110 {
115 s32 cutoff;
116 s32 idx;
117
118 switch (acs->
state) {
125 }
130 }
132 break;
137 break;
138 }
139
143 }
144
147 break;
152 break;
153 }
157 acs->smack.holdingLeft = FALSE;
161
162
165
166
172 }
173 }
174
175
178 acs->smack.holdingLeft = TRUE;
179 }
180
182 if (acs->smack.holdingLeft) {
184
186 } else {
187
189 }
190 acs->smack.holdingLeft = FALSE;
191 }
192 }
193
196 }
197 }
198
201 }
202
203
210 }
211
214
219 }
220
224 }
225 }
226 break;
230 }
231
235 }
236 }
237 break;
242 }
243
247 }
248 }
249 } else {
252 }
253
257 }
258 }
259 }
260 break;
261 }
262
265 break;
266 }
267
270 } else {
272 }
273
277 } else {
279 }
280
283 }
284
289 break;
293 break;
294 }
296 break;
297 }
298}
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
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)
#define GET_DRAIN_RATE(pct)
#define FAIL_METER_FILL_TICK
#define HAND_METER_FILL_TICK
#define FAN_METER_FILL_TICK
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus