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https://github.com/zeldaret/tmc
synced 2026-06-22 17:03:10 -04:00
Decompile eyeSwitch
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@@ -0,0 +1,86 @@
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#define NENT_DEPRECATED
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#include "entity.h"
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#include "hitbox.h"
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#include "flags.h"
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#include "sound.h"
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typedef struct {
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Entity base;
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u8 filler[0x8];
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u16 unk70;
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u8 filler2[0x12];
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u16 eyeSwitchFlags;
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u16 eyeSwitchFlags2;
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} EyeSwitchEntity;
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void sub_080886A4(EyeSwitchEntity* this);
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void sub_08088718(EyeSwitchEntity* this);
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void sub_08088760(EyeSwitchEntity* this);
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void sub_08088790(EyeSwitchEntity* this);
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void sub_080887D8(EyeSwitchEntity* this);
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void EyeSwitch(Entity* this) {
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static void (*const actionFuncs[])(EyeSwitchEntity*) = {
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sub_080886A4, sub_08088718, sub_08088760, sub_08088790, sub_080887D8,
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};
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actionFuncs[this->action]((EyeSwitchEntity*)this);
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}
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void sub_080886A4(EyeSwitchEntity* this) {
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super->animationState = super->type & 3;
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super->spritePriority.b0 = 6;
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super->field_0x3c = 7;
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super->hurtType = 0x48;
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super->hitType = 1;
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super->flags2 = 2;
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super->hitbox = (Hitbox*)&gHitbox_1;
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if (CheckFlags(this->eyeSwitchFlags)) {
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super->action = 3;
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InitializeAnimation(super, super->animationState + 4);
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} else {
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super->action = 1;
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super->flags = super->flags | 0x80;
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InitializeAnimation(super, super->animationState);
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}
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}
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void sub_08088718(EyeSwitchEntity* this) {
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if ((super->bitfield == 0x95 || super->bitfield == 0x8e) &&
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(DirectionRoundUp(super->field_0x4c->direction) >> 3 == (super->animationState & 3))) {
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super->action = 2;
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COLLISION_OFF(super);
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EnqueueSFX(SFX_111);
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SetFlag(this->eyeSwitchFlags2);
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}
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}
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void sub_08088760(EyeSwitchEntity* this) {
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GetNextFrame(super);
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if ((super->frame & 0x80) != 0) {
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super->action = 3;
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this->unk70 = super->actionDelay << 1;
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InitializeAnimation(super, super->animationState + 4);
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}
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}
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void sub_08088790(EyeSwitchEntity* this) {
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if (super->actionDelay != 0) {
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if ((this->eyeSwitchFlags2 != this->eyeSwitchFlags) && (CheckFlags(this->eyeSwitchFlags))) {
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super->actionDelay = 0;
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} else {
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if (--this->unk70 == 0) {
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super->action = 4;
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ClearFlag(this->eyeSwitchFlags2);
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}
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}
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}
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}
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void sub_080887D8(EyeSwitchEntity* this) {
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GetNextFrame(super);
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if ((super->frame & 0x80) != 0) {
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super->action = 1;
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COLLISION_ON(super);
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InitializeAnimation(super, super->animationState);
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}
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}
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