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- func void ZS_PracticeBow ()
- {
- B_SetPerception (self);
- AI_SetWalkmode (self, NPC_WALK);
- if !(Hlp_StrCmp(self.wp, Npc_GetNearestWP(self)))
- {
- AI_GotoWP(self, self.wp);
- };
- if (Wld_IsFPAvailable (self, "PRACTICEBOW"))
- {
- AI_GotoFP (self, "PRACTICEBOW");
- };
- AI_EquipBestRangedWeapon (self);
- AI_ReadyRangedWeapon (self);
- };
- func void ZS_PracticeBow_Loop ()
- {
- if !(Hlp_StrCmp(self.wp, Npc_GetNearestWP(self))) { AI_GotoWP(self, self.wp); };
- Wld_DetectNpc (self, tarcza_strzelecka, NOFUNC, -1));
- if (other.name == "Tarcza")
- {
- var c_item RangedWeapon; RangedWeapon = Npc_GetEquippedRangedWeapon (self);
- CreateInvItem (self, RangedWeapon.munition);
- AI_LookAtNpc(self, other);
- AI_AimAt (self, other);
- AI_Wait(self, 2);
- AI_ShootAt (self, other);
- };
- };
- func void ZS_PracticeBow_End ()
- {
- AI_StopLookAt(self);
- AI_StopAim(self);
- Npc_ClearAIQueue (self);
- AI_RemoveWeapon (self);
- };
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