4#define NAMESPACE action_command_squirt
15#define METER_DRAIN_RATE 250
17s32 N(DrainRateTable)[] = { 300, 300, 265, 220, 175, 175 };
18s32 N(FillRateTable)[] = { 300, 300, 265, 220, 175, 175 };
21#define GET_DRAIN_RATE(pct) (N(DrainRateTable)[((pct) / (ONE_PCT_MASH / 5))])
22#define GET_FILL_RATE(pct) (N(FillRateTable)[((pct) / (ONE_PCT_MASH / 5))])
24API_CALLABLE(N(
init)) {
45 acs->squirt.draining = FALSE;
63API_CALLABLE(N(start)) {
86 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
101 switch (acs->
state) {
140 acs->squirt.draining = FALSE;
152 if (!acs->squirt.draining) {
163 acs->squirt.draining = TRUE;
170 acs->squirt.draining = FALSE;
236 if (!acs->squirt.draining) {
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_attempt_count(void)
void draw_mash_meter_multicolor_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
void draw_mash_meter_mode_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor, s32 colorMode)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void increment_action_command_success_count(void)
void action_command_init_status(void)
#define AC_QUALITY_FAILED
@ MASH_METER_MODE_ONE_COLOR
#define SCALE_BY_PCT(x, pct)
HudScript HES_PressAButton
HudScript HES_AButtonDown
#define GET_DRAIN_RATE(pct)
#define GET_FILL_RATE(pct)
s32 actionCmdTableSquirt[]
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_BELOW_HALF
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
void hud_element_get_render_pos(s32 id, s32 *x, s32 *y)
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)
HudScript * hud_element_get_script(s32 id)
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_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
void N init(Npc *bombette)