109 {
113 s32 id;
114 f32 temp_f20;
115 s32 phi_s0;
116 s32 new_var;
117 s32 a;
118
119 switch (actionCommandStatus->
state) {
120 case 0:
122
124 if (actionCommandStatus->
showHud) {
126 }
128
130 if (actionCommandStatus->
showHud) {
132 }
134
136 if (actionCommandStatus->
showHud) {
138 }
140
142 if (actionCommandStatus->
showHud) {
144 }
146
148 if (actionCommandStatus->
showHud) {
150 }
152
154 if (actionCommandStatus->
showHud) {
156 }
158
159 actionCommandStatus->
state = 1;
160 break;
161 case 1:
163 actionCommandStatus->
hudPosX += 20;
164 if (actionCommandStatus->
hudPosX > 50) {
165 actionCommandStatus->
hudPosX = 50;
166 }
176 if (actionCommandStatus->
showHud) {
178 break;
179 }
180 }
181 break;
182 case 10:
191 }
192
195 return;
196 }
197
201 }
202 actionCommandStatus->
state = 11;
203 case 11:
205
207 return;
208 }
209
211 new_var = phi_s0 + 2;
212 temp_f20 = (actionCommandStatus->
duration - new_var) / 3;
213
219 }
220 }
else if (actionCommandStatus->
frameCounter < temp_f20 * 2) {
226 }
227 }
228 }
else if (actionCommandStatus->
frameCounter < temp_f20 * 3.0f) {
231 if (actionCommandStatus->
frameCounter == temp_f20 * 2) {
234 }
235 }
236 }
237
244 }
248 }
249 }
250
253 if (phi_s0 < 0) {
254 phi_s0 = 0;
255 }
256
258 phi_s0 == 0 &&
261 {
265 } else {
266 s32 i;
267 s32 bufferPos;
268
270 bufferPos -= phi_s0;
271 if (bufferPos < 0) {
273 }
274
276 for (i = 0; i < phi_s0; i++, bufferPos++) {
279 }
280
283 {
287 }
288 }
289 }
290
296 }
297
300 }
301
304 actionCommandStatus->
state = 12;
305 }
306 }
307 }
308 break;
309 case 12:
312 return;
313 }
315 break;
316 }
317}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
HudScript HES_TimingCharge3
HudScript HES_TimingReady
HudScript HES_StickTapNeutral
HudScript HES_TimingCharge2
HudScript HES_TimingCharge1
@ ACTION_COMMAND_MODE_TUTORIAL
@ ACTION_COMMAND_MODE_TUTORIAL_BLOCK
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_play_sound(s32 soundID)
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus