9#include "sprite/npc/BonyBeetle.h"
33 enemy->varTable[8] = 0;
45 enemy->varTable[9] = 0;
58 script->AI_TEMP_STATE = 99;
59 script->functionTemp[1] = 0;
63 script->AI_TEMP_STATE = 12;
68 if (enemy->varTable[9] > 0) {
70 if (enemy->varTable[9] == 0) {
81 switch (
script->AI_TEMP_STATE) {
90 if (enemy->varTable[7] == 6) {
92 if (enemy->varTable[8] != 0) {
93 enemy->varTable[8] = 0;
97 enemy->varTable[8] = 1;
101 enemy->varTable[9] = 7;
124 if (enemy->varTable[7] == 6) {
125 if (enemy->varTable[8] != 0) {
130 if (enemy->varTable[8] != 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)
@ AI_FLAG_SKIP_EMOTE_AFTER_FLEE
@ ENEMY_FLAG_BEGIN_WITH_CHASING
s32 evt_get_variable(Evt *script, Bytecode var)
void basic_ai_wander(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_wander_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_loiter_init(Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
void basic_ai_suspend(Evt *script)
void basic_ai_loiter(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
enum TerritoryShape shape
enum TerritoryShape detectShape
Npc * get_npc_unsafe(s32 npcID)
s32 skipPlayerDetectChance
EnemyTerritoryWander wander
EnemyTerritory * territory