RAPTOR_AI	AI_CB &		;Condition bits macro.
 	  	YES,&		;Proximity test check RIGHT.
		YES,&		;Proximity test check LEFT.
		YES,&		;Proximity test check ABOVE.
		YES,&		;Proximity test check BELOW.
		NO,&		;Player must be to the LEFT of the enemy.
		NO,&		;Player must be to the RIGHT of the enemy.
		YES,&		;Player must be FACING the enemy.
		NO,&		;Player must have BACK towards enemy.
		YES,&		;Player must be on the GROUND.
		NO,&		;Player must be in the AIR.
		NO,&		;Player must be on the CEILING.
		NO,&		;Player must be on the WALL.
		NO,&		;Player must be IDLING.
		NO,&		;Player must be BEING HIT.
		NO,&		;Player must be DIEING.
		NO,&		;Player must be JUMPING.
		NO,&		;Player must be FALLING.
		NO,&		;Player must be ATTACKING.
		NO,&		;Player must be GRABBING.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO,&		;Unused.
		NO		;Unused.	

		AI_DATA	&	;AI Data macro.
		$40,&		;Proximity to Player in X.
		$20,&		;Proximity to Player in Y.
		HALF_CHANCE,&	;Chance that called routine will NOT be called.
		1,&		;Enemy data #1.
		2,&		;Enemy data #1.
		3,&		;Enemy data #1.
		0,&		;Future expansion.
		INIT_RAPTOR	;This routine is called if all conditions are met.	

		AI_END_LIST	;End of AI list.		























