54 partner->disableEffect->data.disableX->koDuration =
partner->koDuration;
58 partner->disableEffect->data.disableX->koDuration = 0;
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleStatusUpdateDelay
BSS b32 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)
void btl_state_update_begin_partner_turn(void)
void btl_state_draw_begin_partner_turn(void)
@ BTL_SUBSTATE_AWAIT_RECOVER_DONE
@ BTL_SUBSTATE_RESET_STATE
@ BTL_SUBSTATE_AWAIT_TURN_SCRIPT
@ BTL_SUBSTATE_EXEC_TURN_SCRIPT
BattleStatus gBattleStatus