/** * @file boneProjectile.c * @ingroup Projectiles * * @brief Bone Projectile */ #define NENT_DEPRECATED #include "collision.h" #include "enemy.h" #include "entity.h" #include "functions.h" extern void (*const BoneProjectile_Functions[])(Entity*); extern void (*const BoneProjectile_Actions[])(Entity*); void sub_080A82D8(Entity*); void BoneProjectile(Entity* this) { BoneProjectile_Functions[GetNextFunction(this)](this); } void BoneProjectile_OnTick(Entity* this) { BoneProjectile_Actions[this->action](this); } void BoneProjectile_OnCollision(Entity* this) { if (this->contactFlags == 0x80) { DeleteEntity(this); } else { sub_080A82D8(this); } } void BoneProjectile_Init(Entity* this) { this->action = 1; this->timer = 60; this->z.HALF.HI = -2; InitializeAnimation(this, 0); } void BoneProjectile_Action1(Entity* this) { GetNextFrame(this); ProcessMovement3(this); if (this->collisions == COL_NONE) { if (IsProjectileOffScreen(this)) { DeleteEntity(this); } else { sub_08016AD2(this); if (--this->timer == 0) { this->action = 2; this->speed = 0x120; } } } else { sub_080A82D8(this); } } void BoneProjectile_Action2(Entity* this) { GetNextFrame(this); ProcessMovement3(this); if (GravityUpdate(this, Q_8_8(24.0)) == 0) { this->action = 3; COLLISION_OFF(this); this->speed = 0xe0; this->zVelocity = Q_16_16(0.875); } } void BoneProjectile_Action3(Entity* this) { this->spriteSettings.draw ^= 1; LinearMoveUpdate(this); GetNextFrame(this); if (sub_080044EC(this, 0x1800) == 0) { DeleteEntity(this); } } void BoneProjectile_Action4(Entity* this) { GetNextFrame(this); LinearMoveUpdate(this); if (GravityUpdate(this, Q_8_8(24.0)) == 0) { DeleteEntity(this); } } void sub_080A82D8(Entity* this) { this->action = 4; COLLISION_OFF(this); this->zVelocity = Q_16_16(1.0); this->direction ^= 0x10; this->speed = 0x80; } void (*const BoneProjectile_Functions[])(Entity*) = { BoneProjectile_OnTick, BoneProjectile_OnCollision, DeleteEntity, DeleteEntity, DeleteEntity, }; void (*const BoneProjectile_Actions[])(Entity*) = { BoneProjectile_Init, BoneProjectile_Action1, BoneProjectile_Action2, BoneProjectile_Action3, BoneProjectile_Action4, };