RATDOG/_module/nss/j_ai_heart_aimat.nss
Jaysyn904 1c1c90e986 Updated Jasperre's AI
Updated Jasperre's AI to 1.4, fixed a few other coding bugs & fully compiled module.
2021-08-30 17:31:44 -04:00

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/*/////////////////////// [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();
}
}