Paper Mario DX
Paper Mario (N64) modding
 
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action_cmd.h File Reference

Go to the source code of this file.

Data Structures

struct  ActionCommandStatus
 
union  ActionCommandStatus.__unnamed103__
 
struct  ActionCommandStatus.__unnamed103__.any
 
struct  ActionCommandStatus.__unnamed103__.airRaid
 
struct  ActionCommandStatus.__unnamed103__.breakFree
 
struct  ActionCommandStatus.__unnamed103__.fireShell
 
struct  ActionCommandStatus.__unnamed103__.flee
 
struct  ActionCommandStatus.__unnamed103__.smack
 
struct  ActionCommandStatus.__unnamed103__.spinySurge
 
struct  ActionCommandStatus.__unnamed103__.spook
 
struct  ActionCommandStatus.__unnamed103__.squirt
 
struct  ActionCommandStatus.__unnamed103__.threeChances
 
struct  ActionCommandStatus.__unnamed103__.tidalWave
 
union  ActionCommandStatus.__unnamed105__
 

Macros

#define AC_QUALITY_FAILED   -1
 
#define ONE_PCT_MASH   100
 
#define MAX_MASH_PCT   100
 
#define MAX_MASH_UNITS   (MAX_MASH_PCT * ONE_PCT_MASH)
 
#define SCALE_BY_PCT(x, pct)   ((x) * (pct) / 100)
 
#define PCT_TO_TABLE_IDX(table, pct)   ((pct) / (ONE_PCT_MASH / ARRAY_COUNT(table)))
 
#define PCT_TO_TABLE_RATE(table, pct)   (table[PCT_TO_TABLE_IDX(table, pct)])
 

Enumerations

enum  {
  AC_STATE_INIT = 0 , AC_STATE_APPEAR = 1 , AC_STATE_START = 10 , AC_STATE_ACTIVE = 11 ,
  AC_STATE_DISPOSE = 12
}
 
enum  ActionCommandDifficulty {
  AC_DIFFICULTY_0 = 0 , AC_DIFFICULTY_1 = 1 , AC_DIFFICULTY_2 = 2 , AC_DIFFICULTY_3 = 3 ,
  AC_DIFFICULTY_4 = 4 , AC_DIFFICULTY_5 = 5 , AC_DIFFICULTY_6 = 6 , AC_DIFFICULTY_7 = 7
}
 
enum  MashMeterColorModes { MASH_METER_MODE_BLINK = -1 , MASH_METER_MODE_MULTI_COLOR = 0 , MASH_METER_MODE_ONE_COLOR = 1 }
 
enum  ActionCommandModes {
  AC_MODE_TUTORIAL_BLOCK = -1 , AC_MODE_NOT_LEARNED = 0 , AC_MODE_LEARNED = 1 , AC_MODE_TUTORIAL = 2 ,
  AC_MODE_TUTORIAL_WAIT_INPUT = 3
}
 

Functions

void action_command_init_status (void)
 
void action_command_free (void)
 
void create_action_command_ui_worker (void)
 
void increment_action_command_attempt_count (void)
 
void increment_action_command_success_count (void)
 
void draw_mash_meter_multicolor_with_divisor (s32 posX, s32 posY, s32 fillValue, s32 divisor)
 
void draw_mash_meter_blink (s32 posX, s32 posY, s32 fillValue)
 
void draw_mash_meter_multicolor (s32 posX, s32 posY, s32 fillValue)
 
void draw_mash_meter_mode_with_divisor (s32 posX, s32 posY, s32 fillValue, s32 divisor, s32 colorMode)
 
void draw_mash_meter_blink_with_divisor (s32 posX, s32 posY, s32 fillValue, s32 divisor)
 
s32 adjust_action_command_difficulty (s32 arg0)
 
s32 check_block_input (s32 buttonMask)
 

