#ifndef GUARD_MOVE_EFFECTS_TARGET_H #define GUARD_MOVE_EFFECTS_TARGET_H u8 sub_8075BF4(struct Entity * pokemon, s32 sleepTurns); void sub_8075C58(struct Entity * pokemon, struct Entity * target, s32 turns, bool8 displayMessage); bool8 CannotSleep(struct Entity * pokemon, struct Entity * target, u8 param_3, bool8 displayMessage); void NightmareStatusTarget(struct Entity * pokemon, struct Entity * target, s32 turns); void NappingStatusTarget(struct Entity * pokemon, struct Entity * target, s32 turns); void YawnedStatusTarget(struct Entity * pokemon, struct Entity * target, s32 turns); void SleeplessStatusTarget(struct Entity * pokemon, struct Entity * target); void PausedStatusTarget(struct Entity * pokemon, struct Entity * target, u8 param_3, s32 turns, bool8 displayMessage); void InfatuateStatusTarget(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void BurnedStatusTarget(struct Entity * pokemon, struct Entity * target, u8 param_3, bool8 displayMessage); void PoisonedStatusTarget(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void BadlyPoisonedStatusTarget(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void FrozenStatusTarget(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void SqueezedStatusTarget(struct Entity * pokemon, struct Entity * target, s16 param_3, bool32 displayMessage); void ImmobilizedStatusTarget(struct Entity * pokemon, struct Entity * target); void IngrainedStatusTarget(struct Entity * pokemon, struct Entity * target); void WrapTarget(struct Entity * pokemon, struct Entity * target); void sub_8076CB4(s32 param_1); void PetrifiedStatusTarget(struct Entity * pokemon, struct Entity * target); void LowerAttackStageTarget(struct Entity * pokemon, struct Entity * target, s32 index, s32 decrement, u8 param_5, bool8 displayMessage); void LowerDefenseStageTarget(struct Entity * pokemon, struct Entity * target, s32 index, s32 decrement, u8 param_5, bool8 displayMessage); void RaiseAttackStageTarget(struct Entity * pokemon, struct Entity * target, s32 index, s32 increment); void RaiseDefenseStageTarget(struct Entity * pokemon, struct Entity * target, s32 index, s32 increment); #endif