1#ifndef _WANDER_MELEE_AI_
2#define _WANDER_MELEE_AI_
16API_CALLABLE(N(WanderMeleeAI_Main)) {
17 Enemy* enemy = script->owner1.enemy;
38 npc->
flags &= ~NPC_FLAG_JUMPING;
41 npc->
flags &= ~NPC_FLAG_FLYING;
43 npc->
flags &= ~NPC_FLAG_GRAVITY;
50 enemy->
aiFlags &= ~AI_FLAG_SUSPEND;
61 switch (script->AI_TEMP_STATE) {
void N MeleeHitbox_31(Evt *script)
void N MeleeHitbox_32(Evt *script)
s32 N MeleeHitbox_CanSeePlayer(Evt *script)
void N MeleeHitbox_33(Evt *script)
void N MeleeHitbox_30(Evt *script)
@ AI_STATE_MELEE_HITBOX_INIT
@ AI_STATE_MELEE_HITBOX_ACTIVE
@ AI_STATE_MELEE_HITBOX_MISS
@ AI_STATE_MELEE_HITBOX_PRE
@ MELEE_HITBOX_STATE_NONE
s32 evt_get_variable(Evt *script, Bytecode var)
void basic_ai_chase_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_lose_player(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_wander(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_chase(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_found_player_jump_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_wander_init(Evt *script, MobileAISettings *npcAISettings, EnemyDetectVolume *territory)
void basic_ai_found_player_jump(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