26 level =
partner->actorBlueprint->level;
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 set_screen_overlay_params_front(u8, f32)
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)
void btl_state_draw_partner_striking_first(void)
@ BTL_SUBSTATE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_AWAIT_ENEMY_DONE
@ BTL_SUBSTATE_AWAIT_ENEMY_READY
void btl_state_update_partner_striking_first(void)
BattleStatus gBattleStatus