48 script->functionTemp[1] = 0;
57 switch (
script->AI_TEMP_STATE) {
78 if (enemy->varTable[0] == 0 || enemy->varTable[0] < dist) {
BSS s32 PopupMenu_SelectedIndex
void N ProjectileHitbox_31(Evt *script)
void N ProjectileHitbox_33(Evt *script)
void N ProjectileHitbox_30(Evt *script)
void N UnkNpcAIFunc48(Evt *script, f32 arg1, f32 arg2, EnemyDetectVolume *territory)
void N ProjectileHitbox_32(Evt *script)
@ AI_STATE_PROJECTILE_HITBOX_30
@ AI_STATE_PROJECTILE_HITBOX_32
@ AI_STATE_PROJECTILE_HITBOX_31
@ AI_STATE_PROJECTILE_HITBOX_33
@ ENEMY_FLAG_BEGIN_WITH_CHASING
s32 evt_get_variable(Evt *script, Bytecode var)
void basic_ai_chase_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_lose_player(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void basic_ai_wander(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_chase(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_found_player_jump_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_wander_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_found_player_jump(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_loiter_init(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void basic_ai_suspend(Evt *script)
void basic_ai_loiter(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
enum TerritoryShape shape
enum TerritoryShape detectShape
Npc * get_npc_unsafe(s32 npcID)
s32 skipPlayerDetectChance
EnemyTerritoryWander wander
EnemyTerritory * territory
PlayerStatus * gPlayerStatusPtr