103 {
107 s32 cutoff;
108 s32 fillLevel;
109
110 switch (acs->
state) {
113
118 }
119
124 }
125
127 break;
133 }
136 break;
141 return;
142 }
148
149
152
153
155 if (acs->statusChance != 0) {
160 }
161 } else {
165 }
166 }
167 }
168
169
173
174 s32 fillAmt = (difficultyPct * effectivenessPct) / (100 * 100);
175
176 if (fillAmt != 0) {
178 } else {
182 }
183 }
184 }
185
186
193 }
194
197
200 break;
201 }
202
204 if (acs->statusChance == 0) {
205 fillLevel = 0;
206 }
207
208 if (fillLevel == 0) {
210 } else {
212
213 }
214
218 } else {
220 }
221
223
225 }
230 break;
232 if (acs->statusChance == 0) {
236 }
237 }
238
241 break;
242 }
244 break;
245 }
246}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
#define AC_QUALITY_FAILED
HudScript HES_MashAButton
#define GET_DRAIN_RATE(pct)
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_NOT_ENOUGH
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