Variables

ActionCommandStatus gActionCommandStatus
 
HudScript HES_100pct
 
HudScript HES_AButton
 
HudScript HES_AButtonDown
 
HudScript HES_BButton
 
HudScript HES_BButtonHeld
 
HudScript HES_BlueMeter
 
HudScript HES_CDownButtonHeld
 
HudScript HES_FillGaugeResult
 
HudScript HES_MashAButton
 
HudScript HES_MashBButton1
 
HudScript HES_PressAButton
 
HudScript HES_PressBButton
 
HudScript HES_PressCDownButton
 
HudScript HES_RightOn
 
HudScript HES_RunningAway
 
HudScript HES_RunAwayOK
 
HudScript HES_StickHoldLeft
 
HudScript HES_StickMashLeft
 
HudScript HES_StickNeutral
 
HudScript HES_StickTapNeutral
 
HudScript HES_TimingBar1Chance
 
HudScript HES_TimingBar3Chances
 
HudScript HES_TimingCharge1
 
HudScript HES_TimingCharge2
 
HudScript HES_TimingCharge3
 
HudScript HES_TimingCharge4a
 
HudScript HES_TimingCharge4b
 
HudScript HES_TimingCharge4c
 
HudScript HES_TimingOK
 
HudScript HES_TimingMiss
 
HudScript HES_TimingReady
 
HudScript HES_TimingWait
 

Data Structure Documentation

◆ ActionCommandStatus

struct ActionCommandStatus
Data Fields
s32 workerID
HudElemID hudElemIDs[16]
s16 meterFillLevel
s16 escapeThreshold
s16 meterFillWidth
s16 actionCommandID
s16 state
s16 prepareTime
s16 difficulty
s16 duration
s16 stateTimer
s16 hudPosX
s16 hudPosY
s16 escapeChance
union ActionCommandStatus.__unnamed103__ __unnamed__
s8 autoSucceed
b8 hammerMissedStart
b8 wrongButtonPressed
b8 showHud
b8 playHammerSounds
char pad_63[1]
union ActionCommandStatus.__unnamed105__ __unnamed__
s16 thresholdMoveDir
b16 isMeterFilled
b16 berserkerEnabled
s16 hudPrepareTime
b16 hitsTakenIsMax
s16 lookBackCounter
s16 wrongInputFrameCounter
s16 mashMeterCutoffs[6]
s8 mashMeterNumIntervals

◆ ActionCommandStatus.__unnamed103__

◆ ActionCommandStatus.__unnamed103__.any

struct ActionCommandStatus.__unnamed103__.any
Data Fields
s8 unk_5C
s8 unk_5D

◆ ActionCommandStatus.__unnamed103__.airRaid

struct ActionCommandStatus.__unnamed103__.airRaid
Data Fields
b8 holdingLeft

◆ ActionCommandStatus.__unnamed103__.breakFree

struct ActionCommandStatus.__unnamed103__.breakFree
Data Fields
s8 dir

◆ ActionCommandStatus.__unnamed103__.fireShell

struct ActionCommandStatus.__unnamed103__.fireShell
Data Fields
b8 holdingLeft

◆ ActionCommandStatus.__unnamed103__.flee

struct ActionCommandStatus.__unnamed103__.flee
Data Fields
s8 dir
s8 drainDelay

◆ ActionCommandStatus.__unnamed103__.smack

struct ActionCommandStatus.__unnamed103__.smack
Data Fields
b8 holdingLeft

◆ ActionCommandStatus.__unnamed103__.spinySurge

struct ActionCommandStatus.__unnamed103__.spinySurge
Data Fields
s8 tossState

◆ ActionCommandStatus.__unnamed103__.spook

struct ActionCommandStatus.__unnamed103__.spook
Data Fields
b8 holdingLeft

◆ ActionCommandStatus.__unnamed103__.squirt

struct ActionCommandStatus.__unnamed103__.squirt
Data Fields
b8 draining

◆ ActionCommandStatus.__unnamed103__.threeChances

struct ActionCommandStatus.__unnamed103__.threeChances
Data Fields
b8 hadCorrectTiming
s8 time

◆ ActionCommandStatus.__unnamed103__.tidalWave

struct ActionCommandStatus.__unnamed103__.tidalWave
Data Fields
s8 prevButton
s8 inputCount

◆ ActionCommandStatus.__unnamed105__

union ActionCommandStatus.__unnamed105__
Data Fields
s16 variation
s16 statusChance

Macro Definition Documentation

◆ AC_QUALITY_FAILED

#define AC_QUALITY_FAILED   -1

Definition at line 66 of file action_cmd.h.

Referenced by update().

◆ ONE_PCT_MASH

#define ONE_PCT_MASH   100

Definition at line 69 of file action_cmd.h.

Referenced by draw(), and update().

◆ MAX_MASH_PCT

#define MAX_MASH_PCT   100

Definition at line 72 of file action_cmd.h.

◆ MAX_MASH_UNITS

#define MAX_MASH_UNITS   (MAX_MASH_PCT * ONE_PCT_MASH)

Definition at line 75 of file action_cmd.h.

Referenced by update().

◆ SCALE_BY_PCT

#define SCALE_BY_PCT ( x,
pct )   ((x) * (pct) / 100)

Definition at line 77 of file action_cmd.h.

Referenced by update().

◆ PCT_TO_TABLE_IDX

#define PCT_TO_TABLE_IDX ( table,
pct )   ((pct) / (ONE_PCT_MASH / ARRAY_COUNT(table)))

Definition at line 78 of file action_cmd.h.

◆ PCT_TO_TABLE_RATE

#define PCT_TO_TABLE_RATE ( table,
pct )   (table[PCT_TO_TABLE_IDX(table, pct)])

Definition at line 79 of file action_cmd.h.

Enumeration Type Documentation

◆ anonymous enum

Enumerator
AC_STATE_INIT 
AC_STATE_APPEAR 
AC_STATE_START 
AC_STATE_ACTIVE 
AC_STATE_DISPOSE 

Definition at line 33 of file action_cmd.h.

33 {
34 AC_STATE_INIT = 0, // create hud elements
35 AC_STATE_APPEAR = 1, // hud elements move into position
36 AC_STATE_START = 10, // begin listening for input
37 AC_STATE_ACTIVE = 11, // responding to player input
38 AC_STATE_DISPOSE = 12, // delay and disappear
39};
@ AC_STATE_APPEAR
Definition action_cmd.h:35
@ AC_STATE_DISPOSE
Definition action_cmd.h:38
@ AC_STATE_INIT
Definition action_cmd.h:34
@ AC_STATE_ACTIVE
Definition action_cmd.h:37
@ AC_STATE_START
Definition action_cmd.h:36

◆ ActionCommandDifficulty

Enumerator
AC_DIFFICULTY_0 
AC_DIFFICULTY_1 
AC_DIFFICULTY_2 
AC_DIFFICULTY_3 
AC_DIFFICULTY_4 
AC_DIFFICULTY_5 
AC_DIFFICULTY_6 
AC_DIFFICULTY_7 

Definition at line 41 of file action_cmd.h.

41 {
42 AC_DIFFICULTY_0 = 0, // easiest
43 AC_DIFFICULTY_1 = 1, // very easy
44 AC_DIFFICULTY_2 = 2, // easy
45 AC_DIFFICULTY_3 = 3, // standard
46 AC_DIFFICULTY_4 = 4, // harder
47 AC_DIFFICULTY_5 = 5, // hard
48 AC_DIFFICULTY_6 = 6, // very hard
49 AC_DIFFICULTY_7 = 7, // hardest
50};
@ AC_DIFFICULTY_2
Definition action_cmd.h:44
@ AC_DIFFICULTY_7
Definition action_cmd.h:49
@ AC_DIFFICULTY_0
Definition action_cmd.h:42
@ AC_DIFFICULTY_1
Definition action_cmd.h:43
@ AC_DIFFICULTY_3
Definition action_cmd.h:45
@ AC_DIFFICULTY_4
Definition action_cmd.h:46
@ AC_DIFFICULTY_6
Definition action_cmd.h:48
@ AC_DIFFICULTY_5
Definition action_cmd.h:47

◆ MashMeterColorModes

Enumerator
MASH_METER_MODE_BLINK 
MASH_METER_MODE_MULTI_COLOR 
MASH_METER_MODE_ONE_COLOR 

Definition at line 52 of file action_cmd.h.

