13 {
23
30 }
31
32
35
36
41 }
46 }
47 }
48 }
49
50
57 break;
63 break;
66 return;
67 }
68
76 }
78 break;
83 break;
84 } else {
86 }
87 }
88
100
108 break;
112 } else {
114 }
115
116
119 break;
120 }
122 }
123
125
126
128 break;
129 }
131
132
135 break;
136 }
138 }
139
140
147 } else {
149 }
150 }
151 }
153 break;
154 }
155
156
163 } else {
165 }
166 }
167 }
169 break;
170 }
171
176 }
177 }
178
183
185 return;
186 }
187
196 }
197 }
199 } else {
201 }
202 }
203 break;
211 } else {
213 }
214 }
215 }
217 break;
218 }
222 }
223 break;
224 }
225}
BSS b32 BattleCanShowFirstStrike
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
EvtScript * handleEventSource
struct Evt * handleEventScript
@ BS_FLAGS2_IS_FIRST_STRIKE
@ ENCOUNTER_TRIGGER_HAMMER
@ ENCOUNTER_TRIGGER_PARTNER
@ BATTLE_STATE_END_DEMO_BATTLE
@ BATTLE_STATE_BEGIN_TURN
@ BATTLE_STATE_PARTNER_FIRST_STRIKE
@ EVENT_BEGIN_FIRST_STRIKE
@ EVT_FLAG_RUN_IMMEDIATELY
don't wait for next update_scripts call
s32 is_ability_active(s32 arg0)
s32 btl_check_player_defeated(void)
void decrement_status_bar_disabled(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)
s32 func_80263230(Actor *, Actor *)
Actor * get_actor(s32 actorID)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_check_enemies_defeated(void)
void increment_status_bar_disabled(void)
EvtScript EVS_Mario_HandlePhase
void btl_merlee_on_first_strike(void)
struct Actor * partnerActor
struct Actor * playerActor
GameStatus * gGameStatusPtr