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/**
* @file bench.c
* @ingroup Objects
*
* @brief Bench object
*/
#include "asm.h"
#include "entity.h"
#include "room.h"
#include "player.h"
typedef struct {
Entity base;
u8 filler[0x18];
u16 tilePos;
} BenchEntity;
void Bench_Init(BenchEntity* this);
void Bench_Action1(BenchEntity* this);
void Bench(Entity* this) {
static void (*const Bench_Actions[])(BenchEntity*) = {
Bench_Init,
Bench_Action1,
};
Bench_Actions[this->action]((BenchEntity*)this);
}
void Bench_Init(BenchEntity* this) {
super->action = 1;
super->timer = 0;
this->tilePos = COORD_TO_TILE(super);
if (gPlayerState.flags & PL_MINISH) {
super->collisionLayer = 2;
} else {
super->collisionLayer = 1;
}
UpdateSpriteForCollisionLayer(super);
SetCollisionData(0x47, this->tilePos - 0x40, 1);
}
void Bench_Action1(BenchEntity* this) {
}
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