107 {
111
112 switch (acs->
state) {
115
120 }
121
126 }
127
129 break;
132
135 return;
136 }
137
141 }
142
145 break;
148
151 return;
152 }
153
155 N(HasStarted) = TRUE;
159
160
163
164
171 }
172 } else {
176 }
177 }
178 }
179
180
183
186
187 acs->
meterFillLevel += (difficultyPct * effectivenessPct) / (100 * 100);
188 } else {
192 }
193 }
194 }
195
196
203 }
204
208 }
210
213 break;
214 }
215
218 }
219
220
225 } else {
228 }
229
232 }
233
238 break;
244 }
245 }
248 break;
249 }
251 break;
252 }
253}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
#define AC_QUALITY_FAILED
HudScript HES_MashAButton
#define GET_DRAIN_RATE(pct)
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_NOT_ENOUGH
void btl_set_popup_duration(s32 duration)
void hud_element_set_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
void hud_element_clear_flags(s32 id, s32 flags)
Turns off the given flags.
@ HUD_ELEMENT_FLAG_DISABLED
void sfx_stop_sound(s32 soundID)
void sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus