63 {
67 s32 id;
68 s32 cutoff;
69 s32 fillLevel;
70
71 switch (actionCommandStatus->
state) {
72 case 0:
74
77 if (actionCommandStatus->
showHud) {
79 }
80
83 if (actionCommandStatus->
showHud) {
85 }
86
87 actionCommandStatus->
state = 1;
88 break;
89 case 1:
91 actionCommandStatus->
hudPosX += 20;
92 if (actionCommandStatus->
hudPosX > 50) {
93 actionCommandStatus->
hudPosX = 50;
94 }
97 break;
98 case 10:
102 return;
103 }
107 actionCommandStatus->
unk_5C = 0;
110 actionCommandStatus->
state = 11;
111 case 11:
113
119 }
122 actionCommandStatus->
unk_5C = 1;
123 }
124
127 actionCommandStatus->
unk_5C = 0;
128 }
129
132 }
133 }
134 }
135
138 }
139
146 }
147
154 }
157 }
158 break;
162 }
165 }
166 break;
170 }
173 }
174 break;
175 }
176
179 return;
180 }
181
184 } else {
186 }
187
191 } else {
193 }
194
197 }
201 actionCommandStatus->
state = 12;
202 break;
203 case 12:
206 return;
207 }
209 break;
210 }
211}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
HudScript HES_StickMashLeft
struct ActorBlueprint * actorBlueprint
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)
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus