func void ZS_Pick_FP()
{
Perception_Set_Normal();
B_ResetAll(self);
AI_SetWalkMode(self,NPC_WALK);
if(Npc_GetDistToWP(self,self.wp) > TA_DIST_SELFWP_MAX)
{
AI_GotoWP(self,self.wp);
};
};
func int ZS_Pick_FP_Loop()
{
if((Npc_GetStateTime(self) >= 7) && Hlp_Random(2))
{
if(Npc_IsOnFP(self,"PICK") && Wld_IsFPAvailable(self,"PICK"))
{
AI_GotoNextFP(self,"PICK");
AI_PlayAni(self,"T_PLUNDER");
Npc_SetStateTime(self,0);
}
else if(Npc_IsOnFP(self,"PICK"))
{
AI_PlayAni(self,"T_PLUNDER");
Npc_SetStateTime(self,0);
};
AI_SetWalkMode(self,NPC_WALK);
}
else if(Npc_GetStateTime(self) >= 7)
{
if(Npc_IsOnFP(self,"PICK"))
{
AI_PlayAni(self,"T_PLUNDER");
};
AI_SetWalkMode(self,NPC_WALK);
};
if(!Npc_IsOnFP(self,"PICK") && Wld_IsFPAvailable(self,"PICK"))
{
AI_GotoFP(self,"PICK");
};
return LOOP_CONTINUE;
};
func void ZS_Pick_FP_End()
{
};