rendered paste bodyclass AlluvionNPC:
def __init__ (self, celEntity):
print "Initializing npc...", celEntity.Name
self.ent = celEntity
self.goals = list ()
self.actions = list ()
# get or create linmove
self.linmove = celLinearMovement (celEntity)
# set timer if there is not one
self.timer = celGetTimer (celEntity)
if not self.timer:
self.timer = celAddTimer (celEntity)
self.timer.WakeUp (500, True)
# check for mesh
self.mesh = celGetMesh (celEntity)
if self.mesh:
self.meshobj = self.mesh.Mesh
self.spr3dstate = SCF_QUERY_INTERFACE (self.meshobj.GetMeshObject (), iSprite3DState)
if self.spr3dstate:
self.spr3dstate.SetAction ("stand")
else:
self.spr3dstate = None
# Add an initial goal
self.addGoal (self.DestinationGoal (self, 1, Entities['camera']))
# Mesh select stuff in progress
self.pcmeshsel = celAddMeshSelect (celEntity)
self.pccamera = celGetCamera (Entities['camera'])
self.pcmeshsel.SetCamera (self.pccamera)
def real_init (self, celEntity, room):
pass
def pcmeshsel_down (self, celEntity, args):
print "In pcmeshsel_down"