4#define NAMESPACE action_command_air_raid
16#define METER_FILL_RATE 850
18s32 N(DrainRateTable)[] = { 0, 25, 50, 75, 75 };
20#define GET_DRAIN_RATE(pct) PCT_TO_TABLE_RATE(N(DrainRateTable), pct)
24s32 N(BasicThresholds)[] = { 40, 70, 99, 200 };
25s32 N(SuperThresholds)[] = { 35, 60, 80, 99, 200 };
26s32 N(UltraThresholds)[] = { 35, 35, 60, 80, 99, 200 };
28API_CALLABLE(N(
init)) {
77API_CALLABLE(N(start)) {
101 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
116 switch (acs->
state) {
161 acs->airRaid.holdingLeft = FALSE;
182 acs->airRaid.holdingLeft = TRUE;
186 if (acs->airRaid.holdingLeft) {
188 acs->airRaid.holdingLeft = FALSE;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_attempt_count(void)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void increment_action_command_success_count(void)
void action_command_init_status(void)
#define AC_QUALITY_FAILED
HudScript HES_StickNeutral
#define SCALE_BY_PCT(x, pct)
HudScript HES_StickMashLeft
#define GET_DRAIN_RATE(pct)
s32 actionCmdTableAirRaid[]
struct ActorBlueprint * actorBlueprint
@ ACTION_COMMAND_AIR_RAID
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_NOT_ENOUGH
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
void hud_element_set_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_depth(s32 id, s32 z)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_set_flags(s32 id, s32 flags)
Turns on the given flags.
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
void N init(Npc *bombette)