Path: blob/master/SonicMania/Objects/SSZ/Dango.h
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#ifndef OBJ_DANGO_H1#define OBJ_DANGO_H23#include "Game.h"45// Object Class6struct ObjectDango {7RSDK_OBJECT8Hitbox hitboxBadnik;9Hitbox hitboxCurlRange;10uint16 aniFrames;11uint16 sfxBumper;12};1314// Entity Class15struct EntityDango {16RSDK_ENTITY17StateMachine(state);18int32 timer;19int32 rollDelay;20bool32 preventStateChange;21Vector2 startPos;22uint8 startDir;23Animator animator;24};2526// Object Struct27extern ObjectDango *Dango;2829// Standard Entity Events30void Dango_Update(void);31void Dango_LateUpdate(void);32void Dango_StaticUpdate(void);33void Dango_Draw(void);34void Dango_Create(void *data);35void Dango_StageLoad(void);36#if GAME_INCLUDE_EDITOR37void Dango_EditorDraw(void);38void Dango_EditorLoad(void);39#endif40void Dango_Serialize(void);4142// Extra Entity Functions43void Dango_DebugSpawn(void);44void Dango_DebugDraw(void);4546void Dango_CheckOffScreen(void);47void Dango_CheckPlayerCollisions(void);48bool32 Dango_HandleMovement(StateMachine(nextState), uint8 anim);4950void Dango_State_Init(void);51void Dango_State_Walking(void);52void Dango_State_Turning(void);53void Dango_State_Falling_Uncurled(void);54void Dango_State_Curling(void);55void Dango_State_Rolling(void);56void Dango_State_Falling_Curled(void);57void Dango_State_Uncurling(void);5859#if MANIA_USE_PLUS60void Dango_StateTaunt_Setup(void);61void Dango_StateTaunt_RollIn(void);62void Dango_StateTaunt_KnockedRuby(void);63void Dango_StateTaunt_Taunting(void);64void Dango_StateTaunt_Turning(void);65void Dango_StateTaunt_RollOut(void);66#endif6768#endif //! OBJ_DANGO_H697071