1#ifndef _AI_TACKLE_STATES_INC_ 
    2#define _AI_TACKLE_STATES_INC_ 0 
   17    script->AI_TEMP_STATE = 13;
 
 
   28            if ((enemy->varTable[7] == 5) || (enemy->varTable[7] == 0) || (enemy->varTable[7] == 1)) {
 
   33            if (npc->
duration < enemy->varTable[3]) {
 
   37            script->functionTemp[0] = 14;
 
 
   50    if (npc->
duration == enemy->varTable[4] - 1) {
 
   70        script->functionTemp[0] = 15;
 
 
   84    if (npc->
duration < enemy->varTable[5]) {
 
   89    script->functionTemp[0] = 0;
 
 
BSS s32 PopupMenu_SelectedIndex
 
void N UnkNpcAIFunc12(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
ApiStatus N UnkDistFunc(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N set_script_owner_npc_col_height(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N set_script_owner_npc_anim(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
@ ENEMY_ANIM_INDEX_MELEE_PRE
 
@ ENEMY_ANIM_INDEX_MELEE_HIT
 
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
 
b32 npc_test_move_simple_with_slipping(s32, f32 *, f32 *, f32 *, f32, f32, f32, f32)
 
Npc * get_npc_unsafe(s32 npcID)
 
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
 
s16 turnAroundYawAdjustment
 
PlayerStatus * gPlayerStatusPtr