#include "global.h" #include "entity.h" #include "npc.h" void Farore(Entity* this) { switch (this->action) { case 0: this->action = 1; this->spriteSettings.draw = 1; sub_0807DD50(this); break; case 1: if (this->interactType == 2) { this->action = 2; this->interactType = 0; sub_0806F118(this); this->field_0x68.HALF.LO = this->animIndex; InitAnimationForceUpdate(this, sub_0806F5A4(GetFacingDirection(this, &gPlayerEntity))); } else { sub_0807DD94(this, NULL); } break; case 2: if (UpdateFuseInteraction(this) != 0) { this->action = 1; InitAnimationForceUpdate(this, this->field_0x68.HALF.LO); } break; } } void sub_08064A28(Entity* this) { u32 tmp = sub_0801E99C(this); if ((gSave.unk141[sub_08002632(this)] != 0) && (gSave.global_progress < 7)) { tmp = 0; } sub_08078784(this, tmp); } void Farore_Fusion(Entity* this) { if (this->action == 0) { this->action += 1; this->spriteSettings.draw = 1; InitAnimationForceUpdate(this, 6); } else { UpdateAnimationSingleFrame(this); } }