BSS s32 PopupMenu_SelectedIndex
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 set_screen_overlay_params_front(u8, f32)
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
EncounterStatus gCurrentEncounter
void btl_state_update_first_strike(void)
@ BTL_SUBSTATE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_AWAIT_ENEMY_DONE
@ BTL_SUBSTATE_AWAIT_ENEMY_READY
void btl_merlee_on_first_strike(void)
void btl_state_draw_first_stike(void)
struct Actor * partnerActor
struct Actor * playerActor
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus