5#include "sprite/npc/Goompa.h"
6#include "sprite/npc/BattleGoombario.h"
7#include "sprite/npc/BattleKooper.h"
8#include "sprite/npc/BattleBombette.h"
9#include "sprite/npc/BattleParakarry.h"
10#include "sprite/npc/BattleBow.h"
11#include "sprite/npc/BattleWatt.h"
12#include "sprite/npc/BattleSushie.h"
13#include "sprite/npc/BattleLakilester.h"
229 +
partner->actorBlueprint->level;
257 if (
partner->targetListLength != 0){
262 if (
partner->targetListLength == 0) {
void btl_init_menu_items(void)
void btl_check_can_change_partner(void)
HudScript HES_BombetteDisabled
HudScript HES_BowDisabled
HudScript HES_LakilesterDisabled
HudScript HES_SushieDisabled
HudScript HES_KooperDisabled
HudScript HES_GoombarioDisabled
HudScript HES_ParakarryDisabled
s32 MenuIndexFromPartnerID[]
HudScript HES_Partner0Disabled
HudScript HES_WattDisabled
PartnerPopupProperties gPartnerPopupProperties[]
void create_battle_popup_menu(PopupMenu *popup)
void flush_popup_menu(void)
void show_popup_menu(void)
BSS s32 PopupMenu_SelectedIndex
struct ActorBlueprint * actorBlueprint
@ BS_FLAGS1_TUTORIAL_BATTLE
@ BS_FLAGS1_PLAYER_IN_BACK
@ BTL_MSG_CANT_SELECT_NOW
@ POPUP_MENU_SWITCH_PARTNER
@ BTL_MENU_TYPE_CHANGE_PARTNER
@ BTL_MENU_TYPE_STAR_POWERS
@ BTL_MENU_TYPE_ACT_LATER
@ BTL_MENU_TYPE_PARTNER_FOCUS
@ BTL_MENU_TYPE_STRATEGIES
@ BTL_MENU_TYPE_DO_NOTHING
@ BS_FLAGS2_NO_TARGET_AVAILABLE
@ ITEM_TYPE_FLAG_BATTLE_USABLE
@ BATTLE_SUBMENU_STATUS_ENABLED
@ BATTLE_SUBMENU_STATUS_NO_TARGETS
@ BATTLE_SUBMENU_STATUS_NOT_ENOUGH_FP
@ BATTLE_SUBMENU_STATUS_NO_TARGETS_2
@ TARGET_FLAG_PRIMARY_ONLY
@ BATTLE_STATE_SWITCH_TO_PLAYER
@ BATTLE_STATE_END_PARTNER_TURN
@ BATTLE_STATE_TRANSFER_TURN
@ BATTLE_STATE_SELECT_TARGET
@ BATTLE_STATE_CHANGE_PARTNER
@ SOUND_PARTNER_SWAP_BATTLE_POS
@ BTL_MENU_ENABLED_PARTNER_FOCUS
@ BTL_MENU_ENABLED_ABILITIES
@ BTL_MENU_ENABLED_STRATEGIES
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_USING_IDLE_ANIM
@ BTL_MENU_IDX_PARTNER_ITEM
@ BTL_MENU_IDX_STAR_POWER
void btl_show_variable_battle_message(s32, s32, s32)
s32 is_ability_active(s32 arg0)
s32 player_team_is_ability_active(Actor *actor, s32 ability)
void hide_popup_menu(void)
void set_window_update(s32 panelID, s32)
void destroy_popup_menu(void)
void btl_cam_use_preset(s32)
void set_actor_anim(s32 actorID, s32 partID, AnimID animID)
void btl_set_state(s32 battleState)
s32 btl_is_popup_displayed(void)
void create_current_pos_target_list(Actor *actor)
void sfx_play_sound(s32 soundID)
s32 PartnerIDFromMenuIndex[12]
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus