122 {
127 f32 oneThird;
128 s32 inputWindow;
129 s32 bufferPos;
130 s32 i;
131 s32 new_var;
132
133 switch (acs->
state) {
136
140 }
142
146 }
148
152 }
154
158 }
160
164 }
166
170 }
172
174 break;
180 }
192 break;
193 }
194 }
195 break;
205 }
206
209 return;
210 }
211
215 }
217
218
221
223 return;
224 }
225
227 new_var = inputWindow + 2;
228 oneThird = (acs->
duration - new_var) / 3;
229
236 }
237 }
244 }
245 }
252 }
253 }
254 }
255
262 }
266 }
267 }
269 if (inputWindow < 0) {
270 inputWindow = 0;
271 }
272
273
275 && inputWindow == 0
278 ) {
282 return;
283 }
284
285
287 bufferPos -= inputWindow;
288 if (bufferPos < 0) {
290 }
291
292
294 for (i = 0; i < inputWindow; i++) {
297 }
298
303 }
304 bufferPos++;
305 }
306 }
307
313 }
314
317 }
318
322 }
323 }
324 break;
328 return;
329 }
331 break;
332 }
333}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
HudScript HES_TimingCharge3
#define AC_QUALITY_FAILED
HudScript HES_TimingReady
HudScript HES_StickTapNeutral
HudScript HES_TimingCharge2
HudScript HES_TimingCharge1
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_play_sound(s32 soundID)
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus