4#define NAMESPACE action_command_power_shock
12API_CALLABLE(N(
init)) {
18 battleStatus->
unk_82 = 100;
28 actionCommandStatus->
state = 0;
34 actionCommandStatus->
hudPosX = -48;
38 actionCommandStatus->
hudPosY = 80;
66 temp_v1 = 29 - temp_v1;
71API_CALLABLE(N(start)) {
92 actionCommandStatus->
state = 10;
93 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
106 switch (actionCommandStatus->
state) {
110 if (actionCommandStatus->
showHud) {
116 if (actionCommandStatus->
showHud) {
121 if (actionCommandStatus->
showHud) {
124 actionCommandStatus->
state = 1;
131 actionCommandStatus->
hudPosX += 20;
132 if (actionCommandStatus->
hudPosX > 50) {
133 actionCommandStatus->
hudPosX = 50;
142 actionCommandStatus->
hudPosY + 28);
145 new_var = 29 - (phi_a1 * 60) / 100;
148 actionCommandStatus->
hudPosX - new_var,
149 actionCommandStatus->
hudPosY + 17);
160 actionCommandStatus->
unk_5C = 0;
164 actionCommandStatus->
state = 11;
189 phi_a1 = (((a * 850) / 100) * phi_a1) / 100;
205 actionCommandStatus->
hudPosX + 50,
206 actionCommandStatus->
hudPosY + 28);
242 actionCommandStatus->
state = 12;
264 switch (actionCommandStatus->
state) {
293 x = 60 - temp_v0 / 100;
void draw_mash_meter_blink_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void draw_mash_meter_multicolor_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
s32 adjust_action_command_difficulty(s32 arg0)
void action_command_init_status(void)
HudScript HES_MashAButton
@ ACTION_COMMAND_MODE_NOT_LEARNED
@ ACTION_COMMAND_POWER_SHOCK
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 actionCmdTablePowerShock[]
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
void N init(Npc *bombette)