#include "enemy.h" #include "entity.h" #include "random.h" #include "functions.h" extern Entity* sub_08049DF4(u32); void sub_08022A88(Entity*); void sub_08022AA4(Entity*); void sub_08022B0C(Entity*); u32 sub_08022B20(Entity*); void sub_08022B44(Entity*); extern void (*const gUnk_080CBB64[])(Entity*); extern void (*const gUnk_080CBB7C[])(Entity*); void CuccoChickAggr(Entity* this) { gUnk_080CBB64[GetNextFunction(this)](this); } void sub_08022934(Entity* this) { gUnk_080CBB7C[this->action](this); } void sub_0802294C(Entity* this) { sub_0804AA30(this, gUnk_080CBB64); } void nullsub_132(Entity* this) { } void sub_08022960(Entity* this) { sub_0804A720(this); sub_08022A88(this); } void sub_08022970(Entity* this) { if (--this->actionDelay == 0) { sub_08022AA4(this); } } void sub_08022988(Entity* this) { if (this->height.HALF.HI == 0 && sub_08022B20(this)) { sub_08022B0C(this); } else { if (this->field_0xf) { if (--this->field_0xf) return; this->frameIndex = 1; this->field_0x20 = 0x10000; EnqueueSFX(0xd6); } ProcessMovement(this); if (sub_08003FC4(this, 0x2000) == 0) { if (--this->actionDelay == 0) { sub_08022A88(this); } else { this->field_0xf = 4; this->frameIndex = 0; } } } } void sub_080229F8(Entity* this) { if (sub_08003FC4(this, 0x2800) == 0) { if (--this->actionDelay == 0) { this->action = 4; this->actionDelay = 6; this->field_0xf = 8; this->frameIndex = 0; this->speed = 0xc0; sub_08022B44(this); } else { this->field_0x20 = 0x10000; EnqueueSFX(0xd6); } } } void sub_08022A40(Entity* this) { if (this->field_0xf) { if (--this->field_0xf) return; this->frameIndex = 1; } ProcessMovement(this); if (sub_08003FC4(this, 0x2000) == 0) { if (--this->actionDelay == 0) { sub_08022A88(this); } else { sub_08022B44(this); } } } void sub_08022A88(Entity* this) { this->action = 1; this->actionDelay = (Random() & 0xf) + 8; this->frameIndex = 0; } void sub_08022AA4(Entity* this) { u32 rand = Random(); this->action = 2; this->actionDelay = (rand & 3) + 1; this->field_0xf = 1; this->speed = 0x80; if (!sub_08049FA0(this) && (rand >> 8) & 3) { this->direction = sub_08049EE4(this); } else { this->direction = (rand >> 0x10) & 0x1f; } if (this->direction & 0xf) this->spriteSettings.b.flipX = (this->direction >> 4) ^ 1; } void sub_08022B0C(Entity* this) { this->action = 3; this->actionDelay = 3; this->field_0xf = 8; sub_08022B44(this); } u32 sub_08022B20(Entity* this) { if (!sub_08049DF4(2)) return 0; return sub_080041A0(this, &gPlayerEntity, 0x24, 0x24); } void sub_08022B44(Entity* this) { this->field_0x20 = 0xc000; this->direction = GetFacingDirection(this, &gPlayerEntity); if (this->direction & 0xf) this->spriteSettings.b.flipX = (this->direction >> 4) ^ 1; EnqueueSFX(0xd6); } // clang-format off void (*const gUnk_080CBB64[])(Entity*) = { sub_08022934, sub_0802294C, sub_08001324, sub_0804A7D4, sub_08001242, nullsub_132, }; void (*const gUnk_080CBB7C[])(Entity*) = { sub_08022960, sub_08022970, sub_08022988, sub_080229F8, sub_08022A40, }; // clang-format on