33 npc->
yaw = enemy->varTable[0];
151 script->functionTemp[1] = 0;
161 if (
script->functionTemp[1] <= 0) {
175 script->functionTemp[1]--;
211 enemy->varTable[0] = npc->
yaw;
225 script->functionTemp[1] = 15;
233 switch (
script->AI_TEMP_STATE) {
BSS s32 PopupMenu_SelectedIndex
void N GuardAI_Alert(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
void N GuardAI_LosePlayer(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
void N GuardAI_Chase(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *arg2)
@ AI_STATE_GUARD_RETURN_HOME
@ AI_STATE_GUARD_RETURN_HOME_INIT
@ AI_STATE_GUARD_IDLE_INIT
void N GuardAI_AlertInit(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
void N GuardAI_ReturnHomeInit(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
void N GuardAI_ChaseInit(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
void N GuardAI_IdleInit(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
void N GuardAI_ReturnHome(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
void N GuardAI_Idle(Evt *script, GuardAISettings *aiSettings, EnemyDetectVolume *territory)
@ ENEMY_FLAG_BEGIN_WITH_CHASING
@ AI_ACTION_JUMP_WHEN_SEE_PLAYER
s32 evt_get_variable(Evt *script, Bytecode var)
void ai_enemy_play_sound(Npc *npc, s32 arg1, s32 arg2)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
f32 get_clamped_angle_diff(f32, f32)
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)
void npc_surface_spawn_fx(Npc *npc, SurfaceInteractMode mode)
Npc * get_npc_unsafe(s32 npcID)
NpcSettings * npcSettings
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
s32 skipPlayerDetectChance
EnemyTerritoryWander wander
EnemyTerritory * territory
s16 turnAroundYawAdjustment
PlayerStatus * gPlayerStatusPtr