4#define NAMESPACE action_command_hammer
19API_CALLABLE(N(
init)) {
87API_CALLABLE(N(start)) {
115 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
133 switch (acs->
state) {
227 new_var = inputWindow + 2;
228 oneThird = (acs->
duration - new_var) / 3;
269 if (inputWindow < 0) {
287 bufferPos -= inputWindow;
294 for (i = 0; i < inputWindow; i++) {
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)
HudScript HES_TimingCharge3
#define AC_QUALITY_FAILED
HudScript HES_TimingReady
HudScript HES_StickTapNeutral
HudScript HES_TimingCharge4b
HudScript HES_TimingCharge4a
HudScript HES_TimingCharge4c
HudScript HES_StickHoldLeft
HudScript HES_TimingCharge2
HudScript HES_TimingCharge1
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)