19API_CALLABLE(N(StoneChompAI_Main)) {
20 Enemy* enemy = script->owner1.enemy;
38 npc->
flags &= ~NPC_FLAG_JUMPING;
39 npc->
flags &= ~NPC_FLAG_GRAVITY;
41 script->functionTemp[1] = 0;
45 enemy->
flags &= ~ENEMY_FLAG_BEGIN_WITH_CHASING;
49 switch (script->AI_TEMP_STATE) {
void N HoppingAI_LosePlayer(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N HoppingAI_LoiterInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N HoppingAI_Chase(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N HoppingAI_Hop(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N HoppingAI_Loiter(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N StoneChompAI_ChaseInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void N StoneChompAI_HopInit(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
@ 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_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
enum TerritoryShape shape
enum TerritoryShape detectShape
Npc * get_npc_unsafe(s32 npcID)
s32 skipPlayerDetectChance
EnemyTerritoryWander wander
EnemyTerritory * territory