92 {
93 s32 temp;
94 s32 hudElement;
97
98 switch (actionCommandStatus->
state) {
99 case 0:
102 if (actionCommandStatus->
showHud) {
104 }
105
108 if (actionCommandStatus->
showHud) {
110 }
111
114 if (actionCommandStatus->
showHud) {
116 }
117
120 if (actionCommandStatus->
showHud) {
122 }
123
124 actionCommandStatus->
state = 1;
125 break;
126 case 1:
127 actionCommandStatus->
hudPosX += 20;
128 if (actionCommandStatus->
hudPosX > 50) {
129 actionCommandStatus->
hudPosX = 50;
130 }
133 break;
134 case 10:
137 break;
138 }
139
142 actionCommandStatus->
state = 11;
144 case 11:
147 }
154 }
155
161 } else {
164 }
166 actionCommandStatus->
state = 12;
167 } else {
169 }
170 break;
171 case 12:
174 break;
175 }
177 break;
178 }
179
180 switch (actionCommandStatus->
state) {
181 case 1:
182 case 10:
183 case 11:
184 temp = actionCommandStatus->
unk_5A == 0 ? 7 : 8;
185 if (actionCommandStatus->
unk_5C == 0) {
189 actionCommandStatus->
unk_5C = 1;
190 }
191 break;
192 }
196 actionCommandStatus->
unk_5C = 0;
197 }
198 }
199}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
HudScript HES_MashAButton
@ ACTION_COMMAND_MODE_NOT_LEARNED
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
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus