9API_CALLABLE(N(KoopaPatrolAI_Main)) {
10 Enemy* enemy = script->owner1.enemy;
33 script->functionTemp[0] = 0;
36 npc->
flags &= ~NPC_FLAG_JUMPING;
39 enemy->varTable[8] = 0;
43 npc->
flags &= ~NPC_FLAG_FLYING;
45 npc->
flags &= ~NPC_FLAG_GRAVITY;
52 script->functionTemp[0] = 99;
53 script->functionTemp[1] = 0;
55 enemy->
aiFlags &= ~AI_FLAG_SUSPEND;
58 enemy->
flags &= ~ENEMY_FLAG_BEGIN_WITH_CHASING;
62 switch (script->functionTemp[0]) {
void N PatrolAI_MoveInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_PostLoiter(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_Loiter(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_Move(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N UnkNpcAIFunc12(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
ApiStatus N UnkDistFunc(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N set_script_owner_npc_col_height(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N set_script_owner_npc_anim(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
@ AI_FLAG_SKIP_EMOTE_AFTER_FLEE
@ ENEMY_FLAG_BEGIN_WITH_CHASING
s32 evt_get_variable(Evt *script, Bytecode var)
void PatrolAI_LoiterInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void basic_ai_suspend(Evt *script)
enum TerritoryShape shape
Npc * get_npc_unsafe(s32 npcID)
EnemyTerritoryPatrol patrol
s32 skipPlayerDetectChance
enum TerritoryShape detectShape
EnemyTerritory * territory