Initial commit
Adding all of the current content for Anphillia Unlimited.
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39
_module/nss/j_ai_heart_aimat.nss
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39
_module/nss/j_ai_heart_aimat.nss
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/*/////////////////////// [On Heartbeat - Animations] //////////////////////////
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Filename: J_AI_Heart_aimat
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///////////////////////// [On Heartbeat - Animations] //////////////////////////
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To keep the heartbeat small, I've divided all the bits that MIGHT fire
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into other scripts. This makes it smaller, and faster.
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I've also shortened the perception script too - and along with the heartbeat
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is the largest, Out-Of-Combat script. It isn't divided up by execute scripts,
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but should be leaner.
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///////////////////////// [History] ////////////////////////////////////////////
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1.3 - Added to speed up heartbeat and keep filesize down on un-used parts.
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1.4 - Changed to nw_i0_generic, as to include all animations, whatever NwN version.
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///////////////////////// [Workings] ///////////////////////////////////////////
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This is executed as file HEARTBEAT_ANIMATIONS_FILE, from the heartbeat
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script (Default1, or onheartbeat). It can run by itself, using the SoU
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animations - better then me changing and making my own, as they are vastly
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improved from NwN!
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///////////////////////// [Arguments] //////////////////////////////////////////
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Arguments: N/A
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///////////////////////// [On Heartbeat - Animations] ////////////////////////*/
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// Generic Include File. This contains animations whatever NwN version it is.
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#include "NW_I0_GENERIC"
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void main()
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{
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if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS))
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{
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PlayMobileAmbientAnimations_NonAvian();
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}
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else if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN))
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{
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PlayMobileAmbientAnimations_Avian();
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}
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else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS))
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{
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PlayImmobileAmbientAnimations();
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}
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}
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