194 if (player->
debuff != 0) {
235 if (player->
debuff != 0) {
259 if (debuffDuration > 0) {
373 partner->disableDismissTimer = 0;
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleStatusUpdateDelay
BSS b32 BattleSkipActorTurn
struct EffectInstance * disableEffect
struct Evt * takeTurnScript
struct Evt * handleEventScript
struct ActorPart * partsTable
struct EffectInstance * icePillarEffect
struct DisableXFXData * disableX
@ FX_BUFF_DATA_TURBO_CHARGE
@ FX_BUFF_DATA_CLOUD_NINE
@ FX_BUFF_DATA_WATER_BLOCK
EffectInstanceDataPtr data
@ FX_INSTANCE_FLAG_DISMISS
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_SHOW_PLAYER_DECORATIONS
@ BTL_MSG_TURBO_CHARGE_END
@ BTL_MSG_WATER_BLOCK_END
@ BS_FLAGS2_STORED_TURBO_CHARGE_TURN
@ BS_FLAGS2_PLAYER_TURN_USED
@ BS_FLAGS2_PARTNER_TURN_USED
@ BATTLE_STATE_BEGIN_PARTNER_TURN
@ BATTLE_STATE_SWITCH_TO_PLAYER
@ SOUND_DESTROY_WATER_BLOCK
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_USING_IDLE_ANIM
@ ACTOR_PART_FLAG_TRANSPARENT
s32 is_ability_active(s32 arg0)
void remove_status_debuff(s32)
s32 btl_check_player_defeated(void)
void remove_status_static(s32)
void reset_actor_turn_info(void)
void remove_status_transparent(s32)
void dispatch_event_player(s32)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void btl_show_battle_message(s32 messageIndex, s32 duration)
s32 btl_cam_is_moving_done(void)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_is_popup_displayed(void)
s32 btl_check_enemies_defeated(void)
void remove_status_chill_out(s32)
EvtScript EVS_PlayerRegainAbility
void update_turbo_charge(void)
void update_cloud_nine(void)
void update_water_block(void)
b32 dispatch_damage_tick_event_player(s32 damageAmount, s32 event)
void btl_state_draw_begin_player_turn(void)
void btl_state_update_begin_player_turn(void)
void update_status_damage(void)
void update_command_loss(void)
@ BTL_SUBSTATE_TRY_STATUS_DAMAGE
@ BTL_SUBSTATE_CHECK_TURBO_CHARGE
@ BTL_SUBSTATE_AWAIT_WATER_BLOCK
@ BTL_SUBSTATE_AWAIT_CLOUD_NINE
@ BTL_SUBSTATE_RESET_STATE
@ BTL_SUBSTATE_AWAIT_TURBO_CHARGE
@ BTL_SUBSTATE_CHECK_WATER_BLOCK
@ BTL_SUBSTATE_AWAIT_OUTTA_SIGHT
@ BTL_SUBSTATE_TRY_STATUS_RECOVER
@ BTL_SUBSTATE_CHECK_CLOUD_NINE
@ BTL_SUBSTATE_TRY_COMMAND_RECOVER
void sfx_play_sound(s32 soundID)
BattleStatus gBattleStatus