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/**
* @file eyeSwitch.c
* @ingroup Objects
*
* @brief EyeSwitch object
*/
#include "entity.h"
#include "flags.h"
#include "hitbox.h"
#include "sound.h"
typedef struct {
Entity base;
u8 filler[0x8];
u16 unk70;
u8 filler2[0x12];
u16 eyeSwitchFlags;
u16 eyeSwitchFlags2;
} EyeSwitchEntity;
void EyeSwitch_Init(EyeSwitchEntity* this);
void EyeSwitch_Action1(EyeSwitchEntity* this);
void EyeSwitch_Action2(EyeSwitchEntity* this);
void EyeSwitch_Action3(EyeSwitchEntity* this);
void EyeSwitch_Action4(EyeSwitchEntity* this);
void EyeSwitch(Entity* this) {
static void (*const EyeSwitch_Actions[])(EyeSwitchEntity*) = {
EyeSwitch_Init, EyeSwitch_Action1, EyeSwitch_Action2, EyeSwitch_Action3, EyeSwitch_Action4,
};
EyeSwitch_Actions[this->action]((EyeSwitchEntity*)this);
}
void EyeSwitch_Init(EyeSwitchEntity* this) {
super->animationState = super->type & 3;
super->spritePriority.b0 = 6;
super->collisionFlags = 7;
super->hurtType = 0x48;
super->hitType = 1;
super->collisionMask = 2;
super->hitbox = (Hitbox*)&gHitbox_1;
if (CheckFlags(this->eyeSwitchFlags)) {
super->action = 3;
InitializeAnimation(super, super->animationState + 4);
} else {
super->action = 1;
super->flags = super->flags | 0x80;
InitializeAnimation(super, super->animationState);
}
}
void EyeSwitch_Action1(EyeSwitchEntity* this) {
if ((super->contactFlags == (CONTACT_NOW | 0x15) || super->contactFlags == (CONTACT_NOW | 0xe)) &&
(DirectionRoundUp(super->contactedEntity->direction) >> 3 == (super->animationState & 3))) {
super->action = 2;
COLLISION_OFF(super);
EnqueueSFX(SFX_111);
SetFlag(this->eyeSwitchFlags2);
}
}
void EyeSwitch_Action2(EyeSwitchEntity* this) {
GetNextFrame(super);
if ((super->frame & ANIM_DONE) != 0) {
super->action = 3;
this->unk70 = super->timer << 1;
InitializeAnimation(super, super->animationState + 4);
}
}
void EyeSwitch_Action3(EyeSwitchEntity* this) {
if (super->timer != 0) {
if ((this->eyeSwitchFlags2 != this->eyeSwitchFlags) && (CheckFlags(this->eyeSwitchFlags))) {
super->timer = 0;
} else {
if (--this->unk70 == 0) {
super->action = 4;
ClearFlag(this->eyeSwitchFlags2);
}
}
}
}
void EyeSwitch_Action4(EyeSwitchEntity* this) {
GetNextFrame(super);
if ((super->frame & ANIM_DONE) != 0) {
super->action = 1;
COLLISION_ON(super);
InitializeAnimation(super, super->animationState);
}
}
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