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#ifndef GUARD_BATTLE_SCRIPT_COMMANDS_H
#define GUARD_BATTLE_SCRIPT_COMMANDS_H

#define NO_ACC_CALC 0xFFFE
#define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF
#define ACC_CURR_MOVE 0

#define CMP_EQUAL               0x0
#define CMP_NOT_EQUAL           0x1
#define CMP_GREATER_THAN        0x2
#define CMP_LESS_THAN           0x3
#define CMP_COMMON_BITS         0x4
#define CMP_NO_COMMON_BITS      0x5

#define BS_ATTACKER_WITH_PARTNER        4 // for atk98_status_icon_update
#define BS_GET_ATTACKER_SIDE            8 // for atk1E_jumpifability
#define BS_GET_NOT_ATTACKER_SIDE        9 // for atk1E_jumpifability

#define STAT_CHANGE_NEGATIVE         (1 << 0)
#define STAT_CHANGE_BY_TWO           (1 << 1)
#define STAT_CHANGE_MULTIPLE_STATS   (1 << 2)
#define STAT_CHANGE_CANT_PREVENT     (1 << 3)

#define ATK4F_DONT_CHECK_STATUSES   0x80

#define VARIOUS_CANCEL_MULTI_TURN_MOVES         0
#define VARIOUS_SET_MAGIC_COAT_TARGET           1
#define VARIOUS_IS_RUNNING_IMPOSSIBLE           2
#define VARIOUS_GET_MOVE_TARGET                 3
#define VARIOUS_RESET_INTIMIDATE_TRACE_BITS     5
#define VARIOUS_UPDATE_CHOICE_MOVE_ON_LVL_UP    6
#define VARIOUS_EMIT_YESNOBOX                   13
#define VARIOUS_WAIT_CRY                        18
#define VARIOUS_RETURN_OPPONENT_MON1            19
#define VARIOUS_RETURN_OPPONENT_MON2            20
#define VARIOUS_SET_TELEPORT_OUTCOME            25
#define VARIOUS_PLAY_TRAINER_DEFEATED_MUSIC     26

#define ATK80_DMG_CHANGE_SIGN                               0
#define ATK80_DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP     1
#define ATK80_DMG_DOUBLED                                   2

#define STAT_CHANGE_BS_PTR                  0x1
#define STAT_CHANGE_NOT_PROTECT_AFFECTED    0x20

#define STAT_CHANGE_WORKED      0
#define STAT_CHANGE_DIDNT_WORK  1

#define WINDOW_CLEAR            0x1
#define WINDOW_x80              0x80

void AI_CalcDmg(u8 bankAtk, u8 bankDef);
u8 TypeCalc(u16 move, u8 bankAtk, u8 bankDef);
u8 AI_TypeCalc(u16 move, u16 targetSpecies, u8 targetAbility);
u8 GetBattlerTurnOrderNum(u8 bank);
void SetMoveEffect(bool8 primary, u8 certain);
void BattleDestroyYesNoCursorAt(u8 cursorPosition);
void BattleCreateYesNoCursorAt(u8 cursorPosition);
void BufferMoveToLearnIntoBattleTextBuff2(void);
void HandleBattleWindow(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags);
bool8 UproarWakeUpCheck(u8 bank);

extern void (* const gBattleScriptingCommandsTable[])(void);

#endif // GUARD_BATTLE_SCRIPT_COMMANDS_H