battle 2 is done
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@@ -1,6 +1,28 @@
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#ifndef GUARD_BATTLE_CONTROLLERS_H
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#define GUARD_BATTLE_CONTROLLERS_H
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#define REQUEST_ALL_BATTLE 0x0
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#define REQUEST_SPECIES_BATTLE 0x1
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#define REQUEST_HELDITEM_BATTLE 0x2
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#define REQUEST_MOVES_PP_BATTLE 0x3
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#define REQUEST_PPMOVE1_BATTLE 0x9
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#define REQUEST_PPMOVE2_BATTLE 0xA
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#define REQUEST_PPMOVE3_BATTLE 0xB
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#define REQUEST_PPMOVE4_BATTLE 0xC
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#define REQUEST_STATUS_BATTLE 0x28
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#define REQUEST_HP_BATTLE 0x2A
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#define RESET_ACTION_MOVE_SELECTION 0
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#define RESET_ACTION_SELECTION 1
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#define RESET_MOVE_SELECTION 2
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#define BALL_NO_SHAKES 0
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#define BALL_1_SHAKE 1
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#define BALL_2_SHAKES 2
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#define BALL_3_SHAKES_FAIL 3
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#define BALL_3_SHAKES_SUCCESS 4
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#define BALL_TRAINER_BLOCK 5
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struct HpAndStatus
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{
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u16 hp;
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@@ -24,17 +46,6 @@ struct ChooseMoveStruct
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u8 monType2;
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};
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#define REQUEST_ALL_BATTLE 0x0
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#define REQUEST_SPECIES_BATTLE 0x1
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#define REQUEST_HELDITEM_BATTLE 0x2
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#define REQUEST_MOVES_PP_BATTLE 0x3
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#define REQUEST_PPMOVE1_BATTLE 0x9
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#define REQUEST_PPMOVE2_BATTLE 0xA
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#define REQUEST_PPMOVE3_BATTLE 0xB
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#define REQUEST_PPMOVE4_BATTLE 0xC
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#define REQUEST_STATUS_BATTLE 0x28
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#define REQUEST_HP_BATTLE 0x2A
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// rom3.s, emitters
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void EmitSetMonData(u8 bufferId, u8 request, u8 c, u8 bytes, void *data);
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void EmitMoveAnimation(u8 bufferId, u16 move, u8 turnOfMove, u16 movePower, s32 dmg, u8 friendship, struct DisableStruct* disableStructPtr, u8 multihit);
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@@ -70,22 +81,8 @@ void EmitChooseAction(u8 bufferId, u8 arg1, u16 arg2);
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void EmitChooseMove(u8 bufferId, bool8 isDoubleBattle, bool8 NoPpNumber, struct ChooseMoveStruct* movePpData);
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void EmitOpenBag(u8 bufferId, u8* arg1);
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void Emit_x32(u8 bufferId);
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#define RESET_ACTION_MOVE_SELECTION 0
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#define RESET_ACTION_SELECTION 1
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#define RESET_MOVE_SELECTION 2
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void EmitPrintString(u8 bufferId, u16 stringId);
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void EmitResetActionMoveSelection(u8 bufferId, u8 caseId);
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#define BALL_NO_SHAKES 0
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#define BALL_1_SHAKE 1
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#define BALL_2_SHAKES 2
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#define BALL_3_SHAKES_FAIL 3
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#define BALL_3_SHAKES_SUCCESS 4
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#define BALL_TRAINER_BLOCK 5
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void EmitBallThrow(u8 bufferId, u8 caseId);
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void MarkBufferBankForExecution(u8 bank);
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#endif // GUARD_BATTLE_CONTROLLERS_H
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