func void TA_Cook (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Cook, waypoint);};func void TA_RoastScavenger (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_RoastScavenger, waypoint);};
func void TA_Guard (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Guard, waypoint);};
func void TA_RepairHut (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_RepairHut, waypoint);};
func void TA_Sleep (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Sleep, waypoint);};
func void TA_Listen (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Listen, waypoint);};
func void TA_Babe_Sweep (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Babe_Sweep, waypoint);};
func void TA_Bathing_Babe (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Bathing_Babe, waypoint);};
func void TA_Babe_SitAround (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Babe_SitAround, waypoint);};
func void TA_Babe_Dance (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Babe_Dance, waypoint);};
func void TA_Babe_Sleep (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Babe_Sleep, waypoint);};
func void TA_Babe_Fan (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Babe_Fan, waypoint);};
func void TA_PotionAlchemy (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PotionAlchemy , waypoint);};
func void TA_HerbAlchemy (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_HerbAlchemy , waypoint);};
func void TA_Preach (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Preach , waypoint);};
func void TA_Pray (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Pray , waypoint);};
func void TA_PlayTune (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PlayTune, waypoint);};
func void TA_Teaching (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Teaching , waypoint);};
func void TA_CookForMe (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_CookForMe , waypoint);};
/////////////////////////////////////////////////////////////////////////
func void TA_MCHunting (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_MCHunting , waypoint);};
func void TA_GuardPassage (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_GuardPassage , waypoint);};
func void TA_GuardPatrol (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_GuardPatrol , waypoint);};
func void TA_Smoke (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Smoke , waypoint);};
func void TA_WalkAround (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_WalkAround , waypoint);};
func void TA_WashSelf (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_WashSelf , waypoint);};
func void TA_ReadBook (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_ReadBook , waypoint);};
func void TA_PracticeMagic (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PracticeMagic , waypoint);};
func void TA_BodyGuard (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_BodyGuard , waypoint);};
func void TA_PickOre (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PickOre , waypoint);};
func void TA_PickRice (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PickRice , waypoint);};
func void TA_Smith_Anvil (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Smith_Anvil , waypoint);};
func void TA_Smith_Cool (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Smith_Cool , waypoint);};
func void TA_Smith_Sharp (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Smith_Sharp , waypoint);};
func void TA_Smith_Fire (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Smith_Fire , waypoint);};
func void TA_PracticeBow (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PracticeBow , waypoint);};
func void TA_PracticeSword (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PracticeSword , waypoint);};
// ********************************************
// In Extremo
// ********************************************
func void TA_IEPYMONTE (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_IEPYMONTE , waypoint);};
func void TA_IEFLEX (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_IEFLEX , waypoint);};
func void TA_IELUTTER (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_IELUTTER , waypoint);};
func void TA_IEPFEIFFER (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_IEPFEIFFER , waypoint);};
func void TA_IEFLAIL (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_IEFLAIL , waypoint);};
func void TA_IETHOMAS (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_IETHOMAS , waypoint);};
func void TA_IEUNICORN (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_IEUNICORN , waypoint);};
func void TA_Charlotte_Dance (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Charlotte_Dance, waypoint);};
func void TA_Firespit (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Firespit, waypoint);};
func void TA_WatchInExtremo (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_WatchInExtremo, waypoint);};
func void TA_Ebr_HangAround (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Ebr_HangAround , waypoint);};
func void TA_TestHangAround (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_TestHangAround , waypoint);};
func void TA_TestGotoWP (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_TestGotoWP , waypoint);};
func void TA_Meditate (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Meditate , waypoint);};
func void TA_Speech (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Speech , waypoint);};
func void TA_Position (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Position , waypoint);};
func void TA_GuidePC (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_GuidePC , waypoint);};
func void TA_FollowPC (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_FollowPC , waypoint);};
func void TA_FollowZysk (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_FollowZysk , waypoint);};
//Edit By Fenix
func void TA_FollowYrpen (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_FollowYrpen , waypoint);};
func void TA_FollowValkir (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_FollowValkir , waypoint);};
//
func void TA_GuardPalisade (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_GuardPalisade, waypoint);};
func void TA_TestBully (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_TestBully, waypoint);};
func void TA_Orepile (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Orepile, waypoint);};
func void TA_Walk (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Walk, waypoint);};
func void TA_MineBellows (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_MineBellows, waypoint);};
func void TA_Smalltalk (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Smalltalk, waypoint);};
func void TA_Boss (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Boss, waypoint);};
func void TA_Stand (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Stand, waypoint);};
func void TA_SitCampfire (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_SitCampfire, waypoint);};
func void TA_ArenaSpectator (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_ArenaSpectator, waypoint);};
func void TA_SittingDuck (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_SittingDuck, waypoint);};
//func void TA_GuardItems (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_GuardItems, waypoint);};
// ********************************************
// TAs von Mike
// ********************************************
func void TA_HerbShop (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_HerbShop , waypoint);};
// für Fortuno im ST
// ********************************************
// TAs von Stefan Nyul für Drehkreuzwachen
// ********************************************
func void TA_GuardWheelOpen (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_GuardWheelOpen, waypoint);};
func void TA_GuardWheelClosed (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_GuardWheelClosed, waypoint);};
// ********************************************
// SN: Neue/Umbenannte TAs
// ********************************************
func void TA_StandAround (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_StandAround, waypoint);};
func void TA_SitAround (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_SitAround, waypoint);};
func void TA_Stay (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Stay, waypoint);};
func void TA_StayNeutral (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_StayNeutral, waypoint);};
func void TA_Preach_YBerion (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Preach_YBerion , waypoint);};
func void TA_Drained_YBerion (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Drained_YBerion, waypoint);};
// *********************************************
// SK: Neuer TA für den Orc in der FM
// *********************************************
func void TA_WaitForRescue (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_WaitForRescue, waypoint);};
// *********************************************
// TF: Neue TAs für Orctempel
// *********************************************
func void TA_HostileGuard (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_HostileGuard, waypoint);};
func void TA_AlignGuard (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_AlignGuard, waypoint);};
func void TA_Intercept (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Intercept, waypoint);};
func void TA_InterceptMadCorKalom (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_InterceptMadCorKalom, waypoint);};
func void TA_OTMeditate (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_OTMeditate , waypoint);};
func void TA_Sleeper (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Sleeper , waypoint);};
// *********************************************
// SK: Xardas spezial Buchlese TA
// *********************************************
func void TA_ReadBook_Xardas (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_ReadBook_Xardas, waypoint);};
//****************DM Rutyns made by Shergar*************
func void TA_Dragonrest (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Dragonrest, waypoint);};
func void TA_AncientMagic (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_AncientMagic , waypoint);};
func void TA_Dragon (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Dragon , waypoint);};
func void TA_OrcHunterGuard (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_ORCHUNTERGUARD, waypoint);};
func void TA_SitSmoke (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_SitSmoke, waypoint);};
func void TA_KazzSit (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_KazzSit, waypoint);};
//****************DM Rutyns made by Fenix*************
func void TA_Algirion (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_ADragon, waypoint);};
func void TA_ArenaFighters (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_ArenaFighters, waypoint);};
func void TA_ArenaAmbientFighters (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_ArenaAmbientFighters, waypoint);};
func void TA_Passive (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Passive, waypoint);};
func void TA_AttackforConvoy (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_AttackforConvoy, waypoint);};
func void TA_GuideOthers (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_GuideOthers, waypoint);};
func void TA_FollowOthers (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_FollowOthers, waypoint);};
func void TA_Convoy (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Convoy, waypoint);};
func void TA_ProtectorofConvoy (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_ConvoyGuard, waypoint);};
func void TA_GoToPlayer (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_GotoPlayer, waypoint);};
func void TA_Keeper (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Keeper , waypoint);};
func void TA_Guard_NoWeapon (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_Guard_NoWeapon, waypoint);};
func void TA_Passive_Ur (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Passive_Ur, waypoint);};
func void TA_Babe_Position (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Babe_Position , waypoint);};
//func void TA_EasterToy (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Babe_Position , waypoint);};
func void TA_MeditatePassive (var int start_h, var int start_m, var int stop_h, var int stop_m, VAR string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m, ZS_MeditatePassive , waypoint);};
//**************Siekacz*******************************
func void TA_PlayEXTune (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PlayEXTune, waypoint);};
func void TA_PIJAKI (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PIJAKI, waypoint);};
func void TA_DrunkandPee (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_DrunkandPee, waypoint);};
func void TA_Drunk (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_Drunk, waypoint);};
func void TA_PIJAKI_Loop (var int start_h, var int start_m, var int stop_h, var int stop_m, var string waypoint) {TA_Min (self, start_h,start_m, stop_h, stop_m,ZS_PIJAKI_Loop, waypoint);};
Post połączony: 2014-02-15, 00:31
W MT jest że gildia strażników Koplani ma DMB skród. Twórcy dodali tu od ciebie rutyny specialnie dla gildi pradawnych i strażników A gdyby tak zrobić w moim przypadku do None.
Pozatym ktos mi mówił że rutyna nie zalerzy od gildi.
Ma ktoś jakis ciekawy pomysł na rozwiąznie problemu byłbym wdzięczny: