Go to the source code of this file.
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void N | GuardAI_IdleInit (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | GuardAI_Idle (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | GuardAI_AlertInit (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | GuardAI_Alert (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | GuardAI_ChaseInit (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | GuardAI_Chase (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *arg2) |
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void N | GuardAI_LosePlayer (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | GuardAI_ReturnHomeInit (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | GuardAI_ReturnHome (Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory) |
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◆ _AI_GUARD_H_
◆ AiStateGuard
Enumerator |
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AI_STATE_GUARD_IDLE_INIT | |
AI_STATE_GUARD_IDLE | |
AI_STATE_GUARD_RETURN_HOME_INIT | |
AI_STATE_GUARD_RETURN_HOME | |
Definition at line 14 of file GuardAI.inc.c.
14 {
19};
@ AI_STATE_GUARD_RETURN_HOME
@ AI_STATE_GUARD_RETURN_HOME_INIT
@ AI_STATE_GUARD_IDLE_INIT
◆ GuardAI_IdleInit()
Definition at line 25 of file GuardAI.inc.c.
25 {
28
31
33 npc->
yaw = enemy->varTable[0];
34 }
35
38 } else {
40 }
41}
union Evt::@8 owner1
Initially -1.
Npc * get_npc_unsafe(s32 npcID)
EnemyTerritoryWander wander
EnemyTerritory * territory
◆ GuardAI_Idle()
Definition at line 43 of file GuardAI.inc.c.
43 {
47
52
55 } else {
57 }
58 }
59}
@ AI_ACTION_JUMP_WHEN_SEE_PLAYER
void ai_enemy_play_sound(Npc *npc, s32 arg1, s32 arg2)
s32 basic_ai_check_player_dist(EnemyDetectVolume *arg0, Enemy *arg1, f32 arg2, f32 arg3, b8 arg4)
NpcSettings * npcSettings
PlayerStatus * gPlayerStatusPtr
◆ GuardAI_AlertInit()
◆ GuardAI_Alert()
Definition at line 71 of file GuardAI.inc.c.
71 {
73
76
80 npc->
flags &= ~NPC_FLAG_JUMPING;
82 }
83}
◆ GuardAI_ChaseInit()
Definition at line 85 of file GuardAI.inc.c.
85 {
88 f32 tempAngle;
89 f32 angleDiff;
90
94
97
100
101 if (angleDiff < 0.0f) {
103 } else {
105 }
106 }
107
110}
f32 get_clamped_angle_diff(f32, f32)
◆ GuardAI_Chase()
Definition at line 112 of file GuardAI.inc.c.
112 {
116
122 } else {
128 }
129 }
130}
void npc_surface_spawn_fx(Npc *npc, SurfaceInteractMode mode)
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
◆ GuardAI_LosePlayer()
◆ GuardAI_ReturnHomeInit()
Definition at line 141 of file GuardAI.inc.c.
141 {
144
148 } else {
150 }
151 script->functionTemp[1] = 0;
153}
◆ GuardAI_ReturnHome()
Definition at line 155 of file GuardAI.inc.c.
155 {
159
161 if (script->functionTemp[1] <= 0) {
169 } else {
171 }
172 return;
173 }
174 }
175 script->functionTemp[1]--;
176 }
177
183 }
184
188 }
189}
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
s16 turnAroundYawAdjustment