130 script->functionTemp[1]--;
131 if (
script->functionTemp[1] > 0) {
244 switch (
script->AI_TEMP_STATE) {
BSS s32 PopupMenu_SelectedIndex
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)
b32 ai_check_fwd_collisions(Npc *npc, f32 time, f32 *outYaw, f32 *outDistFwd, f32 *outDistCW, f32 *outDistCCW)
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)
void basic_ai_suspend(Evt *script)
enum TerritoryShape shape
enum TerritoryShape detectShape
b32 basic_ai_check_player_dist(EnemyDetectVolume *arg0, Enemy *arg1, f32 arg2, f32 arg3, s8 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