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/**
* @file powBackgroundManager.c
* @ingroup Managers
*
* @brief Palace of Wind background animation.
*/
#include "manager/powBackgroundManager.h"
#include "area.h"
#include "room.h"
#include "screen.h"
#include "game.h"
void PowBackgroundManager_OnEnterRoom(PowBackgroundManager*);
void PowBackgroundManager_Main(PowBackgroundManager* this) {
if (this == NULL) {
if ((void*)gArea.onEnter != PowBackgroundManager_OnEnterRoom) {
PowBackgroundManager_OnEnterRoom(this);
}
} else {
if (super->action == 0) {
super->action = 1;
super->flags |= ENT_PERSIST;
SetEntityPriority((Entity*)this, PRIO_PLAYER_EVENT);
if (gArea.onEnter == NULL) {
RegisterTransitionHandler(this, PowBackgroundManager_OnEnterRoom, NULL);
} else {
DeleteThisEntity();
}
} else {
gRoomControls.bg3OffsetX.WORD = gRoomControls.bg3OffsetX.WORD - 0x2000;
gScreen.bg3.xOffset = gRoomControls.scroll_x + gRoomControls.bg3OffsetX.HALF.HI;
gScreen.bg3.yOffset = gRoomControls.scroll_y + gRoomControls.bg3OffsetY.HALF.HI;
}
}
}
void PowBackgroundManager_OnEnterRoom(PowBackgroundManager* this) {
gScreen.bg3.control = BGCNT_PRIORITY(3) | BGCNT_SCREENBASE(30);
gScreen.lcd.displayControl |= DISPCNT_BG3_ON;
gScreen.bg3.xOffset = gRoomControls.scroll_x + gRoomControls.bg3OffsetX.HALF.HI;
gScreen.bg3.yOffset = gRoomControls.scroll_y + gRoomControls.bg3OffsetY.HALF.HI;
}
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