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/**
* @file windcrest.c
* @ingroup Objects
*
* @brief Windcrest object
*/
#include "effects.h"
#include "entity.h"
#include "save.h"
#include "script.h"
#include "sound.h"
void Windcrest(Entity* this) {
if (this->action == 0) {
this->action++;
this->frameIndex = 0;
sub_0807DD64(this);
}
ExecuteScriptForEntity(this, NULL);
HandleEntity0x82Actions(this);
}
void Windcrest_ChangeInteractableHitbox(Entity* this) {
static const Rect gUnk_08125010 = { 0, 0, 12, 12 };
SetInteractableObjectCollision(this, 1, 0xe, &gUnk_08125010);
}
void Windcrest_Unlock(Entity* this) {
SoundReq(SFX_SECRET);
gSave.windcrests = gSave.windcrests | 1 << (this->type2 + 0x18);
CreateFx(this, FX_GIANT_EXPLOSION, 0);
}
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