4#define NAMESPACE action_command_jump
16API_CALLABLE(N(
init)) {
31 actionCommandStatus->
hudPosX = -48;
32 actionCommandStatus->
state = 0;
34 actionCommandStatus->
hudPosY = 80;
53API_CALLABLE(N(start)) {
72 actionCommandStatus->
hudPosX = 50;
73 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
74 battleStatus->
flags1 &= ~BS_FLAGS1_2000;
76 if (actionCommandStatus->
showHud) {
93 switch (actionCommandStatus->
state) {
105 actionCommandStatus->
hudPosX += 20;
106 if (actionCommandStatus->
hudPosX > 50) {
107 actionCommandStatus->
hudPosX = 50;
112 if (actionCommandStatus->
showHud) {
119 if (actionCommandStatus->
showHud) {
131 if (((actionCommandStatus->
prepareTime - successWindow) - 2) <= 0) {
138 if ((actionCommandStatus->
prepareTime - successWindow) > 0) {
158 if (actionCommandStatus->
showHud) {
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
s32 adjust_action_command_difficulty(s32 arg0)
void action_command_init_status(void)
HudScript HES_AButtonDown
@ ACTION_COMMAND_MODE_TUTORIAL
@ ACTION_COMMAND_MODE_NOT_LEARNED
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
s32 * actionCmdDifficultyTable
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus
void N init(Npc *bombette)