60 {
63 s32 id;
64 s32 cutoff;
65 s32 fillLevel;
66
67 switch (actionCommandStatus->
state) {
68 case 0:
70
73 if (actionCommandStatus->
showHud) {
75 }
76
79 if (actionCommandStatus->
showHud) {
81 }
82
83 actionCommandStatus->
state = 1;
84 break;
85 case 1:
87 actionCommandStatus->
hudPosX += 20;
88 if (actionCommandStatus->
hudPosX > 50) {
89 actionCommandStatus->
hudPosX = 50;
90 }
93 break;
94 case 10:
98 return;
99 }
104 actionCommandStatus->
state = 11;
105 case 11:
110
114 }
115 } else {
119 }
120 }
121 }
122
126 s32 temp_v1_2 = (a * b) / 10000;
127
128 if (temp_v1_2 != 0) {
130 } else {
134 }
135 }
136 }
137
144 }
145
148
151 return;
152 }
153
156 fillLevel = 0;
157 }
158
159 if (fillLevel == 0) {
161 } else {
163
164 }
165
169 } else {
171 }
172
175 }
179 actionCommandStatus->
state = 12;
180 break;
181 case 12:
186 }
187 }
188
191 return;
192 }
194 break;
195 }
196}
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.
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