/************************ [On Heartbeat - Animations] ************************** Filename: J_AI_Heart_aimat ************************* [On Heartbeat - Animations] ************************** To keep the heartbeat small, I've divided all the bits that MIGHT fire into other scripts. This makes it smaller, and faster. I've also shortened the perception script too - and along with the heartbeat is the largest, Out-Of-Combat script. It isn't divided up by execute scripts, but should be leaner. ************************* [History] ******************************************** 1.3 - Added to speed up heartbeat and keep filesize down on un-used parts. ************************* [Workings] ******************************************* This is executed as file HEARTBEAT_ANIMATIONS_FILE, from the heartbeat script (Default1, or onheartbeat). It can run by itself, using the SoU animations - better then me changing and making my own, as they are vastly improved from NwN! It is Not called if AI_VALID_ANIMATIONS AI Integer is not set. ************************* [Arguments] ****************************************** Arguments: ************************* [On Heartbeat - Animations] *************************/ // SoU Animations file. #include "x0_i0_anims" void main() { if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS)) { PlayMobileAmbientAnimations_NonAvian(); } else if(GetSpawnInCondition(NW_FLAG_AMBIENT_ANIMATIONS_AVIAN)) { PlayMobileAmbientAnimations_Avian(); } else if(GetSpawnInCondition(NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS)) { PlayImmobileAmbientAnimations(); } else { DeleteLocalInt(OBJECT_SELF, "AI_INTEGER" + "AI_VALID_ANIMATIONS"); } }