ported battle_util from pokeem
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+24
-28
@@ -52,45 +52,41 @@
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#define BS_GET_PLAYER2 13
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#define BS_GET_OPPONENT2 14
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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 PressurePPLoseOnUsingImprison(u8 bankAtk);
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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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void PrepareStringBattle(u16 stringId, u8 bank);
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u8 GetBattlerForBattleScript(u8 caseId);
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void PressurePPLose(u8 target, u8 attacker, u16 move);
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void PressurePPLoseOnUsingImprison(u8 attacker);
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void PressurePPLoseOnUsingPerishSong(u8 attacker);
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void MarkAllBattlersForControllerExec(void);
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void MarkBattlerForControllerExec(u8 battlerId);
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void sub_8017298(u8 arg0);
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void CancelMultiTurnMoves(u8 battler);
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bool8 WasUnableToUseMove(u8 battler);
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void PrepareStringBattle(u16 stringId, u8 battler);
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void ResetSentPokesToOpponentValue(void);
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void sub_803F9EC(u8 bank);
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void sub_803FA70(u8 bank);
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void BattleScriptPush(const u8* bsPtr);
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void sub_8017434(u8 battler);
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void sub_80174B8(u8 battler);
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void BattleScriptPush(const u8 *bsPtr);
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void BattleScriptPushCursor(void);
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void BattleScriptPop(void);
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u8 TrySetCantSelectMoveBattleScript(void);
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u8 CheckMoveLimitations(u8 bank, u8 unusableMoves, u8 check);
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u8 CheckMoveLimitations(u8 battlerId, 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 GetImprisonedMovesCount(u8 battlerId, u16 move);
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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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u8 AtkCanceller_UnableToUseMove(void);
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bool8 sub_80423F4(u8 bank, u8 r1, u8 r2);
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u8 CastformDataTypeChange(u8 bank);
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u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg);
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void BattleScriptExecute(const u8* BS_ptr);
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void BattleScriptPushCursorAndCallback(const u8* BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn);
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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 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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bool8 HasNoMonsToSwitch(u8 battler, u8 partyIdBattlerOn1, u8 partyIdBattlerOn2);
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u8 CastformDataTypeChange(u8 battler);
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u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveArg);
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void BattleScriptExecute(const u8 *BS_ptr);
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void BattleScriptPushCursorAndCallback(const u8 *BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn);
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void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
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void HandleAction_RunBattleScript(void);
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u8 GetMoveTarget(u16 move, u8 setTarget);
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u8 IsMonDisobedient(void);
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#endif // GUARD_BATTLE_UTIL_H
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