17 Enemy* enemy = script->owner1.enemy;
34 Enemy* enemy = script->owner1.enemy;
36 s32 shouldWakeUp = FALSE;
94 Enemy* enemy = script->owner1.enemy;
106 Enemy* enemy = script->owner1.enemy;
111 script->functionTemp[1] = (
rand_int(1000) % 2) + 2;
116 Enemy* enemy = script->owner1.enemy;
130 script->functionTemp[1]--;
131 if (script->functionTemp[1] > 0) {
133 npc->
duration = aiSettings->waitTime / 2 +
rand_int(aiSettings->waitTime / 2 + 1);
138 nextState = enemy->AI_VAR_NEXT_STATE;
141 script->AI_TEMP_STATE = nextState;
144 script->AI_TEMP_STATE = nextState;
150 Enemy* enemy = script->owner1.enemy;
166 Enemy* enemy = script->owner1.enemy;
180 currentYaw = npc->
yaw;
182 npc->
yaw = currentYaw;
189 Enemy* enemy = script->owner1.enemy;
201API_CALLABLE(N(ClubbaNappingAI_Main)) {
202 Enemy* enemy = script->owner1.enemy;
204 Bytecode* args = script->ptrReadPos;
222 npc->
flags &= ~NPC_FLAG_JUMPING;
234 enemy->
aiFlags &= ~AI_FLAG_SUSPEND;
244 switch (script->AI_TEMP_STATE) {
void N ClubbaNappingAI_Sleep(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ClubbaNappingAI_FallAsleep(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ClubbaNappingAI_Init(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ClubbaNappingAI_ReturnHomeInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ClubbaNappingAI_LoiterInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ClubbaNappingAI_ReturnHome(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ClubbaNappingAI_Loiter(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ClubbaNappingAI_WakeUp(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
@ AI_STATE_NAPPING_CLUBBA_LOITER_INIT
@ AI_STATE_NAPPING_CLUBBA_WAKE_UP
@ AI_STATE_NAPPING_CLUBBA_INIT
@ AI_STATE_NAPPING_CLUBBA_SLEEP
@ AI_STATE_NAPPING_CLUBBA_LOITER
@ AI_STATE_NAPPING_CLUBBA_50
void N MeleeHitbox_31(Evt *script)
void N MeleeHitbox_32(Evt *script)
s32 N MeleeHitbox_CanSeePlayer(Evt *script)
void N MeleeHitbox_33(Evt *script)
void N MeleeHitbox_30(Evt *script)
@ PARTNER_ACTION_BOMBETTE_2
@ AI_STATE_MELEE_HITBOX_INIT
@ AI_STATE_MELEE_HITBOX_ACTIVE
@ AI_STATE_MELEE_HITBOX_MISS
@ AI_STATE_MELEE_HITBOX_PRE
@ MELEE_HITBOX_STATE_NONE
@ ACTION_STATE_STEP_DOWN_LAND
@ ACTION_STATE_SPIN_POUND
@ ACTION_STATE_TORNADO_POUND
@ ACTION_STATE_INVALID_25
s32 evt_get_variable(Evt *script, Bytecode var)
void basic_ai_chase_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_lose_player(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void ai_enemy_play_sound(Npc *npc, s32 arg1, s32 arg2)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void basic_ai_chase(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
s32 ai_check_fwd_collisions(Npc *npc, f32 arg1, f32 *arg2, f32 *arg3, f32 *arg4, f32 *arg5)
void basic_ai_suspend(Evt *script)
enum TerritoryShape shape
enum TerritoryShape detectShape
s32 basic_ai_check_player_dist(EnemyDetectVolume *arg0, Enemy *arg1, f32 arg2, f32 arg3, b8 arg4)
Npc * get_npc_unsafe(s32 npcID)
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
s32 skipPlayerDetectChance
EnemyTerritoryWander wander
EnemyTerritory * territory
s16 turnAroundYawAdjustment
PlayerStatus * gPlayerStatusPtr
PartnerStatus gPartnerStatus