52 {
56};
@ MASH_METER_MODE_ONE_COLOR
Definition action_cmd.h:55
@ MASH_METER_MODE_MULTI_COLOR
Definition action_cmd.h:54
@ MASH_METER_MODE_BLINK
Definition action_cmd.h:53

◆ ActionCommandModes

Enumerator
AC_MODE_TUTORIAL_BLOCK 
AC_MODE_NOT_LEARNED 
AC_MODE_LEARNED 
AC_MODE_TUTORIAL 
AC_MODE_TUTORIAL_WAIT_INPUT 

Definition at line 58 of file action_cmd.h.

58 {
64};
@ AC_MODE_TUTORIAL_WAIT_INPUT
Definition action_cmd.h:63
@ AC_MODE_TUTORIAL_BLOCK
Definition action_cmd.h:59
@ AC_MODE_TUTORIAL
Definition action_cmd.h:62
@ AC_MODE_NOT_LEARNED
Definition action_cmd.h:60
@ AC_MODE_LEARNED
Definition action_cmd.h:61

Function Documentation

◆ action_command_init_status()

void action_command_init_status ( void )

Definition at line 256 of file action_cmd.c.

256 {
258
260 acs->berserkerEnabled = FALSE;
261
264 acs->autoSucceed = TRUE;
265 }
266
268 acs->showHud = FALSE;
269 acs->berserkerEnabled = TRUE;
270
271 if (rand_int(100) < 25) {
272 acs->autoSucceed = TRUE;
273 }
274 }
275 }
276
278 acs->autoSucceed = TRUE;
279 }
280
282 acs->autoSucceed = TRUE;
283 acs->showHud = FALSE;
284 }
285}
BSS s32 PopupMenu_SelectedIndex
BSS ActionCommandStatus gActionCommandStatus
Definition action_cmd.c:91
#define rand_int
@ BS_FLAGS1_PARTNER_ACTING
Definition enums.h:3587
@ BS_FLAGS1_AUTO_SUCCEED_ACTION
Definition enums.h:3580
@ DEMO_BTL_FLAG_ENABLED
Definition enums.h:3542
@ ABILITY_BERSERKER
Definition enums.h:457
@ ABILITY_RIGHT_ON
Definition enums.h:458
s32 is_ability_active(s32 arg0)
Definition inventory.c:1735
GameStatus * gGameStatusPtr
Definition main_loop.c:31
BattleStatus gBattleStatus
Definition battle.cpp:13

◆ action_command_free()

void action_command_free ( void )

Definition at line 446 of file action_cmd.c.

