#ifndef GUARD_STATUS_H #define GUARD_STATUS_H #include "structs/dungeon_entity.h" #include "number_util.h" #define FLASH_FIRE_STATUS_NONE 0 #define FLASH_FIRE_STATUS_MAXED 1 #define FLASH_FIRE_STATUS_NOT_MAXED 2 u8 GetFlashFireStatus(Entity *pokemon); void UpdateFlashFireBoost(Entity * pokemon, Entity *target); void ChangeAttackMultiplierTarget(Entity *pokemon, Entity *target, u32 statStage, s24_8 param_4, bool8 displayMessage); void ChangeDefenseMultiplierTarget(Entity *pokemon, Entity *target, u32 statStage, s24_8 param_4, bool8 displayMessage); void RaiseAccuracyStageTarget(Entity * pokemon, Entity * target, s32 statStage); void LowerAccuracyStageTarget(Entity * pokemon, Entity * target, s32 statStage, bool8 displayMessage); void CringeStatusTarget(Entity * pokemon,Entity * target, bool8 displayMessage); void ParalyzeStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void RaiseMovementSpeedTarget(Entity * pokemon, Entity * target, s32 turns, bool8 diplayMessage); void LowerMovementSpeedTarget(Entity * pokemon, Entity * target, s32 levels, bool8 displayMessage); void ConfuseStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void CowerStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void HealTargetHP(Entity *pokemon, Entity *target, s32 param_3, s32 param_4, bool32 displayMessage); void HandleScannerOrb(Entity* pokemon, Entity* target); void HandleStairsOrb(Entity* pokemon, Entity* target); void HandleRadarOrb(Entity* pokemon, Entity* target); void HandleLeechSeed(Entity * pokemon, Entity * target, bool8 displayMessage); void DestinyBondStatusTarget(Entity * pokemon, Entity * target); void SureShotStatusTarget(Entity *pokemon, Entity * target, s32 turns); void WhifferStatusTarget(Entity *pokemon, Entity * target, s32 turns); void FixedDamageStatusTarget(Entity *pokemon, Entity * target); void FocusEnergyStatusTarget(Entity *pokemon, Entity * target); void CurseStatusTarget(Entity *pokemon, Entity * target); void SnatchStatusTarget(Entity * pokemon, Entity * target); void TauntStatusTarget(Entity * pokemon, Entity * target); void HandleStockpile(Entity * pokemon, Entity * target); void InvisibleStatusTarget(Entity * pokemon, Entity * target); void PerishSongTarget(Entity * pokemon, Entity * target); void EncoreStatusTarget(Entity * pokemon, Entity * target); void sub_8078A58(struct Entity *pokemon, struct Entity *target, s32 param_3, s32 param_4); #endif