8 {
15 s16 activeEnemyActorID;
22
34 }
37 count = 0;
38
43 count++;
44 }
45 }
46
48
50 for (i = 0; i < count - 1; i++) {
51 for (
j = i + 1;
j < count;
j++) {
54
57 {
60 }
61 }
62 }
63
67
74 }
75 } else {
76 break;
77 }
78 }
79
86 }
98 break;
102 } else {
104 }
105
106
109 break;
110 }
112
113
115 break;
116 }
118
119
122 break;
123 }
125 }
126
127
129
135 } else {
137 }
138 }
139 }
140
142 break;
143 }
144
145
147
153 } else {
155 }
156 }
157 }
158
160 break;
161 }
162
163
169 }
170 }
171
174 return;
175 }
177 }
178 break;
179 }
180}
BSS s32 PopupMenu_SelectedIndex
BSS b32 BattleCanShowFirstStrike
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
struct Evt * handleEventScript
EvtScript * takeTurnSource
@ BS_FLAGS2_IS_FIRST_STRIKE
@ BS_FLAGS2_IGNORE_DARKNESS
@ BATTLE_STATE_BEGIN_TURN
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
s32 btl_check_player_defeated(void)
void reset_actor_turn_info(void)
void btl_cam_target_actor(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_check_enemies_defeated(void)
BattleStatus gBattleStatus