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/**
* @file gina.c
* @ingroup NPCs
*
* @brief Gina NPC
*/
#include "entity.h"
#include "npc.h"
#include "player.h"
#include "script.h"
#include "physics.h"
#if defined(USA) || defined(DEMO_USA)
#include "flags.h"
#endif
typedef struct {
/*0x00*/ Entity base;
/*0x68*/ u8 fusionOffer;
} GinaEntity;
void Gina(GinaEntity* this) {
switch (super->action) {
case 0:
super->action = 1;
super->spriteSettings.draw = 1;
this->fusionOffer = GetFusionToOffer(super);
AddInteractableWhenBigFuser(super, this->fusionOffer);
InitScriptForNPC(super);
break;
case 1:
if (super->interactType == INTERACTION_FUSE) {
super->action = 2;
super->interactType = INTERACTION_NONE;
InitAnimationForceUpdate(
super, GetAnimationStateForDirection4(GetFacingDirection(super, &gPlayerEntity.base)));
InitializeNPCFusion(super);
} else {
ExecuteScriptAndHandleAnimation(super, NULL);
}
break;
case 2:
if (UpdateFuseInteraction(super) != 0) {
super->action = 1;
#if defined(USA) || defined(DEMO_USA)
SetLocalFlag(KS_B15);
#endif
}
break;
}
}
void Gina_Fusion(Entity* this) {
if (this->action == 0) {
this->action++;
this->spriteSettings.draw = 1;
InitAnimationForceUpdate(this, 2);
} else {
UpdateAnimationSingleFrame(this);
}
}
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