4#define NAMESPACE action_command_stop_leech
22 actionCommandStatus->
hudPosX = -48;
23 actionCommandStatus->
state = 0;
27 actionCommandStatus->
hudPosY = 80;
43API_CALLABLE(N(start)) {
63 actionCommandStatus->
state = 10;
64 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
75 switch (actionCommandStatus->
state) {
79 if (actionCommandStatus->
showHud) {
85 if (actionCommandStatus->
showHud) {
88 actionCommandStatus->
state = 1;
92 hudElementX = actionCommandStatus->
hudPosX + 20;
93 actionCommandStatus->
hudPosX = hudElementX;
94 if (hudElementX > 50) {
95 actionCommandStatus->
hudPosX = 50;
108 actionCommandStatus->
state = 11;
128 actionCommandStatus->
state = 12;
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_STOP_LEECH
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 actionCmdTableStopLeech[]
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)