src/npc/npc5.c file

Unused Zelda follower NPC.

Classes

struct NPC5Entity
struct ZeldaData

Enums

enum ZeldaState { ZELDA_STATE_INIT, ZELDA_STATE_IDLE, ZELDA_STATE_FOLLOW, ZELDA_STATE_LOST, ZELDA_STATE_ANIM_SCRIPTED, ZELDA_STATE_WALK_PRE_JUMP, ZELDA_STATE_JUMP, ZELDA_STATE_LAND }

Functions

void ZeldaSetAnim(NPC5Entity*, u32)
auto CheckIsFlinching(NPC5Entity*) -> u32
auto ZeldaAtDestination(Entity*) -> u32
void ZeldaUpdateIdleAnim(NPC5Entity*)
void ZeldaCalcWalkSpeed(NPC5Entity*, u32, u32)
auto CheckDirectPathUnblocked(Entity*, u32, u32) -> bool32
void ZeldaInitNavigate(NPC5Entity*, u32, u32)
void ZeldaCalcWalkAnim(NPC5Entity*, u32, u32, u32)
auto ZeldaProcessMovement(NPC5Entity*) -> bool32
void ZeldaDoLostAnim(NPC5Entity*)
void ZeldaUpdateAnim(Entity*)
void ZeldaType0Init(NPC5Entity*)
void ZeldaType1Init(NPC5Entity*)
void ZeldaType2Init(NPC5Entity*)
void ZeldaType3Init(NPC5Entity*)
void ZeldaInitAction(NPC5Entity*)
void ZeldaIdleAction(NPC5Entity*)
void ZeldaFollowAction(NPC5Entity*)
void ZeldaLostAction(NPC5Entity*)
void ZeldaAnimScripted(NPC5Entity*)
void ZeldaWalkPreJump(NPC5Entity*)
void ZeldaJumpAction(NPC5Entity*)
void ZeldaLandAction(NPC5Entity*)
void sub_08061ACC(NPC5Entity*)
void sub_08061B18(NPC5Entity*)
auto PointInsideRadius(s32 x, s32 y, s32 distance) -> u32
auto CalcJumpDirection(Entity*) -> u32
auto sub_08079FD4(Entity* this, u32 param_2) -> u32
void UpdateCollisionLayer(Entity*)
auto TryNavRightFromAbove(NPC5Entity*, s32, s32, s32) -> bool32
auto TryNavUpFromRight(NPC5Entity*, s32, s32, s32) -> bool32
auto TryNavLeftFromAbove(NPC5Entity*, s32, s32, s32) -> bool32
auto TryNavBelowFromRight(NPC5Entity*, s32, s32, s32) -> bool32
auto TryNavLeftFromBelow(NPC5Entity*, s32, s32, s32) -> bool32
auto TryNavBelowFromLeft(NPC5Entity*, s32, s32, s32) -> bool32
auto TryNavRightFromBelow(NPC5Entity*, s32, s32, s32) -> bool32
auto TryNavUpFromLeft(NPC5Entity*, s32, s32, s32) -> bool32
auto CheckPathRight(u8*, s32, s32, s32) -> bool32
auto CheckPathLeft(u8*, s32, s32, s32) -> bool32
auto CheckPathUp(u8*, s32, s32, s32) -> bool32
auto CheckPathBelow(u8*, s32, s32, s32) -> bool32
void sub_08061AFC(NPC5Entity*)
void CreateZeldaFollower(void)
void NPC5(NPC5Entity* this)

Variables

u16* gZeldaFollowerText

Defines

#define kFollowDistance
#define kPoiDistance
#define kGravity
#define kCloseDistance
#define kFarDistance
#define kCloseSpeed
#define kMidSpeed
#define kFarSpeed
#define kNavigateSpeed
#define FLAG_FLINCHING
#define FLAG_GOTO_PLAYER
#define FLAG_GOTO_JUMPED
#define FLAG_NAVIGATE
#define HEAP

Function documentation

void ZeldaDoLostAnim(NPC5Entity*)

void ZeldaFollowAction(NPC5Entity*)