51 lines
1.3 KiB
Plaintext
51 lines
1.3 KiB
Plaintext
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//:://////////////////////////////////////////////////
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//:: X0_CH_HEN_HEART
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/*
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OnHeartbeat event handler for henchmen/associates.
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*/
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//:://////////////////////////////////////////////////
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 01/05/2003
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//:://////////////////////////////////////////////////
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#include "X0_INC_HENAI"
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#include "hench_i0_generic"
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void main()
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{
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// Jug_Debug("*****" + GetName(OBJECT_SELF) + " heartbeat " + IntToString(GetCurrentAction()) + " busy " + IntToString(GetAssociateState(NW_ASC_IS_BUSY)));
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// If the henchman is in dying mode, make sure
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// they are non commandable. Sometimes they seem to
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// 'slip' out of this mode
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int bDying = GetIsHenchmanDying();
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if (bDying)
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{
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int bCommandable = GetCommandable();
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if (bCommandable == TRUE)
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{
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// lie down again
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ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT,
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1.0, 65.0);
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SetCommandable(FALSE);
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}
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}
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// If we're dying or busy, we return
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// (without sending the user-defined event)
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if(GetAssociateState(NW_ASC_IS_BUSY) || bDying)
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{
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return;
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}
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ExecuteScript("nw_ch_ac1", OBJECT_SELF);
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}
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