUS_POISONED, STATUS_BADLY_POISONED, STATUS_PARALYSIS, and STATUS_IDENTIFYING.
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// STATUS_IDENTIFYING is probably included based on enum status_id? Unless it's handled differently somehow.
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bool8 MonsterHasNonvolatileNonsleepStatus(struct entity *monster);
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// Checks if a monster has one of the non-self-inflicted statuses in the "freeze" group, which includes status conditions that immobilize the monster: STATUS_FROZEN, STATUS_SHADOW_HOLD, STATUS_WRAPPED, STATUS_PETRIFIED, STATUS_CONSTRICTION, and STATUS_FAMISHED.
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bool8 MonsterHasImmobilizingStatus(struct entity *monster);
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#endif //PMDSKY_DUNGEON_LOGIC_0_H
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