// ----------------------------------
// RSDK Project: Sonic 1/Sonic 2
// Script Description: Swinging Spike Object
// Script Author: Christian Whitehead/Simon Thomley
// Unpacked by Rubberduckycooly's script unpacker
// ----------------------------------

//-------Aliases-------//
private alias 66 : TYPE_SWINGINGSPIKE

// Function declarations
reserve function SwingingSpike_DebugDraw
reserve function SwingingSpike_DebugSpawn

// Static Values
public value SwingingSpike_value37 = 0;

// Tables

function SwingingSpike_DebugDraw
	temp7 = object[0].value17
	temp7 -= SwingingSpike_value37
	DrawSprite(0)
	temp0 = 0
	temp1 = 16
	while temp0 < temp7
		Cos(temp2, 128)
		temp2 *= temp1
		temp2 <<= 7
		temp2 += object.xpos
		Sin(temp3, 128)
		temp3 *= temp1
		temp3 <<= 7
		temp3 += object.ypos
		DrawSpriteXY(1, temp2, temp3)
		temp0++
		temp1 += 16
	loop
	temp1 -= 8
	Cos(temp2, 128)
	temp2 *= temp1
	temp2 <<= 7
	temp2 += object.xpos
	Sin(temp3, 128)
	temp3 *= temp1
	temp3 <<= 7
	temp3 += object.ypos
	DrawSpriteXY(2, temp2, temp3)
end function


function SwingingSpike_DebugSpawn
	temp0 = object[0].value17
	temp0 -= SwingingSpike_value37
	CreateTempObject(TypeName[Swinging Spike], temp0, object.xpos, object.ypos)
	object[tempObjectPos].direction = object.direction
end function


event ObjectMain
	GetTableValue(object.value0, 12, StageSetup_table9)
	object.value0 >>= 8
	if object.direction == FLIP_X
		object.value0 ^= 255
		object.value0 += 129
	end if
	object.value0 <<= 1
	temp1 = object.propertyValue
	temp1++
	temp1 <<= 4
	temp1 -= 8
	Cos(object.value1, object.value0)
	object.value1 *= temp1
	object.value1 <<= 7
	object.value1 += object.xpos
	Sin(object.value2, object.value0)
	object.value2 *= temp1
	object.value2 <<= 7
	object.value2 += object.ypos
	foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
		temp0 = object.xpos
		temp1 = object.ypos
		object.xpos = object.value1
		object.ypos = object.value2
		BoxCollisionTest(C_TOUCH, object.entityPos, -16, -16, 16, 16, currentPlayer, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO, HITBOX_AUTO)
		object.xpos = temp0
		object.ypos = temp1
		if checkResult == 1
			Player.BounceDistance = 0x400
			Player.CheckHammerDrop = 0
			CallFunction(PlayerObject_CheckMightyUnspin)
			if checkResult == false
				CallFunction(PlayerObject_Hit)
			end if
		end if
	next
end event


event ObjectDraw
	temp0 = 0
	temp1 = 16
	while temp0 < object.propertyValue
		Cos(temp2, object.value0)
		temp2 *= temp1
		temp2 <<= 7
		temp2 += object.xpos
		Sin(temp3, object.value0)
		temp3 *= temp1
		temp3 <<= 7
		temp3 += object.ypos
		DrawSpriteXY(1, temp2, temp3)
		temp0++
		temp1 += 16
	loop
	DrawSpriteXY(2, object.value1, object.value2)
	DrawSprite(0)
end event


event ObjectStartup
	CheckCurrentStageFolder("BossRush")
	if checkResult == 1
		LoadSpriteSheet("MBZ/Objects.gif")
		SpriteFrame(-8, -9, 16, 16, 76, 330)
		SpriteFrame(-8, -8, 16, 16, 93, 330)
		SpriteFrame(-24, -24, 48, 48, 44, 412)
	else
		LoadSpriteSheet("SBZ/Objects.gif")
		SpriteFrame(-15, -23, 30, 30, 92, 31)
		SpriteFrame(-8, -8, 16, 16, 65, 106)
		SpriteFrame(-24, -24, 48, 48, 397, 182)
	end if
	temp0 = 0
	SwingingSpike_value37 = DebugMode_ObjCount
	SwingingSpike_value37--
	while temp0 < 8
		SetTableValue(TypeName[Swinging Spike], DebugMode_ObjCount, DebugMode_TypesTable)
		SetTableValue(SwingingSpike_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
		SetTableValue(SwingingSpike_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
		DebugMode_ObjCount++
		temp0++
	loop
end event

event RSDKDraw
	DrawSprite(0)
end event

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