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/**
* @file anju.c
* @ingroup NPCs
*
* @brief Anju NPC
*/
#include "entity.h"
#include "npc.h"
#include "player.h"
#include "script.h"
#include "physics.h"
typedef struct {
/*0x00*/ Entity base;
/*0x68*/ u8 fusionOffer;
} AnjuEntity;
void Anju(AnjuEntity* this) {
switch (super->action) {
case 0:
super->action = 1;
super->spriteSettings.draw = 1;
super->animationState = super->timer;
InitScriptForNPC(super);
return;
case 1:
if (super->interactType == INTERACTION_FUSE) {
super->action = 2;
super->interactType = INTERACTION_NONE;
InitializeAnimation(super, (super->animIndex & -4) + GetAnimationStateForDirection4(GetFacingDirection(
super, &gPlayerEntity.base)));
InitializeNPCFusion(super);
} else {
ExecuteScriptAndHandleAnimation(super, NULL);
}
return;
case 2:
if (UpdateFuseInteraction(super)) {
super->action = 1;
}
}
}
void Anju_MakeInteractable(AnjuEntity* this) {
this->fusionOffer = GetFusionToOffer(super);
AddInteractableWhenBigFuser(super, this->fusionOffer);
}
void Anju_Fusion(AnjuEntity* this) {
if (super->action == 0) {
super->action++;
super->spriteSettings.draw = 1;
InitAnimationForceUpdate(super, 6);
} else {
UpdateAnimationSingleFrame(super);
}
}
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