1#ifndef _AI_TACKLE_STATES_INC_
2#define _AI_TACKLE_STATES_INC_ 0
11 Enemy* enemy = script->owner1.enemy;
17 script->AI_TEMP_STATE = 13;
22 Enemy* enemy = script->owner1.enemy;
29 if ((enemy->varTable[7] == 5) || (enemy->varTable[7] == 0) || (enemy->varTable[7] == 1)) {
34 if (npc->
duration < enemy->varTable[3]) {
38 script->functionTemp[0] = 14;
44 Enemy* enemy = script->owner1.enemy;
51 if (npc->
duration == enemy->varTable[4] - 1) {
71 script->functionTemp[0] = 15;
77 Enemy* enemy = script->owner1.enemy;
85 if (npc->
duration < enemy->varTable[5]) {
90 script->functionTemp[0] = 0;
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