//--------------------Sonic CD HUD Script---------------------//
//--------Scripted by Christian Whitehead 'The Taxman'--------//
//-------Unpacked By Rubberduckycooly's Script Unpacker-------//

// Aliases
// Not all of these are used here in the HUD script, some are just used as a way for other objects to globally transmit values
private alias Object.Value0 : Object.Timer     // Initially set via a loop in the UFO script
private alias Object.Value1 : Object.PuppetTimer     // Initially set via a loop in the UFO script
private alias Object.Value3 : Object.PuppetWind    // Initially set via a loop in the UFO script
private alias Object.Value4 : Object.PuppetAI    // Initially set via a loop in the UFO script
private alias Object.Value5 : Object.PuppetWindTimer    // Initially set via a loop in the UFO script

private alias Object.Value6 : Object.PuppetRise    // Initially set via a loop in the UFO script
private alias Object.Value7 : Object.PuppetRand    // Initially set via a loop in the UFO script
private alias Object.Value8 : Object.IsWinding    // Initially set via a loop in the UFO script

private alias Object.Value9 : Object.RandomTime    // Initially set via a loop in the UFO script
private alias Object.Value10 : Object.HeadShake    // Initially set via a loop in the UFO script
private alias Object.Value11 : Object.Tweak    // Initially set via a loop in the UFO script
// Priority
private alias 1 : PRIORITY_ACTIVE

private alias 0 : CAM_SHOWSTAGE_0
private alias 1 : CAM_DININGHALL_1
private alias 2 : CAM_BACKSTAGE_2
private alias 3 : CAM_PIRATESCOVE_3
private alias 4 : CAM_WESTHALL_4
private alias 5 : CAM_CLOSET_5
private alias 6 : CAM_WHALLCORNER_6
private alias 7 : CAM_EASTHALL_7
private alias 8 : CAM_EHALLCORNER_8
private alias 9 : CAM_KITCHEN_9
private alias 10 : CAM_BATHROOMS_10
private alias 11 : CAM_PRIZECORNER_11

private alias 15 : OFFICE_ATDOOR
private alias 16 : OFFICE_JUMPSCARES

private alias object.state : Puppet.State



event ObjectMain
//-1 is basically the ai level 0 ig

if Object[5].Type == TypeName[Blank Object]



	switch Puppet.state
	case 15
		Object.PuppetTimer++
		Object.RandomTime = 700
		rand(temp4, 100)
		Object.RandomTime += temp4
		if Object.PuppetTimer >= Object.RandomTime
			StopMusic()
			PlaySfx(SfxName[Jumpscare], 0)					
			object.state = 17
		end if
	break
	case 16	//wa

			object.state++
	break	
	case 17
		PlayerJumpscared = 1
		if Object.PuppetRise > -100
			Object.PuppetRise -= 16
		else
			Object.PuppetRise = -100
		end if
	break		
	default
	if Object.PuppetAI > 0
		if CameraEnabled == 1
			if Object.IsWinding == 0
				Object.PuppetTimer++
				if object.PuppetTimer == 40
					Object[16].PuppetWind--
					Object.PuppetTimer = 0
				end if	
			else
				Object.PuppetWindTimer++
				if object.PuppetWindTimer == 30
					PlaySfx(SfxName[Wind], 0)	
					if Object[16].PuppetWind < 80
						Object[16].PuppetWind++
					end if
					Object.PuppetWindTimer = 0
				end if		
			end if	
			if Object.PuppetWind == 0
				PlayMusic(3)
				object.state = 15
				Object.PuppetTimer = 0
				if Object[6].value1 == 11
					object[6].alpha = 355
				end if			
			end if	
		end if	
	end if		
	break
	end switch
end if	
end event

event ObjectDraw

//	DrawNumbers(0, 32, 96, Object.PuppetTimer, 3, 8, 0)

//	DrawNumbers(0, 64, 96, Puppet.State, 3, 8, 0)

//	DrawNumbers(0, 96, 96, Object.PuppetWind, 3, 8, 0)	

//	DrawNumbers(0, 96, 96, Object.DoorTime, 3, 8, 0)

		rand(Object.HeadShake, 6)
	if Puppet.state == 17
		object.drawOrder = 5
		temp1 = Screen.xsize
		temp1 /= 2
		temp1 -= 140
		
		temp2 = temp1
		temp2 += Object.HeadShake

		DrawSpriteScreenFX(10, FX_SCALE, temp2, Object.PuppetRise)	//body
		DrawSpriteScreenFX(11, FX_SCALE, temp2, Object.PuppetRise)	//head
	end if

	

end event


event ObjectStartup
	
	LoadSpriteSheet("FNAF/Jumpscares.gif")
	
	// Place the HUD object into reserved object slot 4 and initialise its values
	Object[16].Type = TypeName[Puppet]
	
	// The object should always be run, regardless if it's within camera bounds or not
	Object[16].Priority = PRIORITY_ACTIVE
	
	// Make the HUD draw ontop of all other sprites, too
	Object[16].DrawOrder = 5

	Object[16].PuppetWind = 80

	Object[16].HeadShake = screen.xcenter

	Object[16].state = CAM_PRIZECORNER_11

	// 0-9 - Numbers 0-9
	SpriteFrame(0, 0, 8, 13, 558, 1)
	SpriteFrame(0, 0, 8, 13, 567, 1)
	SpriteFrame(0, 0, 8, 13, 576, 1)
	SpriteFrame(0, 0, 8, 13, 585, 1)
	SpriteFrame(0, 0, 8, 13, 594, 1)
	SpriteFrame(0, 0, 8, 13, 558, 15)
	SpriteFrame(0, 0, 8, 13, 567, 15)
	SpriteFrame(0, 0, 8, 13, 576, 15)
	SpriteFrame(0, 0, 8, 13, 585, 15)
	SpriteFrame(0, 0, 8, 13, 594, 15)

	SpriteFrame(-10, 265, 320, 76, 329, 181)
	SpriteFrame(80, 120, 140, 163, 678, 539)	//11	

end event


// ========================
// Editor events
// ========================

event RSDKDraw
	DrawSprite(0)
end event


event RSDKLoad
	LoadSpriteSheet("3D_Test/Objects.gif")
	SpriteFrame(0, 0, 24, 16, 206, 58)

	SetVariableAlias(ALIAS_VAR_PROPVAL, "unused")
end event
