109 {
114 s32 cutoff;
115
116 switch (acs->
state) {
119
124 }
125
130 }
131
133 break;
136
139 return;
140 }
141
145 }
146
149 break;
152
155 return;
156 }
157
161 acs->airRaid.holdingLeft = FALSE;
165
166
169
170
176 }
177 }
178
179
182 acs->airRaid.holdingLeft = TRUE;
183 }
184
186 if (acs->airRaid.holdingLeft) {
188 acs->airRaid.holdingLeft = FALSE;
189 }
190 }
191
192
195 }
196 }
197
198
201 }
202
203
210 }
211
214
215
220 }
221
224 }
225 break;
229 }
232 }
233 break;
237 }
240 }
241 break;
242 }
243
246 break;
247 }
248
251 } else {
253 }
254
258 } else {
260 }
261
263
265 }
266
271 break;
275 break;
276 }
278 break;
279 }
280}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
#define AC_QUALITY_FAILED
#define SCALE_BY_PCT(x, pct)
HudScript HES_StickMashLeft
#define GET_DRAIN_RATE(pct)
struct ActorBlueprint * actorBlueprint
@ 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)
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus