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/**
* @file npc26.c
* @ingroup NPCs
*
* @brief NPC 26
*/
#include "entity.h"
#include "npc.h"
#include "script.h"
#include "player.h"
static void (*const gUnk_081106D4[])(Entity*);
static void (*const gUnk_081106E0[])(Entity*);
void NPC26(Entity* this) {
if ((this->flags & ENT_SCRIPTED) != 0) {
gUnk_081106E0[this->action](this);
} else {
gUnk_081106D4[this->action](this);
sub_0806ED78(this);
}
}
static void sub_080669B8(Entity* this) {
this->action = 1;
this->spriteSettings.draw = 1;
InitAnimationForceUpdate(this, 2);
AddInteractableWhenBigObject(this);
}
static void sub_080669DC(Entity* this) {
s32 sVar1;
s32 sVar2;
sVar1 = GetAnimationStateInRectRadius(this, 0x28, 0x28);
if (sVar1 < 0) {
sVar1 = 2;
} else {
if (this->subtimer == 0) {
this->subtimer = 16;
} else {
this->subtimer = this->subtimer - 1;
sVar1 = this->animIndex;
}
}
sVar2 = sub_0806F078(this, sVar1);
if (sVar2 == 0) {
UpdateAnimationSingleFrame(this);
}
if (this->interactType != INTERACTION_NONE) {
this->action = 2;
this->interactType = INTERACTION_NONE;
}
}
static void sub_08066A30(Entity* this) {
this->action = 1;
}
static void sub_08066A38(Entity* this) {
this->action = 1;
this->spriteSettings.draw = 1;
InitScriptForNPC(this);
}
static void sub_08066A50(Entity* this) {
ExecuteScriptAndHandleAnimation(this, NULL);
}
static void (*const gUnk_081106D4[])(Entity*) = { sub_080669B8, sub_080669DC, sub_08066A30 };
static void (*const gUnk_081106E0[])(Entity*) = { sub_08066A38, sub_08066A50 };
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