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/**
* @file gustJarParticle.c
* @ingroup Objects
*
* @brief Gust Jar Particle object
*/
#include "asm.h"
#include "entity.h"
#include "physics.h"
#include "player.h"
#include "room.h"
void GustJarParticle_Init(Entity*);
void GustJarParticle_Action1(Entity*);
void GustJarParticle(Entity* this) {
static void (*const GustJarParticle_Actions[])(Entity*) = {
GustJarParticle_Init,
GustJarParticle_Action1,
};
GustJarParticle_Actions[this->action](this);
}
void GustJarParticle_Init(Entity* this) {
this->action = 1;
this->speed = 0x80;
this->spriteRendering.b3 = gPlayerEntity.base.spriteRendering.b3;
this->spritePriority.b0 = gPlayerEntity.base.spritePriority.b0;
this->collisionLayer = gPlayerEntity.base.collisionLayer;
this->spriteOrientation.flipY = gPlayerEntity.base.spriteOrientation.flipY;
this->type = Random() & 1;
InitializeAnimation(this, 0x11);
}
void GustJarParticle_Action1(Entity* this) {
if (this->type != 0) {
if ((gRoomTransition.frameCount & 1) == 0) {
GetNextFrame(this);
}
} else {
GetNextFrame(this);
}
if (sub_0806F3E4(this)) {
DeleteThisEntity();
} else if ((gPlayerState.gustJarState & 0xf) != 1) {
DeleteThisEntity();
}
}
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