89 {
92 s32 id;
93
94 switch (actionCommandStatus->
state) {
95 case 0:
97
100 if (actionCommandStatus->
showHud) {
102 }
103
106 if (actionCommandStatus->
showHud) {
108 }
109
110 actionCommandStatus->
state = 1;
111 break;
112 case 1:
114
117 return;
118 }
119
120 actionCommandStatus->
hudPosX += 20;
121 if (actionCommandStatus->
hudPosX > 50) {
122 actionCommandStatus->
hudPosX = 50;
123 }
124
127 break;
128 case 10:
130
133 return;
134 }
135
140 actionCommandStatus->
state = 11;
141
142 case 11:
145 if (actionCommandStatus->
unk_5A != 0) {
147
151 }
152 } else {
156 }
157 }
158 }
159
161 if (actionCommandStatus->
unk_5A != 0) {
163 s32 b = actionCommandStatus->
unk_5A * 820;
164
166 } else {
170 }
171 }
172
173 }
174
181 }
182
186 }
188
191 return;
192 }
193
194 if (actionCommandStatus->
unk_5A == 0) {
196 }
197
202 } else {
205 }
206
209 }
213 actionCommandStatus->
state = 12;
214 break;
215 case 12:
216 if (actionCommandStatus->
unk_5A == 0) {
220 }
221 }
224 return;
225 }
227 break;
228 }
229}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
HudScript HES_MashAButton
@ ACTION_COMMAND_MODE_NOT_LEARNED
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.
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