BSS s32 PopupMenu_SelectedIndex
BSS Battle * gCurrentBattlePtr
void btl_state_update_end_battle(void)
@ BTL_SUBSTATE_EXEC_STAGE_SCRIPT
@ BTL_SUBSTATE_AWAIT_STAGE_SCRIPT
StageListRow * gCurrentStagePtr
void btl_state_draw_end_battle(void)
@ MERLEE_SPELL_COIN_BOOST
@ DEBUG_CONTACT_DIE_ON_TOUCH
@ BS_FLAGS2_DROP_WHACKA_BUMP
void kill_all_scripts(void)
void get_map_IDs_by_name_checked(const char *mapName, s16 *areaID, s16 *mapID)
Same as get_map_IDs_by_name, but will panic if the map doesn't exist.
void decrement_status_bar_disabled(void)
void set_screen_overlay_params_front(u8, f32)
void remove_all_effects(void)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void set_screen_overlay_center(s32, s32, s32, s32)
void set_screen_overlay_color(s32, u8, u8, u8)
void btl_delete_player_actor(Actor *player)
void set_windows_visible(s32 groupIdx)
s32 does_script_exist(s32 id)
void btl_delete_actor(Actor *actor)
void btl_set_state(s32 battleState)
void btl_cam_unfreeze(void)
void set_game_mode(s32 modeID)
void func_8003E514(s8 arg0)
EncounterStatus gCurrentEncounter
@ BTL_SUBSTATE_END_BATTLE_EXEC_STAGE_SCRIPT
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus