2024-06-14 10:48:20 -04:00
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//::///////////////////////////////////////////////
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//:: Default: End of Combat Round
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//:: NW_C2_DEFAULT3
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Calls the end of combat script every round
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Oct 16, 2001
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//:://////////////////////////////////////////////
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#include "gsc_include"
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#include "NW_I0_GENERIC"
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void main()
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{
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2024-09-01 14:11:15 -04:00
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GSC_CheckDisarcionare(OBJECT_SELF);
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2024-06-14 10:48:20 -04:00
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if (GetIsDead(GetAttackTarget())) //see below
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{ //..
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ClearAllActions(); //..
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DetermineCombatRound(); //..
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} //..
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else if(GetBehaviorState(NW_FLAG_BEHAVIOR_SPECIAL))
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{
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DetermineSpecialBehavior();
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}
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else if(!GetSpawnInCondition(NW_FLAG_SET_WARNINGS))
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{
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DetermineCombatRound();
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}
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if(GetSpawnInCondition(NW_FLAG_END_COMBAT_ROUND_EVENT))
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{
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SignalEvent(OBJECT_SELF, EventUserDefined(1003));
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}
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//ExecuteScript("bug_armi",OBJECT_SELF);
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}
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/*Bio screwed up the A.I.-- big time. Attacking creatures--no re-evaluate of target
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if it's <span class="highlight">dying</span>. There is a check in the DetermineCombatRound() function,
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but it only does a "return;" if the target is dead or <span class="highlight">dying</span>. This means the
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creature continues its current action of attacking. Digging around in Bio A.I.
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is like swimming in tar now-- commented out, comment back in, moved this here,
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moved this there, etc. For now, best to make the fix here as it's easy to track
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and you can bet they will screw things up again in the A.I. files with patches or
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expansions. Break, fix, break fix, break, fix, ad nauseam....
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--Heed.*/
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