Path: blob/master/SonicMania/Objects/OOZ/Aquis.h
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#ifndef OBJ_AQUIS_H1#define OBJ_AQUIS_H23#include "Game.h"45// Object Class6struct ObjectAquis {7RSDK_OBJECT8Hitbox hitboxBadnik;9Hitbox hitboxRange;10Hitbox hitboxProjectile;11uint16 aniFrames;12uint16 sfxShot;13};1415// Entity Class16struct EntityAquis {17RSDK_ENTITY18StateMachine(state);19int32 timer;20uint8 playerInRange;21int32 remainingTurns;22Vector2 startPos;23uint8 startDir;24Animator mainAnimator;25Animator wingAnimator;26};2728// Object Struct29extern ObjectAquis *Aquis;3031// Standard Entity Events32void Aquis_Update(void);33void Aquis_LateUpdate(void);34void Aquis_StaticUpdate(void);35void Aquis_Draw(void);36void Aquis_Create(void *data);37void Aquis_StageLoad(void);38#if GAME_INCLUDE_EDITOR39void Aquis_EditorDraw(void);40void Aquis_EditorLoad(void);41#endif42void Aquis_Serialize(void);4344// Extra Entity Functions45void Aquis_DebugSpawn(void);46void Aquis_DebugDraw(void);4748void Aquis_CheckPlayerCollisions(void);49void Aquis_CheckOffScreen(void);5051void Aquis_State_Init(void);52void Aquis_State_Idle(void);53void Aquis_State_Moving(void);54void Aquis_State_Shoot(void);55void Aquis_State_Turning(void);56void Aquis_State_Flee(void);5758void Aquis_State_Shot(void);5960#endif //! OBJ_AQUIS_H616263