BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleSubstateDelay
void btl_state_update_change_partner(void)
EvtScript EVS_BtlPutPartnerAway
@ BTL_SUBSTATE_LOAD_NEW_PARTNER
@ BTL_SUBSTATE_EXEC_PUT_AWAY
@ BTL_SUBSTATE_AWAIT_PHASE
@ BTL_SUBSTATE_EXEC_PHASE
@ BTL_SUBSTATE_EXEC_BRING_OUT
EvtScript EVS_BtlBringPartnerOut
void btl_state_draw_change_partner(void)
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS2_OVERRIDE_INACTIVE_PARTNER
@ BATTLE_STATE_PREPARE_MENU
@ BATTLE_STATE_END_PARTNER_TURN
@ BATTLE_STATE_END_PLAYER_TURN
void load_partner_actor(void)
void disable_partner_blur(void)
s32 player_team_is_ability_active(Actor *actor, s32 ability)
void btl_cam_set_zoom(s16)
void enable_partner_blur(void)
void btl_cam_set_target_pos(f32, f32, f32)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void btl_cam_set_zoffset(s16)
void deduct_current_move_fp(void)
s32 does_script_exist(s32 id)
void btl_delete_actor(Actor *actor)
void btl_set_state(s32 battleState)
#define AddF(VAR, FLOAT_VALUE)
#define EndChildThread
Marks the end of a child thread block.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define SetF(VAR, FLOAT_VALUE)
Sets the given variable to a given value, but supports Floats.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define SubF(VAR, FLOAT_VALUE)
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define ChildThread
Marks the start of a child thread block.
#define Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.
BattleStatus gBattleStatus