96 {
99 s32 id;
100
101 switch (actionCommandStatus->
state) {
102 case 0:
104
107 if (actionCommandStatus->
showHud) {
109 }
110
113 if (actionCommandStatus->
showHud) {
115 }
116
119 if (actionCommandStatus->
showHud) {
121 }
122
125 if (actionCommandStatus->
showHud) {
127 }
128
129 actionCommandStatus->
state = 1;
130 break;
131 case 1:
133 actionCommandStatus->
hudPosX += 20;
134 if (actionCommandStatus->
hudPosX > 50) {
135 actionCommandStatus->
hudPosX = 50;
136 }
141 break;
142 case 10:
146 return;
147 }
149 actionCommandStatus->
state = 11;
151 case 11:
153 if (actionCommandStatus->
unk_5C == 0) {
157 actionCommandStatus->
unk_5C = 1;
158 }
159 } else {
163 actionCommandStatus->
unk_5C = 0;
164 }
165 }
166
170 s32 i;
171
173
174 inputBufPos -= temp_a2;
175 if (inputBufPos < 0) {
177 }
178
179 for (i = 0; i < temp_a2; i++, inputBufPos++) {
182 }
185 }
186 }
187 } else {
190 }
191
195 return;
196 }
197
201 } else {
204 }
205
208 actionCommandStatus->
state = 12;
209 break;
210 case 12:
213 return;
214 }
216 break;
217 }
218}
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.
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus