#ifndef GUARD_BATTLE_2_H #define GUARD_BATTLE_2_H void CB2_InitBattle(void); void CB2_QuitRecordedBattle(void); void FaintClearSetData(void); void SwitchInClearSetData(void); void sub_803BDA0(u8 bank); void BattleMainCB2(void); void VBlankCB_Battle(void); bool8 TryRunFromBattle(u8 bank); u8 IsRunningFromBattleImpossible(void); u8 GetWhoStrikesFirst(u8 bank1, u8 bank2, bool8 ignoreChosenMoves); void SwapTurnOrder(u8 id1, u8 id2); void BattleTurnPassed(void); void RunBattleScriptCommands_PopCallbacksStack(void); void RunBattleScriptCommands(void); u32 sub_80397C4(u32 setId, u32 tableId); void sub_8039E9C(struct Sprite *sprite); extern const u8 gStatusConditionString_PoisonJpn[8]; extern const u8 gStatusConditionString_SleepJpn[8]; extern const u8 gStatusConditionString_ParalysisJpn[8]; extern const u8 gStatusConditionString_BurnJpn[8]; extern const u8 gStatusConditionString_IceJpn[8]; extern const u8 gStatusConditionString_ConfusionJpn[8]; extern const u8 gStatusConditionString_LoveJpn[8]; extern const u8 * const gStatusConditionStringsTable[7][2]; #endif // GUARD_BATTLE_2_H