ported documentation of battle_util.s
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@@ -54,8 +54,8 @@ u8 GetBattleBank(u8 caseId);
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void PressurePPLose(u8 bankDef, u8 bankAtk, u16 move);
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void PressurePPLoseOnUsingPerishSong(u8 bankAtk);
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void PressurePPLoseOnUsingImprision(u8 bankAtk);
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void MarkAllBufferBanksForExecution(void); // unused
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void MarkBufferBankForExecution(u8 bank);
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void MarkAllBattlersForControllerExec(void); // unused
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void MarkBattlerForControllerExec(u8 bank);
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void sub_803F850(u8 arg0);
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void CancelMultiTurnMoves(u8 bank);
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bool8 WasUnableToUseMove(u8 bank);
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@@ -70,8 +70,8 @@ u8 TrySetCantSelectMoveBattleScript(void);
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u8 CheckMoveLimitations(u8 bank, u8 unusableMoves, u8 check);
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bool8 AreAllMovesUnusable(void);
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u8 GetImprisonedMovesCount(u8 bank, u16 move);
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u8 UpdateTurnCounters(void);
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u8 TurnBasedEffects(void);
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u8 DoFieldEndTurnEffects(void);
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u8 DoBattlerEndTurnEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
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bool8 HandleFaintedMonActions(void);
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void TryClearRageStatuses(void);
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@@ -86,7 +86,7 @@ void ClearFuryCutterDestinyBondGrudge(u8 bank);
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void HandleAction_RunBattleScript(void);
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u8 GetMoveTarget(u16 move, u8 useMoveTarget);
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u8 IsMonDisobedient(void);
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void MarkBufferBankForExecution(u8 battlerId);
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void MarkBattlerForControllerExec(u8 battlerId);
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void sub_80174B8(u8 battlerId);
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void sub_8017298(u8 battlerId);
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