13 {
17 s32 selectedTargetIndex;
22
25 } else {
27 }
30
38
39
43
44 if (actionTip >= 0) {
46 }
47 }
48 }
49
50
55 for (i = 0; i < targetListLength; i++) {
59 break;
60 }
61 }
62 }
63
64
70 } else {
72 }
74 } else {
78 } else {
80 }
82 }
83 break;
84 }
85
86
87 if (targetListLength == 0) {
92 } else {
94 }
96 } else {
100 } else {
102 }
104 }
105 break;
106 }
107
108
109 for (i = 0; i < targetListLength; i++) {
114 }
116 break;
118
123 }
124 }
125
129 break;
130 }
131
137 break;
138 }
139
143 break;
144 }
145
148
150 selectedTargetIndex--;
151 }
153 selectedTargetIndex++;
154 }
155 if (selectedTargetIndex < 0) {
156 selectedTargetIndex = targetListLength - 1;
157 }
158 if (selectedTargetIndex >= targetListLength) {
159 selectedTargetIndex = 0;
160 }
163
167
170 } else {
172 }
174 }
176 }
177 break;
183
184
185 for (i = 0; i < targetListLength; i++) {
187 }
188
189
194 } else {
196 }
198 } else {
202 } else {
204 }
206 }
207 break;
209
210 for (i = 0; i < targetListLength; i++) {
212 }
213
216
222 } else {
224 }
230 } else {
232 }
233 } else {
238 } else {
240 }
241 }
242 break;
243 }
244}
HudScript HES_HandPointDownLoop
HudScript HES_HandPointLeftLoop
BSS s32 PopupMenu_SelectedIndex
struct SelectableTarget targetData[24]
@ BS_FLAGS1_PARTNER_ACTING
@ BTL_MSG_ACTION_TIP_PRESS_BEFORE_LANDING
@ BATTLE_STATE_PLAYER_MENU
@ BATTLE_STATE_PLAYER_MOVE
@ BATTLE_STATE_PARTNER_MOVE
@ BATTLE_STATE_PARTNER_MENU
@ SOUND_MENU_CHANGE_SELECTION
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
@ ACTOR_PART_FLAG_DEFAULT_TARGET
s32 is_ability_active(s32 arg0)
ActorPart * get_actor_part(Actor *actor, s32 partID)
Actor * get_actor(s32 actorID)
void btl_show_battle_message(s32 messageIndex, s32 duration)
void btl_set_state(s32 battleState)
void create_current_pos_target_list(Actor *actor)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_depth(s32 id, s32 z)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_free(s32 id)
void sfx_play_sound(s32 soundID)
BattleStatus gBattleStatus