29 }
else if (
posW < -2.0) {
37 script->functionTemp[0] = 2;
48 if (
script->functionTemp[1] >= 0) {
52 script->functionTemp[0] = 4;
76 script->functionTemp[0] = 0;
81 switch (
script->functionTemp[0]) {
96 enemy->varTable[0] = npc->
pos.
y;
104 .alertRadius = 50.0f,
105 .alertOffsetDist = 50.0f,
106 .playerSearchInterval = 10,
107 .chaseRadius = 100.0f,
108 .chaseOffsetDist = 80.0f,
BSS s32 PopupMenu_SelectedIndex
void N BooPatrolAI_Loiter(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N BooPatrolAI_Move(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_MoveInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_PostLoiter(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
#define npc_raycast_down_sides
s32 evt_get_variable(Evt *script, Bytecode var)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void PatrolAI_LoiterInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
enum TerritoryShape shape
Npc * get_npc_unsafe(s32 npcID)
EnemyTerritoryPatrol patrol
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
s32 skipPlayerDetectChance
enum TerritoryShape detectShape
EnemyTerritory * territory
#define Ref(sym)
Address/pointer constant.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Return
Kills the current EVT thread.