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/**
* @file mulldozerSpawnPoint.c
* @ingroup Objects
*
* @brief Mulldozer Spawn Point object
*/
#include "entity.h"
#include "sound.h"
#include "enemy.h"
void MulldozerSpawnPoint_Init(Entity*);
void MulldozerSpawnPoint_Action1(Entity*);
void MulldozerSpawnPoint(Entity* this) {
static void (*const MulldozerSpawnPoint_Actions[])(Entity*) = {
MulldozerSpawnPoint_Init,
MulldozerSpawnPoint_Action1,
DeleteEntity,
};
MulldozerSpawnPoint_Actions[this->action]((Entity*)this);
}
void MulldozerSpawnPoint_Init(Entity* this) {
static const u8 typeAnimationStates[] = { 0x2, 0x0, 0x43, 0x0 };
static const u16 typeSounds[] = { SFX_124, SFX_197, SFX_11D, SFX_NONE };
this->action = 1;
InitializeAnimation(this, typeAnimationStates[this->type]);
SoundReq(typeSounds[this->type]);
}
void MulldozerSpawnPoint_Action1(Entity* this) {
Entity* parent;
GetNextFrame(this);
if (this->frame & 0x80) {
this->action = 2;
parent = this->parent;
parent->flags = this->timer;
parent->spriteSettings.draw = this->subtimer;
((Enemy*)parent)->enemyFlags &= ~EM_FLAG_SUPPORT;
}
}
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