109 {
113 s8 oldButton;
114 s8 newButton;
115 s32 numLookbackFrames;
116 s32 bufferPos;
117 s32 buttonsPressed;
118 s32 success;
119 s32 i;
120
121 switch (acs->
state) {
127 }
130 break;
136 }
138 break;
143 break;
144 }
145 acs->tidalWave.inputCount = 1;
150
151
154
155
156 oldButton = acs->tidalWave.prevButton;
157 do {
159 acs->tidalWave.prevButton = newButton;
160 } while (oldButton == newButton);
161
162 hid = acs->
hudElemIDs[acs->tidalWave.inputCount];
169
170
173
177 break;
178 }
179
180
181 if (acs->tidalWave.inputCount == 15) {
182 break;
183 }
184
185
186
188
190
192
194 if (numLookbackFrames > 20) {
195 numLookbackFrames = 20;
196 }
197
198
200 if (bufferPos < 0) {
202 }
203
204
205 if (numLookbackFrames == 0) {
206 numLookbackFrames = 1;
207 }
208
209
210 for (i = 0; i < numLookbackFrames; i++) {
213 }
214
215
217 break;
218 };
219
220 success = FALSE;
222
223
224 switch (acs->tidalWave.prevButton) {
227 success = TRUE;
228 } else {
230 if (buttonsPressed != 0) {
233 } else {
234 success = TRUE;
235 }
236 }
237 }
238 break;
241 success = TRUE;
242 } else {
244 if (buttonsPressed != 0) {
247 } else {
248 success = TRUE;
249 }
250 }
251 }
252 break;
255 success = TRUE;
256 } else {
258 if (buttonsPressed != 0) {
261 } else {
262 success = TRUE;
263 }
264 }
265 }
266 break;
267 }
268
270
274 }
275
276 if (success) {
277
278 hid = acs->
hudElemIDs[acs->tidalWave.inputCount];
282 acs->tidalWave.inputCount++;
286 }
290 return;
291 }
292
293 bufferPos++;
294 }
295 }
296 break;
300 } else {
302 }
306 }
310 break;
314 } else {
316 }
317 break;
318 }
319}
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_success_count(void)
s16 wrongInputFrameCounter
#define AC_QUALITY_FAILED
void btl_set_popup_duration(s32 duration)
void hud_element_set_scale(s32 index, f32 scale)
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_play_sound(s32 soundID)
s32 * actionCmdDifficultyTable
HudScript * HudButtonsUp[TIDAL_WAVE_INPUT_COUNT]
HudScript * HudButtonsDown[TIDAL_WAVE_INPUT_COUNT]
BattleStatus gBattleStatus