// ----------------------------------
// RSDK Project: Sonic 1/Sonic 2
// Script Description: Hex Bumper Object
// Script Author: Christan Whitehead/Simon Thomley
// Unpacked by Rubberduckycooly's script unpacker
// ----------------------------------

//-------Aliases-------//
private alias 44 : TYPE_HEXBUMPER

// Function declarations
reserve function HexBumper_DebugDraw
reserve function HexBumper_DebugSpawn

// Static Values

// Tables

function HexBumper_DebugDraw
	DrawSprite(0)
end function


function HexBumper_DebugSpawn
	CreateTempObject(TypeName[Hex Bumper], 0, object.xpos, object.ypos)
	object[tempObjectPos].drawOrder = 4
end function


event ObjectMain
	if object.state > 0
		object.frame = object.value0
		object.frame /= 5
		object.frame++
		object.value0++
		if object.value0 > 15
			object.value0 = 0
			object.state = 0
			object.frame = 0
		end if
	end if
	if object.outOfBounds == 1
		object.priority = PRIORITY_ACTIVE_BOUNDS
	end if
	if object.xvel != 0
		if Slots.Power == 0
			object.xpos += object.xvel
			if object.xvel > 0
				if object.xpos >= object.value4
					object.xpos = object.value4
					FlipSign(object.xvel)
				end if
			else
				if object.xpos <= object.value3
					object.xpos = object.value3
					FlipSign(object.xvel)
				end if
			end if
		end if
	end if
	temp7 = 0
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		temp6 = object.value5
		temp6 >>= temp7
		temp6 &= 255
		if temp6 == 0
			if object[currentPlayer].animation != ANI_HURT
				BoxCollisionTest(C_TOUCH, object.entityPos, -12, -8, 12, 8, currentPlayer, object[currentPlayer].value40, object[currentPlayer].value38, object[currentPlayer].value41, object[currentPlayer].value39)
				if checkResult == 1
					if object.state == 0
						PlaySfx(SfxName[Bumper], 0)
					end if
					if object.value0 > 5
						PlaySfx(SfxName[Bumper], 0)
					end if
					object.state = 1
					object.priority = PRIORITY_ACTIVE
					temp0 = object[currentPlayer].xpos
					temp0 -= object.xpos
					temp1 = object[currentPlayer].ypos
					temp1 -= object.ypos
					ATan2(temp2, temp0, temp1)
					temp2 += 32
					temp2 &= 255
					temp2 >>= 6
					switch temp2
					case 0
						temp0 = 0x80000
						temp1 = object[currentPlayer].yvel
						object.value1 = -0x40000
						object.value2 = 0
						break
					case 1
						if object[currentPlayer].xpos < object.xpos
							temp0 = -0x20000
						else
							temp0 = 0x20000
						end if
						temp1 = 0x80000
						object.value1 = 0
						object.value2 = -0x40000
						break
					case 2
						temp0 = -0x80000
						temp1 = object[currentPlayer].yvel
						object.value1 = 0x40000
						object.value2 = 0
						break
					case 3
						if object[currentPlayer].xpos < object.xpos
							temp0 = -0x20000
						else
							temp0 = 0x20000
						end if
						temp1 = -0x80000
						object.value1 = 0
						object.value2 = 0x40000
						break
					end switch
					if object[currentPlayer].state == PlayerObject_HandleFlyCarry
						object[1].value36 = 30
					end if
					CheckEqual(object[currentPlayer].animation, ANI_GLIDING)
					temp2 = checkResult
					CheckEqual(object[currentPlayer].animation, ANI_GLIDING_STOP)
					temp2 |= checkResult
					CheckEqual(object[currentPlayer].animation, ANI_FLYING)
					temp2 |= checkResult
					CheckEqual(object[currentPlayer].state, PlayerObject_HandleRollDecel)
					temp2 |= checkResult
					CheckEqual(object[currentPlayer].state, PlayerObject_Unknown)
					temp2 |= checkResult
					if temp2 == 0
						object[currentPlayer].state = PlayerObject_HandleAir
						if object[currentPlayer].animation != ANI_JUMPING
							if object[currentPlayer].animation != ANI_RUNNING
								object[currentPlayer].animation = ANI_WALKING
							end if
						end if
					end if
					if object[currentPlayer].animation != ANI_GLIDING
						object[currentPlayer].xvel += temp0
						object[currentPlayer].speed = object[currentPlayer].xvel
						object[currentPlayer].value1 = 0
					end if
					object[currentPlayer].yvel = temp1
					object[currentPlayer].gravity = GRAVITY_AIR
					object[currentPlayer].tileCollisions = 1
					temp6 = 3
					temp6 <<= temp7
					object.value5 |= temp6
				end if
			end if
		else
			temp5 = 1
			temp5 <<= temp7
			object.value5 -= temp5
		end if
		temp7 += 8
	next
end event


event ObjectDraw
	temp0 = object.frame
	temp0 &= 1
	if temp0 == 0
		DrawSprite(0)
	else
		temp1 = object.xpos
		temp1 += object.value1
		temp2 = object.ypos
		temp2 += object.value2
		DrawSpriteXY(0, temp1, temp2)
	end if
end event


event ObjectStartup
	CheckCurrentStageFolder("Zone04")
	if checkResult == 1
		LoadSpriteSheet("CNZ/Objects.gif")
		SpriteFrame(-24, -16, 48, 32, 99, 99)
	else
		LoadSpriteSheet("MBZ/Objects.gif")
		SpriteFrame(-24, -16, 48, 32, 581, 343)
	end if
	foreach (TypeName[Hex Bumper], arrayPos0, ALL_ENTITIES)
		object[arrayPos0].drawOrder = 4
		if object[arrayPos0].propertyValue == 1
			object[arrayPos0].xvel = 0x10000
			object[arrayPos0].value3 = object[arrayPos0].xpos
			object[arrayPos0].value3 -= 0x600000
			object[arrayPos0].value4 = object[arrayPos0].xpos
			object[arrayPos0].value4 += 0x600000
		end if
	next
	SetTableValue(TypeName[Hex Bumper], DebugMode_ObjCount, DebugMode_TypesTable)
	SetTableValue(HexBumper_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
	SetTableValue(HexBumper_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
	DebugMode_ObjCount++
end event

event RSDKDraw
	DrawSprite(0)
end event

event RSDKLoad
	LoadSpriteSheet("Global/Display.gif")
	SpriteFrame(-16, -16, 32, 32, 1, 143)
end event
