30 lines
987 B
Plaintext
30 lines
987 B
Plaintext
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void main()
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{
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object oActor;
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// If running the lowest AI, abort for performance reasons.
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if ( GetAILevel() == AI_LEVEL_VERY_LOW )
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return;
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// If busy with combat or conversation, skip this heartbeat.
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if ( IsInConversation(OBJECT_SELF) || GetIsInCombat() )
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return;
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// Get the PC who will be referenced in this event.
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object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF, 1,
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CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
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// Only fire if a PC is seen.
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if ( OBJECT_INVALID == oPC )
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return;
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// Have "rgwlb1" perform a sequence of actions.
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oActor = GetObjectByTag("rgwlb1");
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AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, 60.0));
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// Have "rgwlb2" perform a sequence of actions.
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oActor = GetObjectByTag("rgwlb2");
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AssignCommand(oActor, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0, 60.0));
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}
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