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world/ai.h

BasicAIStates

enum BasicAIStates source

EnemyDetectVolume

struct EnemyDetectVolume source
Fields

skipPlayerDetectChance: s32

shape: enumTerritoryShape

pointX: s32

pointZ: s32

sizeX: s32

sizeZ: s32

halfHeight: f32

detectFlags: s16

ai_suspend_for_time

void ai_suspend_for_time(Evt* script) source

basic_ai_suspend

void basic_ai_suspend(Evt* script) source

ai_check_fwd_collisions

s32 ai_check_fwd_collisions( Npc* npc, f32 time, f32* outYaw, f32* outDistFwd, f32* outDistCW, f32* outDistCCW ) source

is_point_outside_territory

s32 is_point_outside_territory( s32 shape, f32 centerX, f32 centerZ, f32 pointX, f32 pointZ, f32 sizeX, f32 sizeZ ) source

basic_ai_check_player_dist

s32 basic_ai_check_player_dist( EnemyDetectVolume* detect, Enemy* enemy, f32 radius, f32 fwdPosOffset, s8 useWorldYaw ) source

ai_check_player_dist

s32 ai_check_player_dist( Enemy* enemy, s32 chance, f32 radius, f32 moveSpeed ) source

ai_enemy_play_sound

void ai_enemy_play_sound( Npc* npc, s32 soundID, s32 upperSoundFlags ) source

ai_try_set_state

void ai_try_set_state(Evt* script, s32 state) source

is_point_outside_wander_territory

s32 is_point_outside_wander_territory( EnemyTerritoryWander* wander, f32 pointX, f32 pointZ ) source

is_point_outside_detect_volume

s32 is_point_outside_detect_volume( EnemyDetectVolume* detect, f32 pointX, f32 pointZ ) source

AIStateHandler

typedef AIStateHandler source

basic_ai_wander_init

void basic_ai_wander_init( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_wander

void basic_ai_wander( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_loiter_init

void basic_ai_loiter_init( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_loiter

void basic_ai_loiter( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_found_player_jump_init

void basic_ai_found_player_jump_init( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_found_player_jump

void basic_ai_found_player_jump( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_chase_init

void basic_ai_chase_init( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_chase

void basic_ai_chase( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

basic_ai_lose_player

void basic_ai_lose_player( Evt*, MobileAISettings*, EnemyDetectVolume* ) source

BasicAI_Main

Call(BasicAI_Main) source