61 {
64 s32 id;
65 s32 phi_v0;
66
67 switch (actionCommandStatus->
state) {
68 case 0:
70
73 if (actionCommandStatus->
showHud) {
75 }
76
79 if (actionCommandStatus->
showHud) {
81 }
82
85 if (actionCommandStatus->
showHud) {
87 }
88
91 if (actionCommandStatus->
showHud) {
93 }
94
95 actionCommandStatus->
state = 1;
96 break;
97 case 1:
99 actionCommandStatus->
hudPosX += 20;
100 if (actionCommandStatus->
hudPosX > 50) {
101 actionCommandStatus->
hudPosX = 50;
102 }
107 break;
108 case 10:
112 return;
113 }
119 actionCommandStatus->
state = 11;
120 case 11:
122
126 } else {
128 }
129
137 }
138 }
139
144 return;
145 }
146
151 } else {
153 }
154
158 }
162 actionCommandStatus->
state = 12;
163 break;
164 case 12:
167 return;
168 }
170 break;
171 }
172}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
HudScript HES_TimingReady
HudScript HES_AButtonDown
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)
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.
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)
void sfx_play_sound(s32 soundID)
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus