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/**
* @file object53.c
* @ingroup Objects
*
* @brief Object53 object
*/
#include "object.h"
#include "asm.h"
#include "effects.h"
void Object53_Init(Entity*);
void Object53_Action1(Entity*);
void Object53(Entity* this) {
static void (*const Object53_Actions[])(Entity*) = {
Object53_Init,
Object53_Action1,
};
Object53_Actions[this->action]((Entity*)this);
}
typedef struct {
u8 animationState;
u8 palette;
u8 spriteVramOffset;
u8 spriteIndex;
} gUnk_08122288_struct;
void Object53_Init(Entity* this) {
static const gUnk_08122288_struct gUnk_08122288[] = { { 0x0, 0x2, 0xe8, 0xa7 },
{ 0x0, 0x5, 0xe0, 0xa7 },
{ 0x0, 0x5, 0xf2, 0xa7 } };
u32 temp;
this->action++;
this->spriteVramOffset = gUnk_08122288[this->type].spriteVramOffset;
temp = gUnk_08122288[this->type].palette;
this->palette.b.b0 = temp;
this->spriteIndex = gUnk_08122288[this->type].spriteIndex;
this->spriteSettings.draw = 1;
this->spriteRendering.b3 = 2;
this->zVelocity = Q_16_16(2.625);
InitializeAnimation(this, gUnk_08122288[this->type].animationState);
SnapToTile(this);
}
void Object53_Action1(Entity* this) {
if (this->zVelocity < 0) {
this->spriteSettings.flipY = 1;
}
if (GravityUpdate(this, Q_8_8(32.0))) {
return;
}
switch ((u8)this->type2) {
case 0:
case 0xff:
break;
case 0xf:
CreateFx(this, this->timer, 0x80);
break;
default:
CreateObjectWithParent(this, this->type2, this->timer, 0);
break;
}
DeleteThisEntity();
}
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