4#define NAMESPACE action_command_body_slam
13 battleStatus->
unk_82 = 100;
23 actionCommandStatus->
showHud = TRUE;
24 actionCommandStatus->
state = 0;
30 actionCommandStatus->
hudPosX = -48;
31 actionCommandStatus->
hudPosY = 80;
67 switch (actionCommandStatus->
state) {
73 if (actionCommandStatus->
showHud) {
79 if (actionCommandStatus->
showHud) {
85 if (actionCommandStatus->
showHud) {
91 if (actionCommandStatus->
showHud) {
95 actionCommandStatus->
state = 1;
99 actionCommandStatus->
hudPosX += 20;
100 if (actionCommandStatus->
hudPosX > 50) {
101 actionCommandStatus->
hudPosX = 50;
119 actionCommandStatus->
state = 11;
162 actionCommandStatus->
state = 12;
BSS ActionCommandStatus gActionCommandStatus
void draw_mash_meter_multicolor(s32 posX, s32 posY, s32 fillValue)
void action_command_free(void)
void action_command_init_status(void)
HudScript HES_TimingReady
HudScript HES_AButtonDown
HudScript HES_FillGaugeResult
@ ACTION_COMMAND_MODE_NOT_LEARNED
s32 actionCmdTableBodySlam[]
@ ACTION_COMMAND_BODY_SLAM
void btl_set_popup_duration(s32 duration)
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)
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)
void sfx_play_sound(s32 soundID)
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)