rename battle_2.c to battle_main.c
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#ifndef GUARD_BATTLE_MAIN_H
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#define GUARD_BATTLE_MAIN_H
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void CB2_InitBattle(void);
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void BattleMainCB2(void);
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void CB2_QuitRecordedBattle(void);
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void sub_8038528(struct Sprite* sprite);
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void sub_8038A04(void); // unused
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void VBlankCB_Battle(void);
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void nullsub_17(void);
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void sub_8038B74(struct Sprite *sprite);
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void sub_8038D64(void);
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u32 sub_80391E0(u8 arrayId, u8 caseId);
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u32 sub_80397C4(u32 setId, u32 tableId);
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void oac_poke_opponent(struct Sprite *sprite);
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void SpriteCallbackDummy_2(struct Sprite *sprite);
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void sub_8039934(struct Sprite *sprite);
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void sub_8039AD8(struct Sprite *sprite);
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void sub_8039B2C(struct Sprite *sprite);
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void sub_8039B58(struct Sprite *sprite);
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void sub_8039BB4(struct Sprite *sprite);
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void sub_80105DC(struct Sprite *sprite);
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void sub_8039C00(struct Sprite *sprite);
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void dp11b_obj_instanciate(u8 bank, u8 b, s8 c, s8 d);
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void dp11b_obj_free(u8 bank, bool8 b);
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void sub_8039E44(struct Sprite *sprite);
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void sub_8039E60(struct Sprite *sprite);
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void sub_8039E84(struct Sprite *sprite);
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void sub_8039E9C(struct Sprite *sprite);
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void nullsub_20(void);
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void BeginBattleIntro(void);
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void SwitchInClearSetData(void);
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void FaintClearSetData(void);
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void sub_803B3AC(void); // unused
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void sub_803B598(void); // unused
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void BattleTurnPassed(void);
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u8 IsRunningFromBattleImpossible(void);
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void sub_803BDA0(u8 bank);
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void SwapTurnOrder(u8 id1, u8 id2);
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u8 GetWhoStrikesFirst(u8 bank1, u8 bank2, bool8 ignoreChosenMoves);
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void RunBattleScriptCommands_PopCallbacksStack(void);
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void RunBattleScriptCommands(void);
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bool8 TryRunFromBattle(u8 bank);
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extern const u8 gStatusConditionString_PoisonJpn[8];
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extern const u8 gStatusConditionString_SleepJpn[8];
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extern const u8 gStatusConditionString_ParalysisJpn[8];
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extern const u8 gStatusConditionString_BurnJpn[8];
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extern const u8 gStatusConditionString_IceJpn[8];
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extern const u8 gStatusConditionString_ConfusionJpn[8];
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extern const u8 gStatusConditionString_LoveJpn[8];
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extern const u8 * const gStatusConditionStringsTable[7][2];
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#endif // GUARD_BATTLE_MAIN_H
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