446 {
448
449 switch (acs->actionCommandID) {
451 break;
454 break;
457 break;
460 break;
463 break;
466 break;
469 break;
472 break;
475 break;
478 break;
481 break;
484 break;
487 break;
490 break;
493 break;
496 break;
499 break;
502 break;
505 break;
508 break;
511 break;
514 break;
517 break;
520 break;
521 }
522
523 acs->actionCommandID = ACTION_COMMAND_NONE;
529}
void action_command_air_lift_free(void)
void action_command_air_raid_free(void)
void action_command_body_slam_free(void)
void action_command_bomb_free(void)
void action_command_break_free_free(void)
void action_command_dizzy_shell_free(void)
@ ACTION_COMMAND_BOMB
Definition enums.h:3483
@ ACTION_COMMAND_SPOOK
Definition enums.h:3493
@ ACTION_COMMAND_MEGA_SHOCK
Definition enums.h:3489
@ ACTION_COMMAND_HURRICANE
Definition enums.h:3492
@ ACTION_COMMAND_FLEE
Definition enums.h:3475
@ ACTION_COMMAND_SMASH
Definition enums.h:3474
@ ACTION_COMMAND_AIR_LIFT
Definition enums.h:3485
@ ACTION_COMMAND_UNUSED_MASH_A
Definition enums.h:3482
@ ACTION_COMMAND_THREE_CHANCES
Definition enums.h:3494
@ ACTION_COMMAND_BREAK_FREE
Definition enums.h:3476
@ ACTION_COMMAND_SMACK
Definition enums.h:3490
@ ACTION_COMMAND_SQUIRT
Definition enums.h:3487
@ ACTION_COMMAND_AIR_RAID
Definition enums.h:3486
@ ACTION_COMMAND_WHIRLWIND
Definition enums.h:3477
@ ACTION_COMMAND_BODY_SLAM
Definition enums.h:3484
@ ACTION_COMMAND_FIRE_SHELL
Definition enums.h:3481
@ ACTION_COMMAND_DIZZY_SHELL
Definition enums.h:3480
@ ACTION_COMMAND_NONE
Definition enums.h:3472
@ ACTION_COMMAND_UNUSED_FLEE
Definition enums.h:3479
@ ACTION_COMMAND_SPINY_SURGE
Definition enums.h:3491
@ ACTION_COMMAND_POWER_SHOCK
Definition enums.h:3488
@ ACTION_COMMAND_JUMP
Definition enums.h:3473
@ ACTION_COMMAND_TIDAL_WAVE
Definition enums.h:3495
@ ACTION_COMMAND_STOP_LEECH
Definition enums.h:3478
void action_command_fire_shell_free(void)
void action_command_flee_free(void)
void btl_set_popup_duration(s32 duration)
void close_action_command_instruction_popup(void)
void action_command_hammer_free(void)
void action_command_hurricane_free(void)
void action_command_jump_free(void)
void action_command_mega_shock_free(void)
void action_command_power_shock_free(void)
void action_command_smack_free(void)
void action_command_spiny_surge_free(void)
void action_command_spook_free(void)
void action_command_squirt_free(void)
#define POPUP_MSG_OFF
Definition battle.h:274
void action_command_stop_leech_free(void)
void action_command_three_chances_free(void)
void action_command_tidal_wave_free(void)
void action_command_unused_flee_free(void)
void action_command_unused_mash_a_free(void)
void action_command_whirlwind_free(void)

Referenced by action_command_update(), and update().

◆ create_action_command_ui_worker()

void create_action_command_ui_worker ( void )

Definition at line 531 of file action_cmd.c.

531 {
534 actionCmdStatus->actionCommandID = ACTION_COMMAND_NONE;
535}
void action_command_draw(void)
Definition action_cmd.c:371
void action_command_update(void)
Definition action_cmd.c:287
s32 create_worker_frontUI(void(*updateFunc)(void), void(*drawFunc)(void))
Definition worker.c:63

Referenced by initialize_battle().

◆ increment_action_command_attempt_count()

void increment_action_command_attempt_count ( void )

Definition at line 641 of file action_cmd.c.

641 {
644
645 if (!acs->autoSucceed) {
646 if (playerData->actionCommandAttempts < 9999) {
647 playerData->actionCommandAttempts++;
649 } else {
650 acs->hitsTakenIsMax = TRUE;
651 }
652 }
653}
PlayerData gPlayerData
Definition 77480.c:39

◆ increment_action_command_success_count()

void increment_action_command_success_count ( void )

Definition at line 655 of file action_cmd.c.

Referenced by update().

◆ draw_mash_meter_multicolor_with_divisor()

void draw_mash_meter_multicolor_with_divisor ( s32 posX,
s32 posY,
s32 fillValue,
s32 divisor )

Definition at line 231 of file action_cmd.c.

