60 {
63 s32 hudElement;
64 s32 mashMeterCutoff;
65
66 switch (actionCommandStatus->
state) {
67 case 0:
71 if (actionCommandStatus->
showHud) {
73 }
74
77 if (actionCommandStatus->
showHud) {
79 }
80
81 actionCommandStatus->
state = 1;
82 break;
83 case 1:
85
86 actionCommandStatus->
hudPosX += 20;
87 if (actionCommandStatus->
hudPosX > 50) {
88 actionCommandStatus->
hudPosX = 50;
89 }
90
94 actionCommandStatus->
hudPosY + 28);
95 break;
96 case 10:
98
101 break;
102 }
103
108 actionCommandStatus->
state = 11;
109
110
111 case 11:
117
120 }
121 }
122
125 case 0: {
128 break;
129 }
130 case 1:
132 break;
133 case 2: {
136 break;
137 }
138 }
139 }
140
146 actionCommandStatus->
hudPosY + 28);
148 }
149
152
156 } else {
158 }
159
163 } else {
165 }
166
169 }
170
174 actionCommandStatus->
state = 12;
175 } else {
177 }
178 break;
179 case 12:
182 } else {
184 }
185 break;
186 }
187}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
HudScript HES_MashAButton
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.
@ 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