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