RATDOG/_module/nss/j_ai_setweapons.nss

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/*/////////////////////// [Set Weapons] ////////////////////////////////////////
Filename: J_AI_SetWeapons
///////////////////////// [Set Weapons] ////////////////////////////////////////
Executed to re-set any weapons, or set them at spawn, using ExecuteScript.
It isn't included in the generic AI or onspawn to try and speed it up a little
///////////////////////// [History] ////////////////////////////////////////////
1.3 - Added to a new file, removed from spawn include.
1.4 - Nothing changed here. Include file might have changed however.
///////////////////////// [Workings] ///////////////////////////////////////////
It can be easily re-added to the spawn include, however, the generic AI calls
it so little, that it may well be useful to keep a seperate file anyway.
///////////////////////// [Arguments] //////////////////////////////////////////
Arguments: RESET_HEALING_KITS
///////////////////////// [Set Weapons] //////////////////////////////////////*/
#include "J_INC_SETWEAPONS"
void main()
{
if(GetAIInteger(RESET_HEALING_KITS))
{
ResetHealingKits(OBJECT_SELF);
DeleteAIInteger(RESET_HEALING_KITS);
}
else
{
// Set weapons if not
SetWeapons(OBJECT_SELF);
}
}