19 {
29
42 }
48
53 }
54 }
55
61 }
62 }
63
76 } else {
79 }
80 } else {
83 }
84 }
85
89 break;
90 }
97 }
98 }
99 }
102 break;
106 } else {
108 }
109 break;
110 }
111
122 } else {
124 }
129 break;
131
134 break;
135 }
137 }
138
140
141
143 break;
144 }
146
147
150 break;
151 }
153 }
154
155
162 } else {
164 }
165 }
166 }
168 break;
169 }
170
171
178 } else {
180 }
181 }
182 }
184 break;
185 }
186
191 }
192 }
193
195 break;
196 }
197
200 break;
201 }
202
207 return;
208 }
209
214 ) {
216 }
217
222 ) {
224 }
225
228 }
231 }
232
237 }
238 }
239
241
248 break;
249 }
250 }
251 }
252
255 } else {
260 break;
263 break;
266 break;
269 break;
272 break;
275 break;
278 break;
281 break;
282 default:
283 messageIndex = 0;
285 break;
286 }
293 }
294 }
296 }
297 break;
304 }
305 break;
309 } else {
311 }
312 break;
313 }
314
322 break;
325 break;
328 break;
331 break;
334 break;
337 break;
340 break;
341 default:
342 messageIndex = 0;
344 break;
345 }
351
352 } else {
354 }
355 break;
362 }
363 break;
367 } else {
369 }
370 break;
371 }
372
377 }
378 }
379}
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
struct Evt * handleEventScript
@ BS_FLAGS1_HAMMER_CHARGED
@ BS_FLAGS1_SHOW_PLAYER_DECORATIONS
@ BS_FLAGS1_EXECUTING_MOVE
@ BTL_MSG_PLAYER_POISONED
@ BTL_MSG_PLAYER_PARALYZED
@ BTL_MSG_ENEMY_CANT_MOVE
@ BTL_MSG_ENEMY_PARALYZED
@ BTL_MSG_FIRST_ACTION_TIP
@ BTL_MSG_ENEMY_ELECTRIFIED
@ PHASE_MERLEE_ATTACK_BONUS
@ BS_FLAGS2_OVERRIDE_INACTIVE_PLAYER
@ BTL_CAM_PLAYER_STATUS_AFFLICTED
@ BATTLE_STATE_END_DEMO_BATTLE
@ BATTLE_STATE_END_PLAYER_TURN
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_USING_IDLE_ANIM
s32 is_ability_active(s32 arg0)
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 close_action_command_instruction_popup(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)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_is_popup_displayed(void)
void increment_status_bar_disabled(void)
EvtScript EVS_Peach_HandlePhase
EvtScript EVS_Mario_HandlePhase
void sfx_play_sound(s32 soundID)
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus