Initial commit
Adding all of the current content for Anphillia Unlimited.
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31
_module/nss/j_ai_setweapons.nss
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31
_module/nss/j_ai_setweapons.nss
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/*/////////////////////// [Set Weapons] ////////////////////////////////////////
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Filename: J_AI_SetWeapons
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///////////////////////// [Set Weapons] ////////////////////////////////////////
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Executed to re-set any weapons, or set them at spawn, using ExecuteScript.
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It isn't included in the generic AI or onspawn to try and speed it up a little
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///////////////////////// [History] ////////////////////////////////////////////
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1.3 - Added to a new file, removed from spawn include.
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1.4 - Nothing changed here. Include file might have changed however.
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///////////////////////// [Workings] ///////////////////////////////////////////
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It can be easily re-added to the spawn include, however, the generic AI calls
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it so little, that it may well be useful to keep a seperate file anyway.
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///////////////////////// [Arguments] //////////////////////////////////////////
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Arguments: RESET_HEALING_KITS
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///////////////////////// [Set Weapons] //////////////////////////////////////*/
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#include "J_INC_SETWEAPONS"
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void main()
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{
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if(GetAIInteger(RESET_HEALING_KITS))
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{
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ResetHealingKits(OBJECT_SELF);
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DeleteAIInteger(RESET_HEALING_KITS);
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}
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else
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{
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// Set weapons if not
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SetWeapons(OBJECT_SELF);
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}
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}
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