#include "global.h" #include "entity.h" #include "coord.h" #include "random.h" #include "functions.h" extern u32 GetNextFunction(Entity*); extern void sub_080317F8(Entity*); extern void (*gUnk_080CE530[])(Entity*); extern void (*gUnk_080CE548[])(Entity*); extern void (*gUnk_080CE554[])(Entity*); void sub_080317B4(Entity*); void sub_080317E0(Entity*); void sub_08031840(Entity*); extern Hitbox gUnk_080CE560; void SmallPesto(Entity* this) { gUnk_080CE530[GetNextFunction(this)](this); } void sub_08031680(Entity* this) { gUnk_080CE548[this->action](this); } void nullsub_152() { } void sub_0803169C(Entity* this) { s32 iVar1; GetNextFrame(this); iVar1 = sub_0806F520(this); if (iVar1 == 0) { this->action = 1; this->subAction = 0; this->flags = this->flags | 0x80; this->speed = 0x40; this->field_0xf = 1; } else { gUnk_080CE554[this->subAction](this); } } void sub_080316DC(Entity* this) { this->subAction = 1; this->field_0x1d = 0x3c; } void sub_080316E8(Entity* this) { sub_0806F4E8(this); } void sub_080316F0(Entity* this) { if (sub_0806F3E4(this)) { sub_0804A7D4(this); } } void sub_08031704(Entity* this) { sub_0804A720(this); sub_080317F8(this); } void sub_08031714(Entity* this) { u8 newDirection; sub_080317B4(this); if (--this->field_0xf == 0) { this->field_0xf = (Random() & 0xf) + 0x10; if (sub_08049FA0(this) == 0) { if ((this->field_0xf & 1) != 0) { this->direction = sub_08049EE4(this); goto _08031766; } } this->direction += 0x18; this->direction = ((Random() & 0xe) + this->direction) & 0x1f; _08031766: sub_080317E0(this); } } void sub_08031770(Entity* this) { if (this->field_0x80.HWORD != 0) { if (--this->field_0x80.HWORD == 0) { sub_08031840(this); } } else if (this->attachedEntity == NULL) { this->field_0x80.HWORD = (Random() & 0x7f) | (0x80 << 2); } else { if (this->attachedEntity->next == NULL) { this->attachedEntity = NULL; } } } void sub_080317B4(Entity* this) { this->height.HALF.HI = ((Random() & 0x30) != 0) ? -0xc : -0xd; sub_0806F69C(this); GetNextFrame(this); } void sub_080317E0(Entity* this) { this->animationState = ((u8)(this->direction + 2) & 0x1c) >> 2; InitializeAnimation(this, this->animationState); } void sub_080317F8(Entity* this) { u8 newDirection = Random() & 0x18; this->action = 1; this->height.HALF.HI = 0x0000FFF4; this->collisionLayer = 1; this->field_0x3c |= 0x10; this->field_0x1c = 1; this->direction = newDirection; this->hitbox = &gUnk_080CE560; sub_080317E0(this); this->actionDelay = 0; this->field_0xf = 0x20; } void sub_08031840(Entity* this) { Entity* enemy = CreateEnemy(0x2d, this->type); if (enemy != NULL) { CopyPosition(this, enemy); enemy->parent = this; this->attachedEntity = enemy; enemy->type2 = 1; } }