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)
60 npc->
yaw = angle + 90.0f;
71 script->AI_TEMP_STATE = 10;
81 enemy->varTable[0] = 1;
92 posY = npc->
pos.
y + 100.0;
98 script->AI_TEMP_STATE = 0xB;
107 if (enemy->varTable[0] == 0) {
129 if (enemy->varTable[0] == 0) {
136 script->AI_TEMP_STATE = 20;
143 script->AI_TEMP_STATE = 20;
152 script->AI_TEMP_STATE = 21;
158 f32 posX, posY, posZ;
167 script->AI_TEMP_STATE = 0;
174 posY = npc->
pos.
y + 32.0f;
175 posZ = npc->
pos.
z + 1.0f;
179 script->AI_TEMP_STATE = 0x16;
191 script->AI_TEMP_STATE = 0x17;
208 script->AI_TEMP_STATE = 0;
213 script->AI_TEMP_STATE = 0x18;
226 script->AI_TEMP_STATE = 0;
265 script->AI_TEMP_STATE = 0;
268 switch (
script->AI_TEMP_STATE) {
271 if (
script->AI_TEMP_STATE != 1) {
325 script->functionTemp[0] = 0;
340 if (enemy->varTable[0] == 2) {
BSS s32 PopupMenu_SelectedIndex
void N MagikoopaAI_00(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_23(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_01(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_10(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
#define ENEMY_FLAG_COMBINATION
void N MagikoopaAI_05(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_22(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_11(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_06(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_21(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_24(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N MagikoopaAI_20(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
s32 N MagikoopaAI_CanShootSpell(Evt *script, f32 arg1, f32 arg2, EnemyDetectVolume *territory)
#define npc_raycast_down_sides
@ ENEMY_FLAG_ACTIVE_WHILE_OFFSCREEN
@ NPC_FLAG_FLIP_INSTANTLY
s32 evt_get_variable(Evt *script, Bytecode var)
void ai_enemy_play_sound(Npc *npc, s32 arg1, s32 arg2)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void add_vec2D_polar(f32 *x, f32 *y, f32 r, f32 theta)
enum TerritoryShape shape
enum TerritoryShape detectShape
Enemy * get_enemy(s32 npcID)
Looks for an enemy matching the specified npcID.
void enable_npc_shadow(Npc *npc)
void disable_npc_shadow(Npc *npc)
Npc * get_npc_unsafe(s32 npcID)
EncounterStatus gCurrentEncounter
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
s32 skipPlayerDetectChance
EnemyTerritoryWander wander
EnemyTerritory * territory
void set_npc_imgfx_all(s32 spriteIdx, ImgFXType imgfxType, s32 imgfxArg1, s32 imgfxArg2, s32 imgfxArg3, s32 imgfxArg4, s32 imgfxArg5)
PlayerStatus * gPlayerStatusPtr