15 {
25
30 break;
31 }
46
51 }
52 }
55 break;
62 }
63 }
64
75 break;
79 break;
80 }
82 }
84
86 break;
87 }
89
91 break;
92 }
94
101 } else {
103 }
104 }
105 }
107 break;
108 }
109
116 } else {
118 }
119 }
120 }
122 break;
123 }
124
129 }
130 }
131
133 break;
134 }
135
138 break;
139 }
146 }
148 return;
149 }
150
156 }
157 }
158 }
159
161
166 partner->disableDismissTimer = 0;
169 } else {
171 }
172 break;
175 break;
176 }
181 break;
185 } else {
187 }
188 break;
189 }
190
199 break;
200 }
201 }
202 }
205 break;
206 }
207
212 break;
215 break;
218 break;
221 break;
224 break;
227 break;
230 break;
233 break;
234 default:
235 messageIndex = 0;
237 break;
238 }
239
242
247 }
248 }
250 break;
257 }
258 break;
262 } else {
264 }
265 break;
266 }
267
270 return;
271 }
274 }
275}
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleSubstateDelay
struct Evt * handleEventScript
@ BS_FLAGS1_EXECUTING_MOVE
@ BTL_MSG_ENEMY_CANT_MOVE
@ BTL_MSG_ENEMY_PARALYZED
@ BTL_MSG_PARTNER_INJURED
@ BTL_MSG_ENEMY_ELECTRIFIED
@ BTL_MENU_TYPE_CHANGE_PARTNER
@ BS_FLAGS2_OVERRIDE_INACTIVE_PARTNER
@ BTL_CAM_PARTNER_INJURED
@ BATTLE_STATE_END_DEMO_BATTLE
@ BATTLE_STATE_END_PARTNER_TURN
@ BATTLE_STATE_TRANSFER_TURN
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_USING_IDLE_ANIM
s32 btl_are_all_enemies_defeated(void)
void reset_all_actor_sounds(Actor *)
s32 btl_check_player_defeated(void)
void decrement_status_bar_disabled(void)
void btl_update_ko_status(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)
void btl_show_battle_message(s32 messageIndex, s32 duration)
void deduct_current_move_fp(void)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_is_popup_displayed(void)
void increment_status_bar_disabled(void)
void sfx_play_sound(s32 soundID)
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus