3#include "sprite/player.h"
18 .alertRadius = 240.0f,
19 .playerSearchInterval = 1,
22 .chaseUpdateInterval = 1,
23 .chaseRadius = 240.0f,
32 Call(N(SentinelAI_Main),
Ref(N(AISettings_Sentinel)))
118 .level = ACTOR_LEVEL_NONE,
119 .otherAI = &N(EVS_NpcAuxAI_Sentinel),
120 .ai = &N(EVS_NpcAI_Sentinel),
@ ENCOUNTER_TRIGGER_HAMMER
@ ENCOUNTER_TRIGGER_PARTNER
@ ENEMY_FLAG_IGNORE_HAMMER
@ ENEMY_FLAG_IGNORE_PARTNER
@ ENEMY_FLAG_IGNORE_TOUCH
@ ENEMY_FLAG_CANT_INTERACT
@ SOUND_ID_TRIGGER_CHANGE_SOUND
@ SOUND_LRAW_SENTINEL_ALARM
@ NPC_FLAG_IGNORE_PLAYER_COLLISION
@ NPC_FLAG_DONT_UPDATE_SHADOW_Y
ApiStatus SetPlayerPos(Evt *script, b32 isInitialCall)
Sets the player position.
ApiStatus SetTimeFreezeMode(Evt *script, b32 isInitialCall)
ApiStatus DisablePartnerAI(Evt *script, b32 isInitialCall)
ApiStatus GotoMap(Evt *script, b32 isInitialCall)
Makes the player go to the given map and at the given entrance.
ApiStatus SetPlayerAnimation(Evt *script, b32 isInitialCall)
ApiStatus DisablePlayerInput(Evt *script, b32 isInitialCall)
Disables player and partner input, and disables the status menu.
ApiStatus GetNpcPos(Evt *script, b32 isInitialCall)
ApiStatus SetNpcAnimation(Evt *script, b32 isInitialCall)
ApiStatus GetPlayerActionState(Evt *script, b32 isInitialCall)
ApiStatus SetSelfEnemyFlagBits(Evt *script, b32 isInitialCall)
ApiStatus GetSelfAnimationFromTable(Evt *script, b32 isInitialCall)
ApiStatus DoNpcDefeat(Evt *script, b32 isInitialCall)
ApiStatus SetNpcPos(Evt *script, b32 isInitialCall)
ApiStatus NpcJump0(Evt *script, b32 isInitialCall)
ApiStatus GetOwnerEncounterTrigger(Evt *script, b32 isInitialCall)
ApiStatus func_80045838(Evt *script, b32 isInitialCall)
ApiStatus DisablePlayerPhysics(Evt *script, b32 isInitialCall)
Disables player physics if disable is TRUE, enables it if FALSE.
ApiStatus SetSelfVar(Evt *script, b32 isInitialCall)
ApiStatus SetNpcFlagBits(Evt *script, b32 isInitialCall)
ApiStatus InterruptUsePartner(Evt *script, b32 isInitialCall)
ApiStatus GetPlayerPos(Evt *script, b32 isInitialCall)
ApiStatus GetBattleOutcome(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 IfNe(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR != RVAR.
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
#define Add(VAR, INT_VALUE)
#define EndLoop
Marks the end of a loop.
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
#define Goto(LABEL_ID)
Moves execution to the given label.
#define Label(LABEL_ID)
Marks this point in the script as a Goto target.
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
#define EndIf
Marks the end of an if statement or an else block.
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
#define Thread
Marks the start of a thread block.
#define EndThread
Marks the end of a thread block.
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
#define SetGroup(GROUP)
Sets the current thread's group. Group value meanings are currently not known.
#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 Loop(TIMES)
Marks the beginning of a loop.
#define Return
Kills the current EVT thread.
EvtScript EVS_NpcHitRecoil