166 partner->disableDismissTimer = 0;
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 btl_state_draw_partner_move(void)
void btl_state_update_partner_move(void)
@ BTL_SUBSTATE_POST_ENEMY_STATUS_POPUP
@ BTL_SUBSTATE_AWAIT_ENEMY_STATUS_POPUP
@ BTL_SUBSTATE_AWAIT_PARTNER_STATUS_POPUP
@ BTL_SUBSTATE_EXECUTE_MOVE
@ BTL_SUBSTATE_CHECK_ENEMY_STATUS
@ BTL_SUBSTATE_POST_PARTNER_STATUS_POPUP
@ BTL_SUBSTATE_HANDLE_RESULTS
void sfx_play_sound(s32 soundID)
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus