109 {
114 s32 cutoff;
115
116 switch (acs->
state) {
119
124 }
125
130 }
131
133 break;
139 }
142 break;
147 return;
148 }
152 acs->fireShell.holdingLeft = FALSE;
156
157
160
161
167 }
168 }
169
170
173 acs->fireShell.holdingLeft = TRUE;
174 }
175
177 if (acs->fireShell.holdingLeft != 0) {
180 acs->fireShell.holdingLeft = FALSE;
181 }
182 }
183
184
188 }
189 }
190
193 }
194
195
202 }
203
206
207
212 }
215 }
216 break;
220 }
223 }
224 break;
228 }
231 }
232 break;
233 }
234
237 break;
238 }
239
242 } else {
244 }
245
249 } else {
251 }
252
254
256 }
257
262 break;
266 break;
267 }
269 break;
270 }
271}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
#define AC_QUALITY_FAILED
#define SCALE_BY_PCT(x, pct)
HudScript HES_StickMashLeft
struct ActorBlueprint * actorBlueprint
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_NOT_ENOUGH
#define GET_DRAIN_RATE(pct)
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)
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus