11 {
21
25
26 level =
partner->actorBlueprint->level;
33 break;
39 break;
40 }
41
49 }
51 break;
67
75 break;
79 } else {
81 }
82
84 break;
85 }
87
89 break;
90 }
92
94 break;
95 }
97
98
105 } else {
107 }
108 }
109 }
111 break;
112 }
113
114
121 } else {
123 }
124 }
125 }
127 break;
128 }
129
134 }
135 }
136
140 return;
141 }
142
151 }
152 }
154 }
155 break;
163 } else {
165 }
166 }
167 }
170 }
171 break;
172 }
173}
BSS s32 PopupMenu_SelectedIndex
BSS b32 BattleCanShowFirstStrike
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
EvtScript * handleEventSource
struct Evt * handleEventScript
@ BS_FLAGS1_PARTNER_ACTING
@ BTL_MENU_TYPE_CHANGE_PARTNER
@ BS_FLAGS2_IS_FIRST_STRIKE
@ BATTLE_STATE_BEGIN_TURN
@ EVENT_BEGIN_FIRST_STRIKE
@ EVT_FLAG_RUN_IMMEDIATELY
don't wait for next update_scripts call
s32 btl_check_player_defeated(void)
void decrement_status_bar_disabled(void)
void reset_actor_turn_info(void)
void btl_cam_use_preset(s32)
void btl_cam_target_actor(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
Actor * get_actor(s32 actorID)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
void create_current_pos_target_list(Actor *actor)
s32 btl_check_enemies_defeated(void)
void increment_status_bar_disabled(void)
BattleStatus gBattleStatus