231 {
234}
BSS s32 MashMeterSmoothDivisor
Definition action_cmd.c:82
void draw_mash_meter(s32 posX, s32 posY, s32 fillValue, s32 colorMode)
Definition action_cmd.c:116

Referenced by draw().

◆ draw_mash_meter_blink()

void draw_mash_meter_blink ( s32 posX,
s32 posY,
s32 fillValue )

Definition at line 246 of file action_cmd.c.

Referenced by draw().

◆ draw_mash_meter_multicolor()

void draw_mash_meter_multicolor ( s32 posX,
s32 posY,
s32 fillValue )

Definition at line 226 of file action_cmd.c.

Referenced by draw().

◆ draw_mash_meter_mode_with_divisor()

void draw_mash_meter_mode_with_divisor ( s32 posX,
s32 posY,
s32 fillValue,
s32 divisor,
s32 colorMode )

Definition at line 241 of file action_cmd.c.

241 {
243 draw_mash_meter(posX, posY, fillValue, colorMode);
244}

Referenced by draw().

◆ draw_mash_meter_blink_with_divisor()

void draw_mash_meter_blink_with_divisor ( s32 posX,
s32 posY,
s32 fillValue,
s32 divisor )

Definition at line 251 of file action_cmd.c.

Referenced by draw().

◆ adjust_action_command_difficulty()

s32 adjust_action_command_difficulty ( s32 arg0)

Definition at line 101 of file action_cmd.c.

101 {
104 }
105
106 if (difficultyLevel < 0) {
107 difficultyLevel = 0;
108 }
109 if (difficultyLevel > 7) {
110 difficultyLevel = 7;
111 }
112
113 return difficultyLevel;
114}
@ ABILITY_DODGE_MASTER
Definition enums.h:436

◆ check_block_input()

s32 check_block_input ( s32 buttonMask)

Definition at line 537 of file action_cmd.c.

537 {
541 s32 mashWindow;
542 s32 blockWindow;
543 s32 block;
544 s32 mash = FALSE;
545 s32 bufferPos;
546 s32 i;
547 s32 ignoreWindow;
548
549 battleStatus->blockResult = BLOCK_RESULT_FAIL;
550
551 if (battleStatus->actionCommandMode == AC_MODE_TUTORIAL_BLOCK && (battleStatus->flags1 & BS_FLAGS1_TUTORIAL_BATTLE)) {
552 battleStatus->blockResult = BLOCK_RESULT_SUCCESS;
553 return TRUE;
554 }
555
557 return FALSE;
558 }
559
560 if (playerData->hitsTaken < 9999) {
561 playerData->hitsTaken++;
563 } else {
564 acs->hitsTakenIsMax = TRUE;
565 }
566
567 block = FALSE;
568 blockWindow = 3;
569 mashWindow = 10;
570
572 blockWindow = 5;
573 }
574
575 // Pre-window mashing check
576 bufferPos = battleStatus->inputBufferPos;
578
579 if (bufferPos < 0) {
580 bufferPos += ARRAY_COUNT(battleStatus->pushInputBuffer);
581 }
582 for (i = 0; i < mashWindow; i++) {
583 if (bufferPos >= ARRAY_COUNT(battleStatus->pushInputBuffer)) {
584 bufferPos -= ARRAY_COUNT(battleStatus->pushInputBuffer);
585 }
586
587 if (battleStatus->pushInputBuffer[bufferPos] & buttonMask) {
588 mash = TRUE;
589 break;
590 }
591 bufferPos++;
592 }
593
594 // Block check
595 bufferPos = battleStatus->inputBufferPos;
597 if (bufferPos < 0) {
598 bufferPos += ARRAY_COUNT(battleStatus->pushInputBuffer);
599 }
600 for (i = 0; i < blockWindow; i++) {
601 if (bufferPos >= ARRAY_COUNT(battleStatus->pushInputBuffer)) {
602 bufferPos -= ARRAY_COUNT(battleStatus->pushInputBuffer);
603 }
604
605 if (battleStatus->pushInputBuffer[bufferPos] & buttonMask) {
606 battleStatus->blockResult = BLOCK_RESULT_SUCCESS;
607 block = TRUE;
608 break;
609 }
610 bufferPos++;
611 }
612
613 if (mash) {
614 battleStatus->blockResult = BLOCK_RESULT_EARLY;
615 block = FALSE;
616 }
617
618 // Ignore inputs until another mash window has passed, so check_block_input() can be called in quick succession
619 if (block == TRUE) {
620 bufferPos = battleStatus->inputBufferPos;
622 if (bufferPos < 0) {
623 bufferPos += ARRAY_COUNT(battleStatus->pushInputBuffer);
624 }
625
626 for (i = 0; i < mashWindow + blockWindow; i++) {
627 if (bufferPos >= ARRAY_COUNT(battleStatus->pushInputBuffer)) {
628 bufferPos -= ARRAY_COUNT(battleStatus->pushInputBuffer);
629 }
630 battleStatus->pushInputBuffer[bufferPos] = 0;
631 bufferPos++;
632 }
633 }
634 if (block && !acs->hitsTakenIsMax) {
635 playerData->hitsBlocked++;
636 }
637
638 return block;
639}
@ BS_FLAGS1_TUTORIAL_BATTLE
Definition enums.h:3593
@ BLOCK_RESULT_FAIL
Definition enums.h:1974
@ BLOCK_RESULT_SUCCESS
Definition enums.h:1975
@ BLOCK_RESULT_EARLY
Definition enums.h:1973
#define ARRAY_COUNT(arr)
Definition macros.h:40

