4#define NAMESPACE action_command_smack
16#define HAND_METER_FILL_TICK 1300
17#define FAN_METER_FILL_TICK 850
18#define FAIL_METER_FILL_TICK 1100
20s32 N(DrainRateTable)[] = { 0, 25, 50, 75, 75 };
22#define GET_DRAIN_RATE(pct) PCT_TO_TABLE_RATE(N(DrainRateTable), pct)
26s32 N(BasicHitThresholds)[] = { 40, 70, 99, 200 };
27s32 N(SuperHitThresholds)[] = { 35, 60, 80, 99, 200 };
28s32 N(UltraHitThresholds)[] = { 35, 35, 60, 80, 99, 200 };
29s32 N(FanHitThresholds)[] = { 35, 60, 80, 99, 200 };
31API_CALLABLE(N(
init)) {
78API_CALLABLE(N(start)) {
102 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
118 switch (acs->
state) {
157 acs->smack.holdingLeft = FALSE;
178 acs->smack.holdingLeft = TRUE;
182 if (acs->smack.holdingLeft) {
190 acs->smack.holdingLeft = FALSE;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_attempt_count(void)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void increment_action_command_success_count(void)
void action_command_init_status(void)
#define AC_QUALITY_FAILED
HudScript HES_StickNeutral
#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)
s32 evt_get_variable(Evt *script, Bytecode var)
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.
@ 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
s32 actionCmdTableSmack[]
#define HAND_METER_FILL_TICK
#define FAN_METER_FILL_TICK
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)