12 {
27
36
41 partner->disableDismissTimer = 0;
42 }
43
46 }
47
48 numEnemyActors = 0;
53 numEnemyActors++;
54 }
55 }
57
58
60 for (i = 0; i < numEnemyActors - 1; i++) {
61 for (
j = i + 1;
j < numEnemyActors;
j++) {
70 }
71 }
else if (
enemy1->turnPriority <
enemy2->turnPriority) {
74 }
75 }
76 }
78
80
81
84
85
90 }
95 }
96 }
97 }
98
101 }
102
105 }
106
109 return;
110 }
111
117
122 }
123 }
125 } else {
134 }
135 }
136
144 }
146 }
147 }
148
155 }
156 }
159 }
160
164 }
165 return;
166 }
167 }
168
175 }
176 }
177
181 }
182 }
183 }
184}
struct Evt * handlePhaseScript
EvtScript * handleEventSource
struct Evt * handleEventScript
EvtScript * handlePhaseSource
union Evt::@10 owner1
Initially -1.
@ BS_FLAGS1_SORT_ENEMIES_BY_POSX
@ BS_FLAGS1_HAMMER_CHARGED
@ DEBUG_CONTACT_DIE_IN_BATTLE
@ DEBUG_CONTACT_AUTO_FLEE
@ BATTLE_STATE_BEGIN_PLAYER_TURN
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_USING_IDLE_ANIM
s32 is_ability_active(s32 arg0)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_check_enemies_defeated(void)
void btl_merlee_on_start_turn(void)
GameStatus * gGameStatusPtr