4#define NAMESPACE action_command_bomb
10API_CALLABLE(N(
init)) {
15 battleStatus->
unk_82 = 100;
26 actionCommandStatus->
showHud = TRUE;
27 actionCommandStatus->
state = 0;
34 actionCommandStatus->
hudPosX = -48;
35 actionCommandStatus->
hudPosY = 80;
66 switch (actionCommandStatus->
state) {
71 if (actionCommandStatus->
showHud) {
77 if (actionCommandStatus->
showHud) {
81 actionCommandStatus->
state = 1;
86 actionCommandStatus->
hudPosX += 20;
87 if (actionCommandStatus->
hudPosX > 50) {
88 actionCommandStatus->
hudPosX = 50;
94 actionCommandStatus->
hudPosY + 28);
108 actionCommandStatus->
state = 11;
146 actionCommandStatus->
hudPosY + 28);
174 actionCommandStatus->
state = 12;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void action_command_init_status(void)
HudScript HES_MashAButton
@ ACTION_COMMAND_MODE_NOT_LEARNED
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_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.
@ 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)