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Jun 24th, 2018
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  1. func void ZS_PracticeBow ()
  2. {
  3. B_SetPerception (self);
  4. AI_SetWalkmode (self, NPC_WALK);
  5. if !(Hlp_StrCmp(self.wp, Npc_GetNearestWP(self)))
  6. {
  7. AI_GotoWP(self, self.wp);
  8. };
  9. if (Wld_IsFPAvailable (self, "PRACTICEBOW"))
  10. {
  11. AI_GotoFP (self, "PRACTICEBOW");
  12. };
  13.  
  14. AI_EquipBestRangedWeapon (self);
  15. AI_ReadyRangedWeapon (self);
  16. };
  17.  
  18. func void ZS_PracticeBow_Loop ()
  19. {
  20. if !(Hlp_StrCmp(self.wp, Npc_GetNearestWP(self))) { AI_GotoWP(self, self.wp); };
  21. Wld_DetectNpc (self, tarcza_strzelecka, NOFUNC, -1));
  22. if (other.name == "Tarcza")
  23. {
  24. var c_item RangedWeapon; RangedWeapon = Npc_GetEquippedRangedWeapon (self);
  25. CreateInvItem (self, RangedWeapon.munition);
  26. AI_LookAtNpc(self, other);
  27. AI_AimAt (self, other);
  28. AI_Wait(self, 2);
  29. AI_ShootAt (self, other);
  30. };
  31. };
  32.  
  33. func void ZS_PracticeBow_End ()
  34. {
  35. AI_StopLookAt(self);
  36. AI_StopAim(self);
  37. Npc_ClearAIQueue (self);
  38. AI_RemoveWeapon (self);
  39. };
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