add enums and change script->functionTemp[0] to script->AI_TEMP_STATE (#1127)

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Rainchus 2023-11-23 22:04:42 -06:00 committed by GitHub
parent 59ab2bb752
commit 2b88651f79
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@ -53,7 +53,7 @@ void N(HoppingAI_Hop)(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolu
fx_emote(EMOTE_EXCLAMATION, npc, 0.0f, npc->collisionHeight, 1.0f, 2.0f, -20.0f, 15, &emoteTemp);
ai_enemy_play_sound(npc, SOUND_AI_ALERT_A, SOUND_PARAM_MORE_QUIET);
npc->yaw = atan2(npc->pos.x, npc->pos.z, gPlayerStatusPtr->pos.x, gPlayerStatusPtr->pos.z);
script->AI_TEMP_STATE = 12;
script->AI_TEMP_STATE = AI_STATE_CHASE_INIT;
return;
}
} while (0); // required to match
@ -95,15 +95,15 @@ void N(HoppingAI_Hop)(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolu
npc->jumpVel = 0.0f;
npc->pos.y = posY;
npc->flags &= ~NPC_FLAG_JUMPING;
script->AI_TEMP_STATE = 2;
script->AI_TEMP_STATE = AI_STATE_LOITER_INIT;
script->functionTemp[1] = (rand_int(1000) % 3) + 2;
if (aiSettings->unk_AI_2C <= 0) {
script->AI_TEMP_STATE = 0;
script->AI_TEMP_STATE = AI_STATE_HOP_INIT;
} else if (aiSettings->moveTime <= 0) {
script->AI_TEMP_STATE = 0;
script->AI_TEMP_STATE = AI_STATE_HOP_INIT;
} else if (script->functionTemp[1] == 0) {
script->AI_TEMP_STATE = 0;
script->AI_TEMP_STATE = AI_STATE_HOP_INIT;
}
return;
}
@ -119,7 +119,7 @@ void N(HoppingAI_LoiterInit)(Evt* script, MobileAISettings* aiSettings, EnemyDet
npc->duration = (aiSettings->waitTime / 2) + rand_int((aiSettings->waitTime / 2) + 1);
npc->yaw = clamp_angle(npc->yaw + rand_int(180) - 90.0f);
npc->curAnim = enemy->animList[ENEMY_ANIM_INDEX_IDLE];
script->AI_TEMP_STATE = 3;
script->AI_TEMP_STATE = AI_STATE_LOITER;
}
void N(HoppingAI_Loiter)(Evt* script, MobileAISettings* aiSettings, EnemyDetectVolume* territory) {
@ -131,7 +131,7 @@ void N(HoppingAI_Loiter)(Evt* script, MobileAISettings* aiSettings, EnemyDetectV
fx_emote(EMOTE_EXCLAMATION, npc, 0.0f, npc->collisionHeight, 1.0f, 2.0f, -20.0f, 15, &emoteTemp);
ai_enemy_play_sound(npc, SOUND_AI_ALERT_A, SOUND_PARAM_MORE_QUIET);
npc->yaw = atan2(npc->pos.x, npc->pos.z, gPlayerStatusPtr->pos.x, gPlayerStatusPtr->pos.z);
script->AI_TEMP_STATE = 12;
script->AI_TEMP_STATE = AI_STATE_CHASE_INIT;
} else if (npc->turnAroundYawAdjustment == 0) {
npc->duration--;
if (npc->duration <= 0) {
@ -140,7 +140,7 @@ void N(HoppingAI_Loiter)(Evt* script, MobileAISettings* aiSettings, EnemyDetectV
npc->yaw = clamp_angle(npc->yaw + 180.0f);
npc->duration = (rand_int(1000) % 11) + 5;
} else {
script->AI_TEMP_STATE = 0;
script->AI_TEMP_STATE = AI_STATE_HOP_INIT;
}
}
}
@ -155,7 +155,7 @@ void N(HoppingAI_ChaseInit)(Evt* script, MobileAISettings* aiSettings, EnemyDete
enemy->jumpScale = 1.5f;
enemy->yaw = atan2(enemy->pos.x, enemy->pos.z, gPlayerStatusPtr->pos.x, gPlayerStatusPtr->pos.z);
enemy->moveSpeed = aiSettings->chaseSpeed;
script->AI_TEMP_STATE = 13;
script->AI_TEMP_STATE = AI_STATE_CHASE;
ai_enemy_play_sound(enemy, SOUND_SEQ_FUZZY_HOP, 0);
}
@ -195,12 +195,12 @@ void N(HoppingAI_Chase)(Evt* script, MobileAISettings* aiSettings, EnemyDetectVo
npc->pos.y = posY;
npc->flags &= ~NPC_FLAG_JUMPING;
fx_walking_dust(2, npc->pos.x, npc->pos.y, npc->pos.z, 0.0f, 0.0f);
script->functionTemp[0] = 12;
script->AI_TEMP_STATE = AI_STATE_CHASE_INIT;
if (basic_ai_check_player_dist(territory, enemy, aiSettings->chaseRadius, aiSettings->chaseOffsetDist, 1) == 0) {
fx_emote(EMOTE_QUESTION, npc, 0.0f, npc->collisionHeight, 1.0f, 2.0f, -20.0f, 15, &emoteTemp);
npc->duration = 25;
script->functionTemp[0] = 14;
script->AI_TEMP_STATE = AI_STATE_LOSE_PLAYER;
}
return;
}
@ -214,7 +214,7 @@ void N(HoppingAI_LosePlayer)(Evt* script, MobileAISettings* aiSettings, EnemyDet
npc->duration--;
if (npc->duration <= 0) {
script->AI_TEMP_STATE = 0;
script->AI_TEMP_STATE = AI_STATE_HOP_INIT;
}
}