//:://///////////////////////////////////////////// //:: Name hx_cut_attacking //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* This will keep scriptless chars fighting in the cutscenes. */ //::////////////////////////////////////////////// //:: Created By: Brad Prince //:: Created On: Sept, 29, 2003 //::////////////////////////////////////////////// #include "x2_inc_cutscene" void AttackEnemy(); void main() { object oPC = GetFirstPC(); int iCut = CutGetActiveCutsceneForObject(oPC); if(iCut < 1) { if(GetArea(OBJECT_SELF) == GetArea(oPC)) { AttackEnemy(); DelayCommand(1.0, AttackEnemy()); DelayCommand(2.0, AttackEnemy()); DelayCommand(3.0, AttackEnemy()); DelayCommand(4.0, AttackEnemy()); DelayCommand(5.0, AttackEnemy()); } } } void AttackEnemy() { if(GetCurrentAction() != ACTION_ATTACKOBJECT) { object oEnemy = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY); ActionAttack(oEnemy); } }