Go to the source code of this file.
◆ anonymous enum
| Enumerator |
|---|
| BTL_SUBSTATE_CHECK_FOR_SWAP | |
| BTL_SUBSTATE_AWAIT_SCRIPTS | |
| BTL_SUBSTATE_BEGIN_NEXT | |
| BTL_SUBSTATE_UNUSED_4 | |
| BTL_SUBSTATE_PERFORM_SWAP | |
| BTL_SUBSTATE_START_SCRIPTS | |
Definition at line 3 of file turn_end.c.
3 {
4
11};
@ BTL_SUBSTATE_CHECK_FOR_SWAP
@ BTL_SUBSTATE_BEGIN_NEXT
@ BTL_SUBSTATE_PERFORM_SWAP
@ BTL_SUBSTATE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_START_SCRIPTS
◆ btl_state_update_end_turn()
Definition at line 13 of file turn_end.c.
13 {
21
24
30 } else {
32 }
33 }
34 }
35
42 } else {
44 }
45 }
46 }
47
51 }
52 }
53 }
54
60 } else {
72 }
73 }
74
76 if (
partner->state.moveTime != 0) {
81 }
87 if (
partner->state.moveTime != 0) {
89 } else {
102 } else {
104 }
106 }
107 }
108
115 partner->disableDismissTimer = 0;
116 }
117
123 }
124
133 }
134 }
135
142 }
144 }
145
146
149
154 }
155 }
156
159 }
160
164 }
165 }
166
167
172 break;
173 }
174}
BSS s32 PopupMenu_SelectedIndex
struct Evt * handlePhaseScript
struct Evt * takeTurnScript
struct Evt * handleEventScript
EvtScript * handlePhaseSource
@ BS_FLAGS1_PLAYER_IN_BACK
@ BATTLE_STATE_BEGIN_TURN
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_USING_IDLE_ANIM
void btl_set_player_idle_anims(void)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
BattleStatus gBattleStatus
Referenced by btl_update().
◆ btl_state_draw_end_turn()