Rune_PRC8/_module/nss/j_ai_heart_aimat.nss
Jaysyn904 d1c309ae63 Initial commit
Initial commit
2024-09-13 09:10:39 -04:00

45 lines
1.7 KiB
Plaintext

/************************ [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");
}
}