41 partner->disableDismissTimer = 0;
60 for (i = 0; i < numEnemyActors - 1; i++) {
61 for (
j = i + 1;
j < numEnemyActors;
j++) {
71 }
else if (
enemy1->turnPriority <
enemy2->turnPriority) {
BSS s32 PopupMenu_SelectedIndex
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_state_update_begin_turn(void)
void btl_state_draw_begin_turn(void)
void btl_merlee_on_start_turn(void)
@ BTL_SUBSTATE_AWAIT_ENEMY_SCRIPTS
@ BTL_SUBSTATE_AWAIT_ENEMY_DEATH
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus