10 .alertRadius = 150.0f,
11 .playerSearchInterval = 1,
24 Call(N(PiranhaPlantAI_Main),
Ref(N(AISettings_PiranhaPlant)))
32 .level = ACTOR_LEVEL_PIRANHA_PLANT,
33 .ai = &N(EVS_NpcAI_PiranhaPlant),
38EvtScript N(EVS_NpcAI_PiranhaPlant_Hitbox) = {
44 Call(N(MeleeHitbox_Main))
67 .level = ACTOR_LEVEL_PIRANHA_PLANT,
68 .ai = &N(EVS_NpcAI_PiranhaPlant_Hitbox),
69 .onDefeat = &N(EVS_GenericHitboxDefeat),
@ ENCOUNTER_TRIGGER_HAMMER
@ ENCOUNTER_TRIGGER_PARTNER
ApiStatus EnableNpcShadow(Evt *script, b32 isInitialCall)
ApiStatus GetSelfAnimationFromTable(Evt *script, b32 isInitialCall)
ApiStatus GetOwnerEncounterTrigger(Evt *script, b32 isInitialCall)
ApiStatus SetSelfVar(Evt *script, b32 isInitialCall)
#define Switch(LVAR)
Marks the start of a switch statement.
#define Ref(sym)
Address/pointer constant.
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define EndSwitch
Marks the end of a switch statement and any case.
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
#define Return
Kills the current EVT thread.
EvtScript EVS_NpcHitRecoil