15 {
21
25
34 }
46 }
47
53 }
54 }
55
61 }
62 }
63 }
64
73 }
75 break;
78 break;
79 }
81
83 break;
84 }
86
89 break;
90 }
92 }
93
100 } else {
102 }
103 }
104 }
105
107 break;
108 }
109
111 return;
112 }
113
119 } else {
121 }
122 }
123 }
124
126 break;
127 }
128
132 return;
133 }
134
136 break;
137 }
138
141 } else {
147 }
149
153 break;
156 break;
159 break;
162 break;
165 break;
168 break;
169 default:
170 messageIndex = 0;
172 break;
173 }
177 break;
178 } else {
180 break;
181 }
182 }
183 break;
190 }
191 break;
195 } else {
197 break;
198 }
199 break;
200 }
201
212 } else {
214 }
215 } else {
217 }
218 break;
225 }
226 break;
230 } else {
232 }
233 break;
234 }
235
238 }
239}
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
struct Evt * handleEventScript
EvtScript * takeTurnSource
@ BS_FLAGS1_EXECUTING_MOVE
@ BTL_MSG_PLAYER_POISONED
@ BTL_MSG_PLAYER_PARALYZED
@ BTL_MSG_PARTNER_INJURED
@ BS_FLAGS2_IGNORE_DARKNESS
@ BTL_CAM_PARTNER_INJURED
@ BTL_CAM_PLAYER_STATUS_AFFLICTED
@ BATTLE_STATE_NEXT_ENEMY
@ BATTLE_STATE_END_DEMO_BATTLE
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_FLAG_USING_IDLE_ANIM
void reset_all_actor_sounds(Actor *)
s32 btl_check_player_defeated(void)
void btl_update_ko_status(void)
void reset_actor_turn_info(void)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void btl_show_battle_message(s32 messageIndex, s32 duration)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_is_popup_displayed(void)
s32 btl_check_enemies_defeated(void)
struct Actor * partnerActor
struct Actor * playerActor
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus