13 script->functionTemp[0] = 0xF;
31 script->functionTemp[0] = 16;
47 script->functionTemp[0] = 17;
58 script->functionTemp[0] = 0;
84 script->functionTemp[0] = 0;
98 script->functionTemp[0] = 99;
99 script->functionTemp[1] = 0;
102 script->functionTemp[0] = 12;
115 switch (
script->functionTemp[0]) {
145 if (
script->functionTemp[0] != 0xF) {
150 if (
script->functionTemp[0] != 0x10) {
155 if (
script->functionTemp[0] != 0x11) {
BSS s32 PopupMenu_SelectedIndex
void N ShyGuyPatrolAI_15(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ShyGuyPatrolAI_16(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ShyGuyPatrolAI_14(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territoryPtr)
void N ShyGuyPatrolAI_17(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
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 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)
#define npc_raycast_down_sides
@ ENEMY_FLAG_BEGIN_WITH_CHASING
s32 evt_get_variable(Evt *script, Bytecode var)
b32 ai_check_fwd_collisions(Npc *npc, f32 time, f32 *outYaw, f32 *outDistFwd, f32 *outDistCW, f32 *outDistCCW)
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
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
s32 skipPlayerDetectChance
enum TerritoryShape detectShape
EnemyTerritory * territory