15 s16 activeEnemyActorID;
41 if (actor !=
nullptr) {
50 for (i = 0; i < count - 1; i++) {
51 for (
j = i + 1;
j < count;
j++) {
70 if (actor ==
nullptr || (actor->
flags &
flags)) {
124 partner->handleEventScript =
nullptr;
167 if (actor !=
nullptr) {
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleSubstateDelay
BSS bool BattleCanShowFirstStrike
struct Evt * takeTurnScript
struct Evt * handleEventScript
EvtScript * takeTurnSource
void btl_state_update_enemy_striking_first(void)
void btl_state_draw_enemy_striking_first(void)
@ 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 set_screen_overlay_params_front(u8, f32)
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