4#define NAMESPACE action_command_hurricane
10API_CALLABLE(N(
init)) {
26 actionCommandStatus->
hudPosX = -48;
27 actionCommandStatus->
state = 0;
32 actionCommandStatus->
hudPosY = 80;
61API_CALLABLE(N(start)) {
84 actionCommandStatus->
state = 10;
85 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
104 s8 adjustedFillLevel;
106 switch (actionCommandStatus->
state) {
111 if (actionCommandStatus->
showHud) {
117 if (actionCommandStatus->
showHud) {
124 if (actionCommandStatus->
showHud) {
128 actionCommandStatus->
state = 1;
137 actionCommandStatus->
hudPosX += 20;
138 if (actionCommandStatus->
hudPosX > 50) {
139 actionCommandStatus->
hudPosX = 50;
147 actionCommandStatus->
hudPosY + 28);
158 actionCommandStatus->
unk_5C = 0;
160 actionCommandStatus->
state = 11;
172 mashMeterCutoff = mashMeterCutoffs[mashMeterIntervals];
173 index = actionCommandStatus->
barFillLevel / mashMeterCutoff / 20;
194 while (frameCount >= 0) {
204 if ((buttonsPushed & buttonsAB) == buttonsAB) {
215 buttonsPushed = fillLevel / 100;
233 while (frameCount >= 0) {
248 actionCommandStatus->
hudPosY + 28);
252 adjustedFillLevel = actionCommandStatus->
barFillLevel / 100;
267 if (buttonsPushed == 0) {
275 threshold = mashMeterCutoff / 2;
289 actionCommandStatus->
state = 12;
BSS ActionCommandStatus gActionCommandStatus
void draw_mash_meter_multicolor(s32 posX, s32 posY, s32 fillValue)
void action_command_free(void)
s32 adjust_action_command_difficulty(s32 arg0)
void draw_mash_meter_blink(s32 posX, s32 posY, s32 fillValue)
void action_command_init_status(void)
HudScript HES_MashBButton1
HudScript HES_MashAButton
@ ACTION_COMMAND_MODE_NOT_LEARNED
@ ACTION_COMMAND_HURRICANE
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
void hud_element_get_render_pos(s32 id, s32 *x, s32 *y)
void hud_element_set_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_depth(s32 id, s32 z)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_set_flags(s32 id, s32 flags)
Turns on the given flags.
void hud_element_clear_flags(s32 id, s32 flags)
Turns off the given flags.
void hud_element_draw_clipped(s32 id)
void hud_element_free(s32 id)
@ HUD_ELEMENT_FLAG_DISABLED
s32 actionCmdTableHurricane[]
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)