4#define NAMESPACE action_command_hammer
25 actionCommandStatus->
hudPosX = -48;
26 actionCommandStatus->
state = 0;
28 actionCommandStatus->
hudPosY = 96;
76API_CALLABLE(N(start)) {
103 actionCommandStatus->
state = 10;
104 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
119 switch (actionCommandStatus->
state) {
124 if (actionCommandStatus->
showHud) {
130 if (actionCommandStatus->
showHud) {
136 if (actionCommandStatus->
showHud) {
142 if (actionCommandStatus->
showHud) {
148 if (actionCommandStatus->
showHud) {
154 if (actionCommandStatus->
showHud) {
159 actionCommandStatus->
state = 1;
163 actionCommandStatus->
hudPosX += 20;
164 if (actionCommandStatus->
hudPosX > 50) {
165 actionCommandStatus->
hudPosX = 50;
176 if (actionCommandStatus->
showHud) {
202 actionCommandStatus->
state = 11;
211 new_var = phi_s0 + 2;
212 temp_f20 = (actionCommandStatus->
duration - new_var) / 3;
220 }
else if (actionCommandStatus->
frameCounter < temp_f20 * 2) {
228 }
else if (actionCommandStatus->
frameCounter < temp_f20 * 3.0f) {
231 if (actionCommandStatus->
frameCounter == temp_f20 * 2) {
276 for (i = 0; i < phi_s0; i++, bufferPos++) {
304 actionCommandStatus->
state = 12;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
s32 adjust_action_command_difficulty(s32 arg0)
void action_command_init_status(void)
HudScript HES_TimingCharge3
HudScript HES_TimingReady
HudScript HES_StickTapNeutral
HudScript HES_TimingCharge4b
HudScript HES_TimingCharge4a
HudScript HES_TimingCharge4c
HudScript HES_StickHoldLeft
HudScript HES_TimingCharge2
HudScript HES_TimingCharge1
@ ACTION_COMMAND_MODE_TUTORIAL
@ ACTION_COMMAND_MODE_TUTORIAL_BLOCK
@ ACTION_COMMAND_MODE_NOT_LEARNED
HudScript HES_TimingBar1Chance
s32 actionCmdTableHammer[]
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.
void hud_element_draw_clipped(s32 id)
void hud_element_free(s32 id)
@ HUD_ELEMENT_FLAG_DISABLED
void sfx_play_sound(s32 soundID)
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)