Actor * create_actor(Formation formation)
BSS s32 PopupMenu_SelectedIndex
BSS Battle * gCurrentBattlePtr
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
#define ASSERT(condition)
@ BS_FLAGS1_ACTORS_VISIBLE
@ BATTLE_STATE_ENEMY_FIRST_STRIKE
@ BATTLE_STATE_FIRST_STRIKE
@ BATTLE_STATE_BEGIN_TURN
@ BTL_DARKNESS_STATE_NONE
void load_partner_actor(void)
void set_screen_overlay_params_back(u8, f32)
s32 is_ability_active(s32 arg0)
void setup_status_bar_for_battle(void)
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
void set_background(BackgroundHeader *)
void load_battle_hit_asset(const char *hitName)
void load_data_for_models(struct ModelNode *model, s32 romOffset, s32 size)
void set_screen_overlay_params_front(u8, f32)
void load_map_bg(char *optAssetName)
s32 get_asset_offset(char *, s32 *)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void set_screen_overlay_color(s32, u8, u8, u8)
s32 general_heap_free(void *data)
void decode_yay0(void *src, void *dst)
s32 inflict_status_set_duration(Actor *actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration)
s32 does_script_exist(s32 id)
void load_player_actor(void)
void btl_set_state(s32 battleState)
void set_curtain_scale_goal(f32 scale)
EvtScript EVS_ApplyDizzyAttack
EncounterStatus gCurrentEncounter
Formation * stageFormation
BSS s32 BattleEnemiesCreated
@ BTL_SUBSTATE_CHECK_FIRST_STRIKE
@ BTL_SUBSTATE_CREATE_ENEMIES
EvtScript EVS_PeachEnterStage
void btl_state_update_normal_start(void)
EvtScript EVS_Peach_OnActorCreate
StageListRow * gCurrentStagePtr
void load_stage_assets(Stage *stage)
EvtScript EVS_MarioEnterStage
s32 bActorsIgnoreDuringCount[]
EvtScript EVS_OnBattleInit
void btl_state_draw_normal_start(void)
EvtScript EVS_Mario_OnActorCreate
BackgroundHeader gBackgroundImage
GameStatus * gGameStatusPtr
struct Battle * gOverrideBattlePtr
BattleStatus gBattleStatus