/** * @file steam.c * @ingroup Objects * * @brief Steam object */ #include "asm.h" #include "entity.h" #include "player.h" #include "room.h" #include "screen.h" const u8 gUnk_08123484[]; typedef struct { Entity base; u8 unk_0x68; } SteamEntity; void Steam(Entity* _this) { SteamEntity* this = (SteamEntity*)_this; u32 action = super->action; s8* ptr; u32 type; if (action == 0) { super->action = 1; super->spriteSettings.draw = 1; super->spriteRendering.alphaBlend = 1; super->timer = 1; super->subtimer = Random() & 0xf; this->unk_0x68 = action; super->collisionLayer = 2; ResolveCollisionLayer(super); gScreen.controls.layerFXControl = 0xbd << 6; if (super->type == 0) { gScreen.controls.alphaBlend = 0x60a; } else { gScreen.controls.alphaBlend = 0x808; } } type = super->type; ptr = &this->unk_0x68; if (type != 0) { if (gPlayerEntity.base.x.HALF.HI - gRoomControls.origin_x > (0xf8 << 1)) { if (*ptr < 0x40) { (*ptr)++; } } else { if (*ptr > 0) { (*ptr)--; } } } if (--super->timer == 0) { super->timer = 8; super->subtimer = (super->subtimer + 1) & 0xf; } super->spriteOffsetX = gUnk_08123484[super->subtimer]; super->spriteOffsetY = gUnk_08123484[super->subtimer] + *ptr; } const u8 gUnk_08123484[] = { 0xfc, 0xfd, 0xfe, 0xff, 0x0, 0x1, 0x2, 0x3, 0x4, 0x3, 0x2, 0x1, 0x0, 0xff, 0xfe, 0xfd, };