4#define NAMESPACE action_command_0A
13 battleStatus->
unk_82 = 100;
25 actionCommandStatus->
showHud = TRUE;
26 actionCommandStatus->
state = 0;
32 actionCommandStatus->
hudPosX = -48;
33 actionCommandStatus->
hudPosY = 80;
64 switch (actionCommandStatus->
state) {
70 if (actionCommandStatus->
showHud) {
76 if (actionCommandStatus->
showHud) {
80 actionCommandStatus->
state = 1;
85 actionCommandStatus->
hudPosX += 20;
86 if (actionCommandStatus->
hudPosX > 50) {
87 actionCommandStatus->
hudPosX = 50;
103 actionCommandStatus->
state = 11;
147 actionCommandStatus->
state = 12;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void action_command_init_status(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_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
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)