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aee5626e5b
* monty mole AI pt 1 * monty mole AI #2 * enum values for evt priority and flags * enemy ai flags * done monty mole + partner enums * removed union for partner action state * missed parter action states + cam move flags + entity collision bit * basic ai * piranha plant stuff * attack ahead * consistent hitbox names * idk * organized piranha plant * delete matches * start fuzzy * naming * bzzap pt 1 * bzzap 2 * bzzap names done * rename bzzap to flyingAI * complete flying names * done for today * file reorganizing * world AI * starting clubba dedupe * suggested changes * bullet bills * sentinel start * dedupe sentinel complete * sentinel AI done * melee ai organization * piranha plant dedupe * resolved some bad dead syms * patrol start * patrol AI almost done * enough * more ai work * clean up clubba ai enum * dedupe all clubbae * started cleft extraction * ready to dedupe cleft * dedupe one cleft * iwa_04 * iwa_01 * iwa_02 * ai state file reorganization * enemy anim enum * extracted shy guy * dedupe shy guy ai * shy guy patrol ai * done shy guy ai dedupe * added NON_MATCHING wrap * ai etc * more dead ai * most dead ai merged with living * lakitu etc * paratroopas * fix warnings * fix other warning * ParatroopaAI * lakituAI parameter fix * dead_flo_13 debug strings * misc map matches * flying magikoopa start * name npc field * lungeAI renamed to tackleAI * magikoopa ai foothold * extrated one magikoopa * starting clubba dedupe * addressed PR comments * consolidated magikoopa helper funcs * misc map stuff * flying magikoopa dedupe * zipline funcs * delete matched * grind out another 0.05% * started letter delivery dedupe * more delivery dedupe * special delivery * rest of letter delivery * slight delivery reorg * delivery func names * cleft doc start * name enemy field * more renamins * unk_28.f * changed field names to facilitate renaming * done cleft cleanup * hopping ai * cleanup some ai * name field + patrol reorg * filled out NpcAISettings fields * assembling ai includes * elimated state files * remove X32 for alertOffsetDist * removed other NpcAISettings union * new NpcAISettings for UnkAI_4 * stationary AI cleanup * smalls * 0 new warnings Co-authored-by: HailSanta <Hail2Santa@gmail.com> Co-authored-by: Ethan Roseman <ethteck@gmail.com>
61 lines
2.0 KiB
C
61 lines
2.0 KiB
C
#ifndef _DEAD_STRUCTS_H_
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#define _DEAD_STRUCTS_H_
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#include "common_structs.h"
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#include "enums.h"
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#include "script_api/map.h"
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typedef struct DeadEnemy {
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/* 0x000 */ s32 flags;
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/* 0x004 */ s8 encounterIndex;
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/* 0x005 */ s8 encountered;
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/* 0x006 */ u8 scriptGroup; /* scripts launched for this npc controller will be assigned this group */
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/* 0x007 */ s8 unk_07;
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/* 0x008 */ s16 npcID;
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/* 0x00A */ s16 spawnPos[3];
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/* 0x010 */ Vec3s unk_10;
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/* 0x016 */ char unk_16[2];
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/* 0x018 */ struct NpcSettings* npcSettings;
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/* 0x01C */ EvtScript* initBytecode;
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/* 0x020 */ EvtScript* interactBytecode;
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/* 0x024 */ EvtScript* aiBytecode;
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/* 0x028 */ EvtScript* hitBytecode;
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/* 0x02C */ EvtScript* auxBytecode;
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/* 0x030 */ EvtScript* defeatBytecode;
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/* 0x034 */ struct Evt* initScript;
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/* 0x038 */ struct Evt* interactScript;
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/* 0x03C */ struct Evt* aiScript;
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/* 0x040 */ struct Evt* hitScript;
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/* 0x044 */ struct Evt* auxScript;
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/* 0x048 */ struct Evt* defeatScript;
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/* 0x04C */ s32 initScriptID;
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/* 0x050 */ s32 interactScriptID;
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/* 0x054 */ s32 aiScriptID;
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/* 0x058 */ s32 hitScriptID;
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/* 0x05C */ s32 auxScriptID;
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/* 0x060 */ s32 defeatScriptID;
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/* 0x064 */ void* unk_64;
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/* 0x068 */ char unk_68[4];
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/* 0x06C */ s32 varTable[16];
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/* 0x0AC */ s32 aiDetectFlags;
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/* 0x0B0 */ s32 aiFlags;
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/* 0x0B4 */ s8 aiPaused;
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/* 0x0B5 */ s8 unk_B5;
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/* 0x0B6 */ char unk_B6[2];
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/* 0x0B8 */ EvtScript* unk_B8; // some bytecode
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/* 0x0BC */ struct Evt* unk_BC; // some script
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/* 0x0C0 */ s32 unk_C0; // some script ID
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/* 0x0C4 */ s32 unk_C4;
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/* 0x0C8 */ s32 unk_C8;
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/* 0x0CC */ s32* animList;
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/* 0x0D0 */ EnemyTerritory* territory;
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/* 0x0D4 */ EnemyDrops* drops;
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/* 0x0D8 */ u32 tattleMsg;
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/* 0x0DC */ char unk_DC[42];
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/* 0x108 */ Vec3f unk_108; // Associated NPC Pos?
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/* 0x114 */ f32 unk_114;
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/* 0x118 */ f32 unk_118;
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} DeadEnemy; // size = 0x11C
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#endif
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