1#ifndef _PATROL_AI_NO_ATTACK_
2#define _PATROL_AI_NO_ATTACK_
10API_CALLABLE(N(PatrolNoAttackAI_Main)) {
11 Enemy* enemy = script->owner1.enemy;
17 f32 posX, posY, posZ, posW;
33 npc->
flags &= ~NPC_FLAG_JUMPING;
36 npc->
flags &= ~NPC_FLAG_FLYING;
38 npc->
flags &= ~NPC_FLAG_GRAVITY;
44 script->functionTemp[1] = 0;
45 enemy->
aiFlags &= ~AI_FLAG_SUSPEND;
48 enemy->
flags &= ~ENEMY_FLAG_BEGIN_WITH_CHASING;
61 switch (script->AI_TEMP_STATE) {
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 PatrolNoAttackAI_15(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_Jump(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_JumpInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_ChaseInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_Chase(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_Move(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N PatrolAI_LosePlayer(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
#define npc_raycast_down_sides
@ 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