Paper Mario DX
Paper Mario (N64) modding
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SpyGuy.h
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#include "common.h"
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#include "sprite/npc/SpyGuy.h"
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#define SPY_GUY_DROPS \
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{ \
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.dropFlags = NPC_DROP_FLAG_80, \
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.itemDropChance = 5, \
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.itemDrops = { \
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{ ITEM_FIRE_FLOWER, 2, 0 }, \
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{ ITEM_THUNDER_RAGE, 2, 0 }, \
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{ ITEM_THUNDER_BOLT, 2, 0 }, \
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{ ITEM_DUSTY_HAMMER, 2, 0 }, \
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{ ITEM_PEBBLE, 2, 0 }, \
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}, \
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.heartDrops = STANDARD_HEART_DROPS(3), \
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.flowerDrops = STANDARD_FLOWER_DROPS(2), \
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.minCoinBonus = 0, \
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.maxCoinBonus = 3, \
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}
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#define SPY_GUY_ANIMS \
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{ \
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.idle = ANIM_SpyGuy_Anim02, \
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.walk = ANIM_SpyGuy_Anim04, \
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.run = ANIM_SpyGuy_Anim05, \
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.chase = ANIM_SpyGuy_Anim04, \
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.anim_4 = ANIM_SpyGuy_Anim02, \
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.anim_5 = ANIM_SpyGuy_Anim02, \
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.death = ANIM_SpyGuy_Anim0B, \
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.hit = ANIM_SpyGuy_Anim0B, \
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.anim_8 = ANIM_SpyGuy_Anim15, \
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.anim_9 = ANIM_SpyGuy_Anim16, \
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.anim_A = ANIM_SpyGuy_Anim02, \
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.anim_B = ANIM_SpyGuy_Anim02, \
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.anim_C = ANIM_SpyGuy_Anim02, \
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.anim_D = ANIM_SpyGuy_Anim02, \
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.anim_E = ANIM_SpyGuy_Anim02, \
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.anim_F = ANIM_SpyGuy_Anim02, \
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}
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#define SPY_GUY_ROCK_ANIMS \
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{ \
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.idle = ANIM_SpyGuy_Anim10, \
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.walk = ANIM_SpyGuy_Anim10, \
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.run = ANIM_SpyGuy_Anim10, \
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.chase = ANIM_SpyGuy_Anim10, \
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.anim_4 = ANIM_SpyGuy_Anim10, \
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.anim_5 = ANIM_SpyGuy_Anim10, \
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.death = ANIM_SpyGuy_Anim10, \
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.hit = ANIM_SpyGuy_Anim10, \
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.anim_8 = ANIM_SpyGuy_Anim10, \
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.anim_9 = ANIM_SpyGuy_Anim10, \
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.anim_A = ANIM_SpyGuy_Anim10, \
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.anim_B = ANIM_SpyGuy_Anim10, \
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.anim_C = ANIM_SpyGuy_Anim10, \
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.anim_D = ANIM_SpyGuy_Anim10, \
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.anim_E = ANIM_SpyGuy_Anim10, \
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.anim_F = ANIM_SpyGuy_Anim10, \
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}
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#define SPY_GUY_ROCK_HITBOX(npcID) \
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{ \
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.id = npcID, \
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.settings = &N(NpcSettings_SpyGuyRock), \
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.pos = { NPC_DISPOSE_LOCATION }, \
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.yaw = 90, \
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.flags = ENEMY_FLAG_IGNORE_WORLD_COLLISION | ENEMY_FLAG_IGNORE_ENTITY_COLLISION | ENEMY_FLAG_FLYING | ENEMY_FLAG_NO_DROPS, \
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.drops = NO_DROPS, \
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.territory = { \
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.wander = { \
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.isFlying = TRUE, \
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.moveSpeedOverride = NO_OVERRIDE_MOVEMENT_SPEED, \
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.wanderShape = SHAPE_CYLINDER, \
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.centerPos = { NPC_DISPOSE_LOCATION }, \
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.wanderSize = { 0 }, \
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.detectShape = SHAPE_CYLINDER, \
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.detectPos = { NPC_DISPOSE_LOCATION }, \
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.detectSize = { 0 }, \
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} \
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}, \
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.animations = SPY_GUY_ROCK_ANIMS, \
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}
src
world
common
enemy
SpyGuy.h
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