4#define NAMESPACE action_command_squirt
11API_CALLABLE(N(
init)) {
25 actionCommandStatus->
state = 0;
30 actionCommandStatus->
hudPosX = -48;
31 actionCommandStatus->
unk_5C = 0;
32 actionCommandStatus->
hudPosY = 80;
49API_CALLABLE(N(start)) {
69 actionCommandStatus->
state = 10;
70 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
83 switch (actionCommandStatus->
state) {
88 if (actionCommandStatus->
showHud) {
95 if (actionCommandStatus->
showHud) {
99 actionCommandStatus->
state = 1;
104 actionCommandStatus->
hudPosX += 20;
105 if (actionCommandStatus->
hudPosX > 50) {
106 actionCommandStatus->
hudPosX = 50;
112 actionCommandStatus->
hudPosY + 28);
124 actionCommandStatus->
unk_5C = 0;
127 actionCommandStatus->
state = 11;
133 if (actionCommandStatus->
unk_5C == 0) {
143 actionCommandStatus->
unk_5C = 1;
150 actionCommandStatus->
unk_5C = 0;
191 actionCommandStatus->
state = 12;
212 if (actionCommandStatus->
unk_5C == 0) {
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void draw_mash_meter_multicolor_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
s32 adjust_action_command_difficulty(s32 arg0)
void draw_mash_meter_mode_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor, s32 colorMode)
void action_command_init_status(void)
@ MASH_METER_MODE_ONE_COLOR
HudScript HES_PressAButton
HudScript HES_AButtonDown
@ ACTION_COMMAND_MODE_NOT_LEARNED
s32 actionCmdTableSquirt[]
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)