Referenced by calc_enemy_damage_target().

Variable Documentation

◆ gActionCommandStatus

◆ HES_100pct

HudScript HES_100pct
extern

Definition at line 460 of file battle_ui_gfx.c.

460 {
462 hs_SetCustomSize(64, 48)
463 hs_Loop
464 hs_SetTexelOffset(0, -16)
465 hs_SetScale(1.00)
467 hs_SetScale(1.20)
469 hs_SetScale(1.30)
471 hs_SetScale(1.27)
473 hs_SetScale(1.15)
475 hs_SetScale(1.05)
478 hs_End
479};
#define hs_SetCustomSize(arg0, arg1)
#define hs_SetVisible
#define hs_End
#define hs_Restart
#define hs_Loop
#define hs_SetCI(time, name)
#define hs_SetScale(scale)
#define hs_SetTexelOffset(x, y)

◆ HES_AButton

HudScript HES_AButton
extern

Definition at line 2347 of file global_hud_scripts.c.

Referenced by btl_update_message_popup(), and update().

◆ HES_AButtonDown

HudScript HES_AButtonDown
extern

Definition at line 2349 of file global_hud_scripts.c.

Referenced by btl_update_message_popup(), and update().

◆ HES_BButton

HudScript HES_BButton
extern

Definition at line 297 of file battle_ui_gfx.c.

Referenced by btl_update_message_popup().

◆ HES_BButtonHeld

HudScript HES_BButtonHeld
extern

Definition at line 299 of file battle_ui_gfx.c.

◆ HES_BlueMeter

HudScript HES_BlueMeter
extern

Definition at line 2345 of file global_hud_scripts.c.

◆ HES_CDownButtonHeld

HudScript HES_CDownButtonHeld
extern

Definition at line 386 of file battle_ui_gfx.c.

◆ HES_FillGaugeResult

HudScript HES_FillGaugeResult
extern

Definition at line 512 of file battle_ui_gfx.c.

◆ HES_MashAButton

HudScript HES_MashAButton
extern

Definition at line 2351 of file global_hud_scripts.c.

Referenced by btl_update_message_popup(), and update().

