108 {
112 s32 cutoff;
113 s32 buttonsPushed;
114 s32 buttonsAB;
115 s32 bufferPos;
116 s32 i;
117
118 switch (acs->
state) {
121
125 }
127
131 }
133
138 }
139
141 break;
146 break;
147 }
148
152 }
153
157 break;
162 break;
163 }
167 acs->any.unk_5C = 0;
171
172
175
176
178 if (acs->statusChance != 0) {
183 }
184 } else {
188 }
189 }
190 }
191
192
194 bufferPos -= 2;
195 if (bufferPos < 0) {
197 }
198
199 buttonsPushed = 0;
200
201
202 for (i = 1; i >= 0; i--) {
205 }
207 bufferPos++;
208 }
209
211 if ((buttonsPushed & buttonsAB) == buttonsAB) {
212 if (acs->statusChance != 0) {
213 s32 amt;
214
217
218
219
220
221
222 buttonsPushed = amt;
223
225 } else {
227
230 }
231 }
232
233
235 bufferPos -= 2;
236 if (bufferPos < 0) {
238 }
239
240
241 for (i = 1; i >= 0; i--) {
244 }
246 bufferPos++;
247 }
248 }
249
256 }
257
260
263 break;
264 }
265
266
267
268
270 if (acs->statusChance == 0) {
271 buttonsPushed = 0;
272 }
273
274 if (buttonsPushed == 0) {
276 } else {
278 }
279
280
284 } else {
286 }
287
289
291 }
292
297 break;
299 if (acs->statusChance == 0) {
303 }
304 }
305
308 break;
309 }
311 break;
312 }
313}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
HudScript HES_MashBButton1
#define AC_QUALITY_FAILED
#define SCALE_BY_PCT(x, pct)
HudScript HES_MashAButton
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_BELOW_HALF
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
#define GET_DRAIN_RATE(pct)
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