Go to the source code of this file.
◆ resolve_npc()
Npc * resolve_npc |
( |
Evt * | script, |
|
|
s32 | npcIdOrPtr ) |
Definition at line 8 of file npc_api.c.
8 {
13 } else {
14 return (
Npc*) npcIdOrPtr;
15 }
16}
union Evt::@9 owner2
Initially -1.
Npc * get_npc_safe(s32 npcID)
Referenced by _npc_jump_to().
◆ set_npc_animation()
void set_npc_animation |
( |
Npc * | npc, |
|
|
u32 | animID ) |
Definition at line 18 of file npc_api.c.
18 {
20
25 } else {
27 }
28}
Enemy * get_enemy(s32 npcID)
Looks for an enemy matching the specified npcID.
PartnerAnimations gPartnerAnimations[12]
Referenced by _show_message().
◆ _npc_jump_to()
ApiStatus _npc_jump_to |
( |
Evt * | script, |
|
|
s32 | isInitialCall, |
|
|
s32 | snapYaw ) |
Definition at line 290 of file npc_api.c.
290 {
292 f32* yaw = &script->functionTempF[2];
294
295 if (isInitialCall) {
296 script->functionTemp[0] = 0;
297 }
298
299 if (script->functionTemp[0] == 0) {
305 f32 dist;
306
308
309 if (npc == NULL) {
311 }
312
313 script->functionTempPtr[1] = npc;
317
320 *yaw = 0.0f;
321 if (dist > 2.0) {
323 if (snapYaw == 0) {
325 }
326 }
327
329
332 } else {
334 }
335
338 script->functionTemp[0] =1;
339 }
340
341 npc = script->functionTempPtr[1];
343
346
353 npc->
flags &= ~NPC_FLAG_JUMPING;
356 }
358}
s32 evt_get_variable(Evt *script, Bytecode var)
f32 dist2D(f32 ax, f32 ay, f32 bx, f32 by)
void npc_surface_spawn_fx(Npc *npc, SurfaceInteractMode mode)
void npc_move_heading(Npc *npc, f32 speed, f32 yaw)
Npc * resolve_npc(Evt *script, s32 npcIdOrPtr)
◆ wExtraPartnerID
◆ wExtraPartnerNpcID