#include "global.h" #include "entity.h" #include "functions.h" #include "script.h" static void (*const gUnk_081106D4[])(Entity*); static void (*const gUnk_081106E0[])(Entity*); void NPC26(Entity* this) { if ((this->flags & 2) != 0) { gUnk_081106E0[this->action](this); } else { gUnk_081106D4[this->action](this); sub_0806ED78(this); } } static void sub_080669B8(Entity* this) { this->action = 1; this->spriteSettings.b.draw = 1; InitAnimationForceUpdate(this, 2); sub_08078778(this); } static void sub_080669DC(Entity* this) { s32 sVar1; s32 sVar2; sVar1 = sub_0806ED9C(this, 0x28, 0x28); if (sVar1 < 0) { sVar1 = 2; } else { if (this->field_0xf == 0) { this->field_0xf = 0x10; } else { this->field_0xf = this->field_0xf - 1; sVar1 = this->animIndex; } } sVar2 = sub_0806F078(this, sVar1); if (sVar2 == 0) { UpdateAnimationSingleFrame(this); } if (this->interactType != 0) { this->action = 2; this->interactType = 0; } } static void sub_08066A30(Entity* this) { this->action = 1; } static void sub_08066A38(Entity* this) { this->action = 1; this->spriteSettings.b.draw = 1; sub_0807DD50(this); } static void sub_08066A50(Entity* this) { sub_0807DD94(this, NULL); } static void (*const gUnk_081106D4[])(Entity*) = { sub_080669B8, sub_080669DC, sub_08066A30 }; static void (*const gUnk_081106E0[])(Entity*) = { sub_08066A38, sub_08066A50 };