4#define NAMESPACE action_command_smack
20 0x28, 0x46, 0x63, 0xC8,
24 0x23, 0x3C, 0x50, 0x63, 0xC8,
28 0x23, 0x23, 0x3C, 0x50, 0x63, 0xC8,
32 0x23, 0x3C, 0x50, 0x63, 0xC8, 0x00,
37API_CALLABLE(N(
init)) {
42 battleStatus->
unk_82 = 100;
51 actionCommandStatus->
showHud = TRUE;
53 actionCommandStatus->
state = 0;
60 actionCommandStatus->
hudPosX = -48;
61 actionCommandStatus->
hudPosY = 80;
94 switch (actionCommandStatus->
state) {
99 if (actionCommandStatus->
showHud) {
104 if (actionCommandStatus->
showHud) {
107 actionCommandStatus->
state = 1;
116 actionCommandStatus->
hudPosX += 20;
117 if (actionCommandStatus->
hudPosX > 50) {
118 actionCommandStatus->
hudPosX = 50;
124 actionCommandStatus->
hudPosY + 28);
135 actionCommandStatus->
unk_5C = 0;
138 actionCommandStatus->
state = 11;
155 actionCommandStatus->
unk_5C = TRUE;
165 actionCommandStatus->
unk_5C = 0;
183 actionCommandStatus->
hudPosY + 28);
196 if (battleStatus->
unk_85 > 0) {
207 if (battleStatus->
unk_85 > 0) {
219 if (battleStatus->
unk_85 > 0) {
229 if (battleStatus->
unk_85 > 0) {
249 if (mashMeterCutoff < battleStatus->actionSuccess) {
262 actionCommandStatus->
state = 12;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void action_command_init_status(void)
HudScript HES_StickNeutral
HudScript HES_StickMashLeft
@ ACTION_COMMAND_MODE_NOT_LEARNED
struct ActorBlueprint * actorBlueprint
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_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)
s32 actionCmdTableSmack[]
UnkVec2s D_802A99D2_42ED72[]
struct Actor * partnerActor
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)