17 s32 selectedTargetIndex;
55 for (i = 0; i < targetListLength; i++) {
87 if (targetListLength == 0) {
109 for (i = 0; i < targetListLength; i++) {
150 selectedTargetIndex--;
153 selectedTargetIndex++;
155 if (selectedTargetIndex < 0) {
156 selectedTargetIndex = targetListLength - 1;
158 if (selectedTargetIndex >= targetListLength) {
159 selectedTargetIndex = 0;
185 for (i = 0; i < targetListLength; i++) {
210 for (i = 0; i < targetListLength; i++) {
251 s32 targetListLength;
260 s32 xOffset, yOffset;
261 f32 targetX, targetY, targetZ;
263 s32 selectedTargetIndex;
277 if (targetListLength == 0) {
286 targetX =
target->truePos.x;
287 targetY =
target->truePos.y;
288 targetZ =
target->truePos.z;
309 for (i = 0; i < targetListLength; i++) {
313 targetX =
target->truePos.x;
314 targetY =
target->truePos.y;
315 targetZ =
target->truePos.z;
347 actorID =
target->actorID;
363 actorID =
target->actorID;
375 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
NULL,
NULL,
NULL,
SCREEN_WIDTH,
SCREEN_HEIGHT,
NULL);
381 actorID =
target->actorID;
397 actorID =
target->actorID;
HudScript HES_HandPointDownLoop
HudScript HES_HandPointLeftLoop
BSS s32 PopupMenu_SelectedIndex
ActorPartBlueprint * staticData
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)
void get_screen_coords(s32 camID, f32 x, f32 y, f32 z, s32 *screenX, s32 *screenY, s32 *screenZ)
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_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_depth(s32 id, s32 z)
HudScript * hud_element_get_script(s32 id)
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)
void btl_state_draw_select_target(void)
void btl_state_update_select_target(void)
EXTERN_C s32 bActorNames[]
BattleStatus gBattleStatus