13 {
19
26 return;
29 return;
30 } else {
34 }
35 }
36
48
54 partner->disableEffect->data.disableX->koDuration =
partner->koDuration;
55 } else {
58 partner->disableEffect->data.disableX->koDuration = 0;
60 }
61 }
62
65 if (enemy != nullptr) {
67 }
68 }
70 }
71 }
72
77 break;
78 }
79 partner->handleEventScript =
nullptr;
80 }
81
84 return;
85 }
87 break;
88 }
89
91 if (
partner->handlePhaseSource !=
nullptr) {
97 }
99 }
100
104 }
105 }
106
110 return;
111 }
116 } else {
118 }
119 }
120}
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleStatusUpdateDelay
BSS bool BattleSkipActorTurn
@ BS_FLAGS1_PLAYER_IN_BACK
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS2_PLAYER_TURN_USED
@ BS_FLAGS2_OVERRIDE_INACTIVE_PLAYER
@ BS_FLAGS2_PARTNER_TURN_USED
@ BATTLE_STATE_SWITCH_TO_PARTNER
@ BATTLE_STATE_TRANSFER_TURN
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_FLAG_USING_IDLE_ANIM
s32 btl_check_player_defeated(void)
void reset_actor_turn_info(void)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 btl_cam_is_moving_done(void)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_check_enemies_defeated(void)
void dispatch_event_partner(s32)
BattleStatus gBattleStatus