4#define NAMESPACE action_command_tidal_wave
11API_CALLABLE(N(
init)) {
26 actionCommandStatus->
state = 0;
31 actionCommandStatus->
hudPosX = -48;
32 actionCommandStatus->
hudPosY = 80;
52API_CALLABLE(N(start)) {
73 actionCommandStatus->
state = 10;
74 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
85 s32 numLookbackFrames;
91 switch (actionCommandStatus->
state) {
95 if (actionCommandStatus->
showHud) {
99 actionCommandStatus->
state = 1;
103 actionCommandStatus->
hudPosX += 20;
104 if (actionCommandStatus->
hudPosX > 50) {
105 actionCommandStatus->
hudPosX = 50;
109 actionCommandStatus->
hudPosX + 21,
110 actionCommandStatus->
hudPosY + 28);
118 actionCommandStatus->
unk_5D = 1;
121 actionCommandStatus->
state = 11;
128 oldButton = actionCommandStatus->
unk_5C;
131 actionCommandStatus->
unk_5C = newButton;
132 }
while (oldButton == newButton);
139 actionCommandStatus->
hudPosX + ((actionCommandStatus->
unk_5D - 1) * 20) + 16,
144 actionCommandStatus->
state = 12;
149 actionCommandStatus->
state = 13;
154 if (actionCommandStatus->
unk_5D == 15) {
167 if (numLookbackFrames > 20) {
168 numLookbackFrames = 20;
178 if (numLookbackFrames == 0) {
179 numLookbackFrames = 1;
183 for (i = 0; i < numLookbackFrames; i++) {
197 switch (actionCommandStatus->
unk_5C) {
203 if (buttonsPressed != 0) {
217 if (buttonsPressed != 0) {
231 if (buttonsPressed != 0) {
256 actionCommandStatus->
hudPosX + ((actionCommandStatus->
unk_5D - 1) * 20),
257 actionCommandStatus->
hudPosY + 7);
258 actionCommandStatus->
unk_5D++;
264 actionCommandStatus->
state = 11;
286 actionCommandStatus->
state = 14;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
s32 adjust_action_command_difficulty(s32 arg0)
void action_command_init_status(void)
s16 wrongInputFrameCounter
HudScript HES_CDownButtonHeld
HudScript HES_BButtonHeld
HudScript HES_PressAButton
HudScript HES_AButtonDown
HudScript HES_PressBButton
@ ACTION_COMMAND_MODE_NOT_LEARNED
HudScript HES_PressCDownButton
@ ACTION_COMMAND_TIDAL_WAVE
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
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_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
void sfx_play_sound(s32 soundID)
s32 * actionCmdDifficultyTable
HudScript * D_802A97C0_42CEB0[3]
s32 actionCmdTableTidalWave[]
HudScript * D_802A97CC_42CEBC[3]
BattleStatus gBattleStatus
void N init(Npc *bombette)