5 Enemy* enemy = script->owner1.enemy;
11 script->functionTemp[0] = 0xF;
15 Enemy* enemy = script->owner1.enemy;
29 script->functionTemp[0] = 16;
34 Enemy* enemy = script->owner1.enemy;
45 script->functionTemp[0] = 17;
50 Enemy* enemy = script->owner1.enemy;
56 script->functionTemp[0] = 0;
60API_CALLABLE(N(ShyGuyWanderAI_Main)) {
61 Enemy* enemy = script->owner1.enemy;
82 script->functionTemp[0] = 0;
86 npc->
flags &= ~NPC_FLAG_JUMPING;
89 npc->
flags &= ~NPC_FLAG_FLYING;
91 npc->
flags &= ~NPC_FLAG_GRAVITY;
96 script->functionTemp[0] = 99;
97 script->functionTemp[1] = 0;
99 script->functionTemp[0] = 12;
101 enemy->
aiFlags &= ~AI_FLAG_SUSPEND;
102 enemy->
flags &= ~ENEMY_FLAG_BEGIN_WITH_CHASING;
113 switch (script->functionTemp[0]) {
137 if (script->functionTemp[0] != 0xE) {
143 if (script->functionTemp[0] != 0xF) {
149 if (script->functionTemp[0] != 0x10) {
155 if (script->functionTemp[0] != 0x11) {
void N ShyGuyWanderAI_15(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ShyGuyWanderAI_14(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territoryPtr)
void N ShyGuyWanderAI_17(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N ShyGuyWanderAI_16(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 basic_ai_chase_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
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)
s32 ai_check_fwd_collisions(Npc *npc, f32 arg1, f32 *arg2, f32 *arg3, f32 *arg4, f32 *arg5)
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)
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
s32 skipPlayerDetectChance
EnemyTerritoryWander wander
EnemyTerritory * territory