64 {
68 s32 cutoff;
69 s32 id;
70
71 switch (actionCommandStatus->
state) {
72 case 0:
74
77 if (actionCommandStatus->
showHud) {
79 }
80
83 if (actionCommandStatus->
showHud) {
85 }
86
87 actionCommandStatus->
state = 1;
88 break;
89 case 1:
91
94 return;
95 }
96
97 actionCommandStatus->
hudPosX += 20;
98 if (actionCommandStatus->
hudPosX > 50) {
99 actionCommandStatus->
hudPosX = 50;
100 }
101
104 break;
105 case 10:
107
110 return;
111 }
112
116 actionCommandStatus->
unk_5C = 0;
119 actionCommandStatus->
state = 11;
120
121 case 11:
125
129 }
130
133 actionCommandStatus->
unk_5C = 1;
134 }
135
137 if (actionCommandStatus->
unk_5C != 0) {
139 actionCommandStatus->
unk_5C = 0;
140 }
141 }
142
145 }
146 }
147 }
148
151 }
152
159 }
160
163
168 }
169
172 }
173 break;
177 }
180 }
181 break;
185 }
188 }
189 break;
190 }
191
194 return;
195 }
196
199 } else {
201 }
202
206 } else {
208 }
209
212 }
213
217 actionCommandStatus->
state = 12;
218 break;
219 case 12:
222 return;
223 }
225 break;
226 }
227}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
HudScript HES_StickMashLeft
struct ActorBlueprint * actorBlueprint
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)
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus