/*/////////////////////// [On Heartbeat - Animations] ////////////////////////// Filename: J_AI_Heart_aimat ///////////////////////// [On Heartbeat - Animations] ////////////////////////// To keep the heartbeat small, I've divided all the bits that MIGHT fire into other scripts. This makes it smaller, and faster. I've also shortened the perception script too - and along with the heartbeat is the largest, Out-Of-Combat script. It isn't divided up by execute scripts, but should be leaner. ///////////////////////// [History] //////////////////////////////////////////// 1.3 - Added to speed up heartbeat and keep filesize down on un-used parts. 1.4 - Changed to nw_i0_generic, as to include all animations, whatever NwN version. ///////////////////////// [Workings] /////////////////////////////////////////// This is executed as file HEARTBEAT_ANIMATIONS_FILE, from the heartbeat script (Default1, or onheartbeat). It can run by itself, using the SoU animations - better then me changing and making my own, as they are vastly improved from NwN! ///////////////////////// [Arguments] ////////////////////////////////////////// Arguments: N/A ///////////////////////// [On Heartbeat - Animations] ////////////////////////*/ // Generic Include File. This contains animations whatever NwN version it is. #include "NW_I0_GENERIC" void main() { 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(); } }