The battle event queue and the state of its playback: the phase, the event playing and the advance arrow. More...
#include <battle_work.h>
Data Fields | |
| struct BattleEventQueue | queue |
| s32 | phase |
| enum BattlePlaybackPhase, or a message phase | |
| s32 | eventIndex |
| the next queued event to play | |
| s32 | timer |
| frames to wait, or frames waited for the advance key | |
| struct BattlePromptSprite | displayEntry |
| the advance arrow | |
| s32 | displaySource |
| the arrow's resource entry; -1 until it is shown | |
| s32 | actorId |
| the unit of the hit or defeat being played | |
| s32 | pendingCue |
| hit sound (an SE_ id), played on the next hit | |
| s32 | flags |
| bits: 0 Djinn bonus (EVENT_FLAG_DJINN_BONUS), for the enemies that fall during the action | |
The battle event queue and the state of its playback: the phase, the event playing and the advance arrow.
Definition at line 51 of file battle_work.h.
| struct BattleEventQueue BattleEventState::queue |
Definition at line 52 of file battle_work.h.
Referenced by BattleEv_DispatchQueued(), BattleEvent_Playback(), BattleEventRuntime_Reset(), BattleEventRuntime_SchedulePhase(), and BattleEvPush().
| s32 BattleEventState::phase |
enum BattlePlaybackPhase, or a message phase
Definition at line 53 of file battle_work.h.
Referenced by BattleEvent_Playback(), BattleEventRuntime_BeginPhase(), BattleEventRuntime_Reset(), BattleEventRuntime_SchedulePhase(), and BattleEventRuntime_WaitForReady().
| s32 BattleEventState::eventIndex |
the next queued event to play
Definition at line 54 of file battle_work.h.
Referenced by BattleEvent_Playback(), BattleEventRuntime_Reset(), and BattleEventRuntime_SchedulePhase().
| s32 BattleEventState::timer |
frames to wait, or frames waited for the advance key
Definition at line 55 of file battle_work.h.
Referenced by BattleEvent_Playback(), BattleEventRuntime_Reset(), and BattleEventRuntime_SchedulePhase().
| struct BattlePromptSprite BattleEventState::displayEntry |
the advance arrow
Definition at line 56 of file battle_work.h.
Referenced by BattleEvent_Playback().
| s32 BattleEventState::displaySource |
the arrow's resource entry; -1 until it is shown
Definition at line 57 of file battle_work.h.
Referenced by BattleEvent_Playback().
| s32 BattleEventState::actorId |
the unit of the hit or defeat being played
Definition at line 58 of file battle_work.h.
Referenced by BattleEvent_Playback().
| s32 BattleEventState::pendingCue |
hit sound (an SE_ id), played on the next hit
Definition at line 59 of file battle_work.h.
Referenced by BattleEv_DispatchQueued(), BattleEvent_Playback(), BattleEventRuntime_BeginPhase(), BattleEventRuntime_Reset(), and BattleUnit_ProcessTurnEnd().
| s32 BattleEventState::flags |
bits: 0 Djinn bonus (EVENT_FLAG_DJINN_BONUS), for the enemies that fall during the action
Definition at line 62 of file battle_work.h.
Referenced by BattleEv_DispatchQueued(), BattleEv_GrantDjinnBonus(), BattleEvent_Playback(), and BattleEventRuntime_Reset().