◆ HES_MashBButton1

HudScript HES_MashBButton1
extern

Definition at line 301 of file battle_ui_gfx.c.

Referenced by btl_update_message_popup(), and update().

◆ HES_PressAButton

HudScript HES_PressAButton
extern

Definition at line 2361 of file global_hud_scripts.c.

Referenced by btl_update_message_popup(), and update().

◆ HES_PressBButton

HudScript HES_PressBButton
extern

Definition at line 311 of file battle_ui_gfx.c.

Referenced by btl_update_message_popup().

◆ HES_PressCDownButton

HudScript HES_PressCDownButton
extern

◆ HES_RightOn

HudScript HES_RightOn
extern

◆ HES_RunningAway

◆ HES_RunAwayOK

HudScript HES_RunAwayOK
extern

Definition at line 2572 of file global_hud_scripts.c.

2572 {
2574 hs_Loop
2575 hs_SetCustomSize(24, 16)
2576 hs_SetCI(60, ui_ok)
2578 hs_End
2579};

◆ HES_StickHoldLeft

HudScript HES_StickHoldLeft
extern

Definition at line 2438 of file global_hud_scripts.c.

2438 {
2440 hs_SetCustomSize(40, 32)
2441 hs_SetTexelOffset(-4, 0)
2442 hs_Loop
2445 hs_End
2446};

◆ HES_StickMashLeft

HudScript HES_StickMashLeft
extern

Definition at line 2467 of file global_hud_scripts.c.

2467 {
2469 hs_Loop
2470 hs_SetCustomSize(40, 32)
2471 hs_SetTexelOffset(-4, 0)
2473 hs_SetCustomSize(32, 32)
2474 hs_SetTexelOffset(0, 0)
2477 hs_End
2478};

Referenced by btl_update_message_popup(), and update().

◆ HES_StickNeutral

HudScript HES_StickNeutral
extern

Definition at line 2436 of file global_hud_scripts.c.

Referenced by btl_update_message_popup().

◆ HES_StickTapNeutral

HudScript HES_StickTapNeutral
extern

Definition at line 2493 of file global_hud_scripts.c.

Referenced by update().

◆ HES_TimingBar1Chance

HudScript HES_TimingBar1Chance
extern

Definition at line 295 of file battle_ui_gfx.c.

◆ HES_TimingBar3Chances

HudScript HES_TimingBar3Chances
extern

Definition at line 504 of file battle_ui_gfx.c.

◆ HES_TimingCharge1

HudScript HES_TimingCharge1
extern

Definition at line 436 of file battle_ui_gfx.c.

Referenced by update().

◆ HES_TimingCharge2

HudScript HES_TimingCharge2
extern

Definition at line 440 of file battle_ui_gfx.c.

Referenced by update().

◆ HES_TimingCharge3

HudScript HES_TimingCharge3
extern

Definition at line 444 of file battle_ui_gfx.c.

Referenced by update().

◆ HES_TimingCharge4a

HudScript HES_TimingCharge4a
extern

Definition at line 434 of file battle_ui_gfx.c.

◆ HES_TimingCharge4b

HudScript HES_TimingCharge4b
extern

Definition at line 438 of file battle_ui_gfx.c.

◆ HES_TimingCharge4c

HudScript HES_TimingCharge4c
extern

Definition at line 442 of file battle_ui_gfx.c.

◆ HES_TimingOK

HudScript HES_TimingOK
extern

Definition at line 508 of file battle_ui_gfx.c.

Referenced by update().

◆ HES_TimingMiss

HudScript HES_TimingMiss
extern

Definition at line 510 of file battle_ui_gfx.c.

Referenced by update().

◆ HES_TimingReady

HudScript HES_TimingReady
extern

Definition at line 422 of file battle_ui_gfx.c.

Referenced by btl_update_message_popup(), and update().

◆ HES_TimingWait

HudScript HES_TimingWait
extern

Definition at line 420 of file battle_ui_gfx.c.