decompile pokemon_item_effect
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@@ -464,4 +464,7 @@
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#define NUM_TECHNICAL_MACHINES 50
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#define NUM_HIDDEN_MACHINES 8
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// Check if the item is one that can be used on a Pokemon.
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#define IS_POKEMON_ITEM(item) ((item) >= ITEM_POTION && (item) <= ITEM_0B2)
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#endif // GUARD_CONSTANTS_ITEMS_H
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@@ -57,6 +57,6 @@ struct PokemonItemEffect
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};
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*/
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bool8 ExecuteTableBasedItemEffect(struct Pokemon *mon, u16 itemId, u8 partyId, u8 monMoveIndex, u8 a5);
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bool8 PokemonUseItemEffects(struct Pokemon *mon, u16 itemId, u8 partyId, u8 monMoveIndex, u8 a5);
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#endif // GUARD_POKEMON_ITEM_EFFECTS
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