93 {
97 s32 fillPct;
98 s32 cutoff;
99 s32 idx;
100
101 switch (acs->
state) {
104
108 }
110
115 }
116
118 break;
121
125 }
126
129 break;
132
135 break;
136 }
137
140 acs->squirt.draining = FALSE;
144
145
148
149
152 if (!acs->squirt.draining) {
157 }
158 } else {
163 acs->squirt.draining = TRUE;
164 }
165 }
166 } else {
170 acs->squirt.draining = FALSE;
171 }
172 }
173
176
178 if (fillPct < 80) {
181 }
182 } else {
185 }
186 }
187
190 break;
191 }
192
195 } else {
197 }
198
199
203 } else {
205 }
206
208
210 }
211
216 break;
220 break;
221 }
223 break;
224 }
225}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
#define AC_QUALITY_FAILED
#define SCALE_BY_PCT(x, pct)
HudScript HES_PressAButton
HudScript HES_AButtonDown
#define GET_DRAIN_RATE(pct)
#define GET_FILL_RATE(pct)
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_BELOW_HALF
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)
HudScript * hud_element_get_script(s32 id)
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_stop_sound(s32 soundID)
void sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus