86 partner->disableEffect->data.disableX->koDuration = 0;
120 if (
partner->state.moveTime != 0) {
132 if (
partner->state.moveTime != 0) {
BSS s32 PopupMenu_SelectedIndex
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
BSS s32 BattleSubstateDelay
struct EffectInstance * disableEffect
struct Evt * takeTurnScript
struct Evt * handleEventScript
struct DisableXFXData * disableX
EffectInstanceDataPtr data
@ BS_FLAGS1_PLAYER_IN_BACK
@ BS_FLAGS1_DISABLE_CELEBRATION
@ BS_FLAGS1_STAR_POINTS_DROPPED
@ BS_FLAGS2_DONT_STOP_MUSIC
@ BATTLE_STATE_CELEBRATION
@ BATTLE_STATE_END_BATTLE
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_USING_IDLE_ANIM
void dispatch_event_player(s32)
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)
void dispatch_event_partner(s32)
EvtScript EVS_Mario_HandlePhase
EncounterStatus gCurrentEncounter
BattleStatus gBattleStatus
@ BTL_SUBSTATE_AWAIT_SWAP
@ BTL_SUBSTATE_AWAIT_OUTTA_SIGHT
@ BTL_SUBSTATE_CHECK_MERLEE
@ BTL_SUBSTATE_CHECK_OUTTA_SIGHT
@ BTL_SUBSTATE_AWAIT_MERLEE
@ BTL_SUBSTATE_AWAIT_RECOVER_KO
@ BTL_SUBSTATE_RECOVER_STATUS
@ BTL_SUBSTATE_CHECK_SWAP
void btl_state_draw_victory(void)
void btl_state_update_victory(void)