//--------------------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.FreddyTimer     // Initially set via a loop in the UFO script
private alias Object.Value3 : Object.FreddyRandom    // Initially set via a loop in the UFO script
private alias Object.Value4 : Object.FreddyAI    // Initially set via a loop in the UFO script
private alias Object.Value5 : Object.ScareTimer    // Initially set via a loop in the UFO script

private alias Object.Value6 : Object.FreddyRise    // Initially set via a loop in the UFO script
private alias Object.Value7 : Object.MoveTime    // Initially set via a loop in the UFO script
private alias Object.Value8 : 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


// Game Mode Aliases
public value OfficePower = 100;

// 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 15 : FREDDY_OFFICEDOOR
private alias 16 : FREDDY_WAITTOSCARE
private alias 17 : FREDDY_SCARE


private alias object.state : Freddy.State



event ObjectMain
//-1 is basically the ai level 0 ig
if Object[5].Type == TypeName[Blank Object]
	switch freddy.state
		case 0

		break
	end switch
end if	
end event

event ObjectDraw

//	DrawNumbers(0, 32, 96, freddy.state, 3, 8, 0)

//	DrawNumbers(0, 64, 96, Object.FreddyTimer, 3, 8, 0)

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


	if Object.Tweak == 1
		rand(Object.HeadShake, 6)
	end if	

	if freddy.state == 17
	
		if Object.Tweak == 0
			temp0 = screen.xsize
			temp0 -= screen.xsize
			if Object[10].HeadShake > temp0
				Object[10].HeadShake -= 24
			else
				Object.Tweak = 1
			end if
		end if	


		temp1 = Screen.xsize
		temp1 /= 2
		temp1 -= 140

		Object.AnimationTimer += 96
		
		if Object.AnimationTimer > 239
			Object.AnimationTimer -= 240
			
			object.frame++
			if object.frame > 14
				object.frame = 11
			end if
		end if

		temp1 += Object.HeadShake

		DrawSpriteScreenFX(10, FX_SCALE, temp1, Object.FreddyRise)	//body
		DrawSpriteScreenFX(object.frame, FX_SCALE, temp1, Object.FreddyRise)	//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[10].Type = TypeName[Freddy]
	
	// The object should always be run, regardless if it's within camera bounds or not
	Object[10].Priority = PRIORITY_ACTIVE
	
	// Make the HUD draw ontop of all other sprites, too
	Object[10].DrawOrder = 5

	Object[10].HeadShake = screen.xcenter

	// 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(0, 280, 298, 83, 365, 871)
	SpriteFrame(46, 100, 206, 227, 457, 643)	//11
	SpriteFrame(46, 100, 206, 227, 457, 643)	//11
	SpriteFrame(46, 100, 206, 227, 457, 643)	//13
	SpriteFrame(46, 100, 206, 227, 457, 643)	//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
