/** * @file windcrest.c * @ingroup Objects * * @brief Windcrest object */ #include "effects.h" #include "entity.h" #include "functions.h" #include "global.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 sub_080A2124(Entity* this) { static const u8 gUnk_08125010[] = { 0, 0, 12, 12 }; sub_08078850(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); }