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#ifndef GUARD_BATTLE_AI_SWITCH_ITEMS_H
#define GUARD_BATTLE_AI_SWITCH_ITEMS_H
enum
{
AI_ITEM_FULL_RESTORE = 1,
AI_ITEM_HEAL_HP,
AI_ITEM_CURE_CONDITION,
AI_ITEM_X_STAT,
AI_ITEM_GUARD_SPEC,
AI_ITEM_NOT_RECOGNIZABLE
};
enum {
AI_HEAL_CONFUSION,
AI_HEAL_PARALYSIS,
AI_HEAL_FREEZE,
AI_HEAL_BURN,
AI_HEAL_POISON,
AI_HEAL_SLEEP,
};
enum {
AI_X_ATTACK,
AI_X_DEFEND,
AI_X_SPEED,
AI_X_SPATK,
AI_X_SPDEF, // Unused
AI_X_ACCURACY,
AI_X_EVASION, // Unused
AI_DIRE_HIT,
};
void AI_TrySwitchOrUseItem(void);
u8 GetMostSuitableMonToSwitchInto(void);
#endif // GUARD_BATTLE_AI_SWITCH_ITEMS_H
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