AC_STATE_INIT
AC_STATE_APPEAR
AC_STATE_START
AC_STATE_ACTIVE
AC_STATE_DISPOSE
ActionCommandDifficulty
MashMeterColorModes
ActionCommandModes
enum ActionCommandModes source
ActionCommandStatus
struct ActionCommandStatus source
Fields
workerID: s32
hudElemIDs: s32 [16];
meterFillLevel: s16
escapeThreshold: s16
meterFillWidth: s16
actionCommandID: s16
state: s16
prepareTime: s16
difficulty: s16
duration: s16
stateTimer: s16
hudPosX: s16
hudPosY: s16
escapeChance: s16
any: struct { ... }
airRaid: struct { ... }
breakFree: struct { ... }
fireShell: struct { ... }
flee: struct { ... }
smack: struct { ... }
spinySurge: struct { ... }
spook: struct { ... }
squirt: struct { ... }
threeChances: struct { ... }
tidalWave: struct { ... }
autoSucceed: s8
hammerMissedStart: s8
wrongButtonPressed: s8
showHud: s8
playHammerSounds: s8
variation: s16
statusChance: s16
thresholdMoveDir: s16
isMeterFilled: s16
berserkerEnabled: s16
hudPrepareTime: s16
hitsTakenIsMax: s16
lookBackCounter: s16
wrongInputFrameCounter: s16
mashMeterCutoffs: s16 [6];
mashMeterNumIntervals: s8