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#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);
void nullsub_20(void);
void BeginBattleIntro(void);
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
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