/*////////////////////////////////////////////////////////////////////////////// Script: 0e_animations Programmer: Philos //////////////////////////////////////////////////////////////////////////////// Monster Ambient Animations and Walk Waypoint code. This code uses the Bioware systems, but can be rewritten to use what ever you want! This is called in the nw_c2_default1 - monster heartbeat script. */////////////////////////////////////////////////////////////////////////////// #include "x0_i0_anims" #include "0i_actions" void main() { if(!IsInConversation (OBJECT_SELF)) { if(GetWalkCondition(NW_WALK_FLAG_CONSTANT)) WalkWayPoints(); 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 if(GetLocalInt(GetModule(), AI_RULE_WANDER) && GetStandardFactionReputation(STANDARD_FACTION_HOSTILE) > 89) { ai_AmbientAnimations(); } } }