Go to the source code of this file.
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void N | MagikoopaAI_00 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_01 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_05 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_06 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_10 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_11 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_20 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_21 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_22 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_23 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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void N | MagikoopaAI_24 (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory) |
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◆ MagikoopaTeleportAnim
struct MagikoopaTeleportAnim |
Data Fields |
f32 |
scaleX |
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f32 |
scaleY |
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u8 |
alpha |
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◆ ENEMY_FLAG_COMBINATION
#define ENEMY_FLAG_COMBINATION |
Value:
@ ENEMY_FLAG_IGNORE_HAMMER
@ ENEMY_FLAG_IGNORE_PARTNER
@ ENEMY_FLAG_IGNORE_TOUCH
@ ENEMY_FLAG_CANT_INTERACT
Definition at line 11 of file MagikoopaAI.inc.c.
11#define ENEMY_FLAG_COMBINATION (ENEMY_FLAG_IGNORE_PARTNER | ENEMY_FLAG_CANT_INTERACT | \
12 ENEMY_FLAG_IGNORE_HAMMER | ENEMY_FLAG_IGNORE_JUMP | ENEMY_FLAG_IGNORE_TOUCH | ENEMY_FLAG_SKIP_BATTLE)
Referenced by MagikoopaAI_01().
◆ MagikoopaAI_00()
Definition at line 18 of file MagikoopaAI.inc.c.
18 {
21
28 }
29}
BSS s32 PopupMenu_SelectedIndex
Npc * get_npc_unsafe(s32 npcID)
◆ MagikoopaAI_01()
Definition at line 31 of file MagikoopaAI.inc.c.
31 {
37
42 }
43
51 }
52}
#define ENEMY_FLAG_COMBINATION
void disable_npc_shadow(Npc *npc)
◆ MagikoopaAI_05()
◆ MagikoopaAI_06()
Definition at line 64 of file MagikoopaAI.inc.c.
64 {
67
71 script->AI_TEMP_STATE = 10;
72 }
73}
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
◆ MagikoopaAI_10()
Definition at line 75 of file MagikoopaAI.inc.c.
75 {
80
81 enemy->varTable[0] = 1;
90 dist = 200.0f;
92 posY = npc->
pos.
y + 100.0;
95 }
96 }
98 script->AI_TEMP_STATE = 0xB;
99}
#define npc_raycast_down_sides
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
PlayerStatus * gPlayerStatusPtr
◆ MagikoopaAI_11()
Definition at line 101 of file MagikoopaAI.inc.c.
101 {
106
107 if (enemy->varTable[0] == 0) {
109 } else {
111 }
112 if (alpha > 255) {
113 alpha = 255;
114 }
116
120 }
123
128 }
129 if (enemy->varTable[0] == 0) {
136 script->AI_TEMP_STATE = 20;
137 }
143 script->AI_TEMP_STATE = 20;
144 }
145}
void enable_npc_shadow(Npc *npc)
void set_npc_imgfx_all(s32 spriteIdx, ImgFXType imgfxType, s32 imgfxArg1, s32 imgfxArg2, s32 imgfxArg3, s32 imgfxArg4, s32 imgfxArg5)
◆ MagikoopaAI_20()
◆ MagikoopaAI_21()
Definition at line 155 of file MagikoopaAI.inc.c.
155 {
158 f32 posX, posY, posZ;
160
167 script->AI_TEMP_STATE = 0;
168 return;
169 }
174 posY = npc->
pos.
y + 32.0f;
175 posZ = npc->
pos.
z + 1.0f;
179 script->AI_TEMP_STATE = 0x16;
180 }
181}
s32 N MagikoopaAI_CanShootSpell(Evt *script, f32 arg1, f32 arg2, EnemyDetectVolume *territory)
void ai_enemy_play_sound(Npc *npc, s32 arg1, s32 arg2)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
◆ MagikoopaAI_22()
◆ MagikoopaAI_23()
Definition at line 195 of file MagikoopaAI.inc.c.
195 {
200
208 script->AI_TEMP_STATE = 0;
209 } else {
213 script->AI_TEMP_STATE = 0x18;
214 }
215 }
216}
Enemy * get_enemy(s32 npcID)
Looks for an enemy matching the specified npcID.
◆ MagikoopaAI_24()