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