2017-10-06 15:06:45 +00:00
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#ifndef GUARD_BATTLE_2_H
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#define GUARD_BATTLE_2_H
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void CB2_InitBattle(void);
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void CB2_QuitRecordedBattle(void);
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void FaintClearSetData(void);
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void SwitchInClearSetData(void);
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void sub_803BDA0(u8 bank);
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void BattleMainCB2(void);
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void VBlankCB_Battle(void);
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bool8 TryRunFromBattle(u8 bank);
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u8 IsRunningFromBattleImpossible(void);
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u8 GetWhoStrikesFirst(u8 bank1, u8 bank2, bool8 ignoreChosenMoves);
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void SwapTurnOrder(u8 id1, u8 id2);
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void BattleTurnPassed(void);
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void RunBattleScriptCommands_PopCallbacksStack(void);
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void RunBattleScriptCommands(void);
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2017-10-08 12:54:51 +00:00
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u32 sub_80397C4(u32 setId, u32 tableId);
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2017-10-06 17:09:37 +00:00
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void sub_8039E9C(struct Sprite *sprite);
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extern const u8 gStatusConditionString_PoisonJpn[8];
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extern const u8 gStatusConditionString_SleepJpn[8];
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extern const u8 gStatusConditionString_ParalysisJpn[8];
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extern const u8 gStatusConditionString_BurnJpn[8];
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extern const u8 gStatusConditionString_IceJpn[8];
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extern const u8 gStatusConditionString_ConfusionJpn[8];
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extern const u8 gStatusConditionString_LoveJpn[8];
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2017-10-07 17:59:41 +00:00
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extern const u8 * const gStatusConditionStringsTable[7][2];
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2017-10-06 15:06:45 +00:00
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#endif // GUARD_BATTLE_2_H
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