4#define NAMESPACE action_command_break_free
24 actionCommandStatus->
showHud = TRUE;
25 actionCommandStatus->
state = 0;
31 actionCommandStatus->
hudPosX = -48;
32 actionCommandStatus->
hudPosY = 80;
61API_CALLABLE(N(start)) {
89 actionCommandStatus->
unk_5C = 0;
90 actionCommandStatus->
state = 10;
91 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
101 switch (actionCommandStatus->
state) {
107 if (actionCommandStatus->
showHud) {
113 if (actionCommandStatus->
showHud) {
119 if (actionCommandStatus->
showHud) {
125 if (actionCommandStatus->
showHud) {
129 actionCommandStatus->
state = 1;
133 actionCommandStatus->
hudPosX += 20;
134 if (actionCommandStatus->
hudPosX > 50) {
135 actionCommandStatus->
hudPosX = 50;
149 actionCommandStatus->
state = 11;
153 if (actionCommandStatus->
unk_5C == 0) {
157 actionCommandStatus->
unk_5C = 1;
163 actionCommandStatus->
unk_5C = 0;
174 inputBufPos -= temp_a2;
175 if (inputBufPos < 0) {
179 for (i = 0; i < temp_a2; i++, inputBufPos++) {
208 actionCommandStatus->
state = 12;
222 s32* hudElements = actionCommandStatus->
hudElements;
230 hudX = 60 - ((mashMeterCutoff - actionCommandStatus->
thresholdLevel) * 60 / mashMeterCutoff);
235 actionCommandStatus->
hudPosY + 17);
237 actionCommandStatus->
hudPosY - 1);
BSS ActionCommandStatus gActionCommandStatus
void draw_mash_meter_multicolor(s32 posX, s32 posY, s32 fillValue)
void action_command_free(void)
s32 adjust_action_command_difficulty(s32 arg0)
void action_command_init_status(void)
HudScript HES_MashAButton
@ ACTION_COMMAND_MODE_NOT_LEARNED
HudScript HES_RunningAway
s32 actionCmdTableBreakFree[]
@ ACTION_COMMAND_BREAK_FREE
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
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
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)