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◆ _AI_TACKLE_STATES_INC_
#define _AI_TACKLE_STATES_INC_ 0 |
◆ set_script_owner_npc_anim()
Definition at line 10 of file States_TackleAI.inc.c.
10 {
13
17 script->AI_TEMP_STATE = 13;
18}
union Evt::@8 owner1
Initially -1.
@ ENEMY_ANIM_INDEX_MELEE_PRE
Npc * get_npc_unsafe(s32 npcID)
PlayerStatus * gPlayerStatusPtr
◆ UnkDistFunc()
Definition at line 21 of file States_TackleAI.inc.c.
21 {
24
29 if ((enemy->varTable[7] == 5) || (enemy->varTable[7] == 0) || (enemy->varTable[7] == 1)) {
31 }
34 if (npc->
duration < enemy->varTable[3]) {
36 }
38 script->functionTemp[0] = 14;
39 }
40 }
41}
@ ENEMY_ANIM_INDEX_MELEE_HIT
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
s16 turnAroundYawAdjustment
◆ UnkNpcAIFunc12()
Definition at line 43 of file States_TackleAI.inc.c.
43 {
46 s32 temp;
47 f32 f1;
48 f32 f2;
49 f32 f3;
50
51 if (npc->
duration == enemy->varTable[4] - 1) {
56 }
57
61
63 if (temp == 0) {
65 }
66
71 script->functionTemp[0] = 15;
72 }
73}
b32 npc_test_move_simple_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
◆ set_script_owner_npc_col_height()
Definition at line 75 of file States_TackleAI.inc.c.
76 {
79
83 }
84
85 if (npc->
duration < enemy->varTable[5]) {
86 return;
87 }
88
90 script->functionTemp[0] = 0;
91}