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Decompilation of Paper Mario
 
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SentinelAI.inc.c File Reference

Macros

#define AI_SENTINEL_FIRST_NPC   0
 
#define AI_SENTINEL_LAST_NPC   0
 
#define SENTINEL_AI_FLAG_CHASING   0x100
 
#define SENTINEL_AI_FLAG_PLAYING_SOUND   0x1000
 
#define SENTINEL_AI_DESCEND_RATE   1.8
 

Enumerations

enum  AiStateSentinel {
  AI_STATE_SENTINEL_WANDER_INIT = 0 , AI_STATE_SENTINEL_WANDER = 1 , AI_STATE_SENTINEL_LOITER_INIT = 2 , AI_STATE_SENTINEL_LOITER = 3 ,
  AI_STATE_SENTINEL_CHASE_INIT = 12 , AI_STATE_SENTINEL_CHASE = 13 , AI_STATE_SENTINEL_DESCEND_INIT = 14 , AI_STATE_SENTINEL_DESCEND = 15 ,
  AI_STATE_SENTINEL_LOSE_PLAYER_INIT = 16 , AI_STATE_SENTINEL_LOSE_PLAYER = 17 , AI_STATE_SENTINEL_POST_LOSE_PLAYER = 18 , AI_STATE_SENTINEL_GRAB_PLAYER = 20 ,
  AI_STATE_SENTINEL_RETURN_HOME_INIT = 30 , AI_STATE_SENTINEL_RETURN_HOME = 31 , AI_STATE_SENTINEL_CAUGHT_PLAYER = 100
}
 

Functions

void N SentinelAI_ChaseInit (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_Chase (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_DescendInit (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_Descend (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_LosePlayerInit (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_LosePlayer (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_PostLosePlayer (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_GrabPlayer (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_ReturnHomeInit (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 
void N SentinelAI_ReturnHome (Evt *script, MobileAISettings *aiSettings, EnemyDetectVolume *territory)
 

Macro Definition Documentation

◆ AI_SENTINEL_FIRST_NPC

#define AI_SENTINEL_FIRST_NPC   0

Referenced by SentinelAI_DescendInit().

◆ AI_SENTINEL_LAST_NPC

#define AI_SENTINEL_LAST_NPC   0

Referenced by SentinelAI_DescendInit().

◆ SENTINEL_AI_DESCEND_RATE

#define SENTINEL_AI_DESCEND_RATE   1.8

Referenced by SentinelAI_Descend().

◆ SENTINEL_AI_FLAG_CHASING

#define SENTINEL_AI_FLAG_CHASING   0x100

Referenced by SentinelAI_DescendInit().

◆ SENTINEL_AI_FLAG_PLAYING_SOUND

#define SENTINEL_AI_FLAG_PLAYING_SOUND   0x1000

Enumeration Type Documentation

◆ AiStateSentinel

Enumerator
AI_STATE_SENTINEL_WANDER_INIT 
AI_STATE_SENTINEL_WANDER 
AI_STATE_SENTINEL_LOITER_INIT 
AI_STATE_SENTINEL_LOITER 
AI_STATE_SENTINEL_CHASE_INIT 
AI_STATE_SENTINEL_CHASE 
AI_STATE_SENTINEL_DESCEND_INIT 
AI_STATE_SENTINEL_DESCEND 
AI_STATE_SENTINEL_LOSE_PLAYER_INIT 
AI_STATE_SENTINEL_LOSE_PLAYER 
AI_STATE_SENTINEL_POST_LOSE_PLAYER 
AI_STATE_SENTINEL_GRAB_PLAYER 
AI_STATE_SENTINEL_RETURN_HOME_INIT 
AI_STATE_SENTINEL_RETURN_HOME 
AI_STATE_SENTINEL_CAUGHT_PLAYER 

Function Documentation

◆ SentinelAI_Chase()

void N SentinelAI_Chase ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_ChaseInit()

void N SentinelAI_ChaseInit ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_Descend()

void N SentinelAI_Descend ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )
Bug
need to use real sound id, not environmental sound id

◆ SentinelAI_DescendInit()

void N SentinelAI_DescendInit ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_GrabPlayer()

void N SentinelAI_GrabPlayer ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_LosePlayer()

void N SentinelAI_LosePlayer ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_LosePlayerInit()

void N SentinelAI_LosePlayerInit ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_PostLosePlayer()

void N SentinelAI_PostLosePlayer ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_ReturnHome()

void N SentinelAI_ReturnHome ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )

◆ SentinelAI_ReturnHomeInit()

void N SentinelAI_ReturnHomeInit ( Evt * script,
MobileAISettings * aiSettings,
EnemyDetectVolume * territory )