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/**
* @file parallaxRoomView.c
* @ingroup Objects
*
* @brief Parallax Room View object
*/
#include "entity.h"
#include "room.h"
void ParallaxRoomView(Entity* this) {
int iVar1;
int diffY;
int diffX;
int iVar4;
int temp;
if (this->action == 0) {
this->action = 1;
this->spriteSettings.draw = 3;
this->frameIndex = this->type2;
this->spriteOrientation.flipY = 3;
this->spriteRendering.b3 = 3;
if (this->type == 3) {
this->spritePriority.b0 = 6;
} else {
this->spritePriority.b0 = 7;
}
this->field_0x68.HWORD = this->x.HALF.HI;
this->field_0x6a.HWORD = this->y.HALF.HI;
SetDefaultPriority(this, 6);
}
if ((this->flags & 0x10) == 0) {
iVar4 = (int)this->x.HALF.HI - (int)gRoomControls.scroll_x;
diffX = iVar4 - 0x78;
iVar1 = (int)this->y.HALF.HI - (int)gRoomControls.scroll_y;
diffY = iVar1 - 0x50;
if (diffX < 0) {
temp = (iVar4 - 0x75);
} else {
temp = diffX;
}
diffX = temp >> 2;
if (diffY < 0) {
temp = iVar1 - 0x4d;
} else {
temp = diffY;
}
diffY = temp >> 2;
if (diffX < -0x10) {
diffX = -0x10;
}
if (0x10 < diffX) {
diffX = 0x10;
}
if (diffY < -0x10) {
diffY = -0x10;
}
if (0x10 < diffY) {
diffY = 0x10;
}
this->x.HALF.HI = this->field_0x68.HWORD + diffX;
this->y.HALF.HI = this->field_0x6a.HWORD + diffY;
}
}
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