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/**
* @file vaati3Arm.c
* @ingroup Objects
*
* @brief Vaati3 Arm object
*/
#include "entity.h"
#include "physics.h"
void sub_080A0640(Entity*);
void Vaati3Arm_Init(Entity*);
void Vaati3Arm_Action1(Entity*);
void Vaati3Arm_Action2(Entity*);
void Vaati3Arm(Entity* this) {
static void (*const Vaati3Arm_Actions[])(Entity*) = {
Vaati3Arm_Init,
Vaati3Arm_Action1,
Vaati3Arm_Action2,
};
Vaati3Arm_Actions[this->action](this);
}
void Vaati3Arm_Init(Entity* this) {
if (this->type != 2) {
this->action = 1;
this->spritePriority.b0 = 6;
sub_080A0640(this);
InitializeAnimation(this, 1);
} else {
this->action = 2;
this->y.HALF.HI++;
this->z.HALF.HI = 0;
this->spriteOffsetY--;
InitializeAnimation(this, 3);
}
}
void Vaati3Arm_Action1(Entity* this) {
if (this->parent == NULL) {
this->action = 2;
InitializeAnimation(this, 2);
} else {
if (this->parent->next == NULL) {
DeleteThisEntity();
}
sub_080A0640(this);
GetNextFrame(this);
}
}
void Vaati3Arm_Action2(Entity* this) {
GetNextFrame(this);
if (this->frame & ANIM_DONE) {
DeleteThisEntity();
}
}
void sub_080A0640(Entity* this) {
if (this->type == 0) {
PositionRelative(*(((Entity**)this->parent->myHeap) + 4), this, 0, Q_16_16(8.0));
} else {
CopyPosition(this->parent, this);
}
this->z.HALF.HI = 0;
}
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