4#define NAMESPACE action_command_tidal_wave
36API_CALLABLE(N(
init)) {
55 acs->meterFillLevel = 0;
56 acs->meterFillWidth = 0;
78API_CALLABLE(N(start)) {
96 acs->meterFillLevel = 0;
97 acs->meterFillWidth = 0;
121 switch (
acs->state) {
134 if (
acs->hudPosX > 50) {
141 if (
acs->prepareTime != 0) {
145 acs->tidalWave.inputCount = 1;
146 acs->stateTimer =
acs->duration;
149 acs->wrongInputFrameCounter = 0;
162 hid =
acs->hudElemIDs[
acs->tidalWave.inputCount];
167 acs->lookBackCounter = 1;
175 if (
acs->stateTimer == 0) {
181 if (
acs->tidalWave.inputCount == 15) {
187 acs->lookBackCounter--;
189 acs->wrongInputFrameCounter--;
191 if (
acs->lookBackCounter <= 0) {
216 if (
acs->wrongInputFrameCounter > 0) {
224 switch (
acs->tidalWave.prevButton) {
226 if (
acs->autoSucceed) {
232 acs->wrongButtonPressed =
TRUE;
240 if (
acs->autoSucceed) {
246 acs->wrongButtonPressed =
TRUE;
254 if (
acs->autoSucceed) {
260 acs->wrongButtonPressed =
TRUE;
269 if (
acs->wrongButtonPressed) {
271 acs->wrongInputFrameCounter = 10;
273 acs->lookBackCounter = 0;
278 hid =
acs->hudElemIDs[
acs->tidalWave.inputCount];
282 acs->tidalWave.inputCount++;
312 if (
acs->stateTimer != 0) {
BSS s32 PopupMenu_SelectedIndex
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_CDownButtonHeld
HudScript HES_BButtonHeld
HudScript HES_PressAButton
HudScript HES_AButtonDown
HudScript HES_PressBButton
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)
HudScript * HudButtonsUp[TIDAL_WAVE_INPUT_COUNT]
@ TIDAL_WAVE_INPUT_C_DOWN
s32 actionCmdTableTidalWave[]
@ TIDAL_WAVE_STATE_AWAIT_INPUT
@ TIDAL_WAVE_STATE_WRAPUP
@ TIDAL_WAVE_STATE_NEXT_BUTTON
@ TIDAL_WAVE_STATE_DISPOSE
@ TIDAL_WAVE_STATE_APPEAR
HudScript * HudButtonsDown[TIDAL_WAVE_INPUT_COUNT]
BattleStatus gBattleStatus
void N init(Npc *bombette)