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Adding all of the current content for Anphillia Unlimited.
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50
_module/nss/zep_torchupdate.nss
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50
_module/nss/zep_torchupdate.nss
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//::///////////////////////////////////////////////
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//:: ZEP_TORCHUPDATE.nss
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//:: Created by by Dan Heidel 1/21/04 for CEP
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//:://////////////////////////////////////////////
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/*
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This function is used to update the light effect that is placed on a
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light-emitting placeable. Note, this function does not actually change the
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CEP_L_LIGHTCONST localstring that determines the color of the lighting
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effect - you haveto writea function to do this yourself. However, if the
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value of CEP_L_LIGHTCONST is changed, there will be no update until the next
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time the placeable switches on or off unless this function is called.
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*/
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#include "zep_inc_main"
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void main()
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{
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int nAmIOn = GetLocalInt(OBJECT_SELF, "CEP_L_AMION");
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int nLightCycle = GetLocalInt(OBJECT_SELF, "CEP_L_LIGHTCYCLE");
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string sLightConst = GetLocalString(OBJECT_SELF, "CEP_L_LIGHTCONST");
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string sLightSwap = GetLocalString(OBJECT_SELF, "CEP_L_LIGHTSWAP");
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int nLight = ColorInit(sLightConst);
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if (nAmIOn == 1)
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{
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object oSelf = OBJECT_SELF;
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effect eEffect = GetFirstEffect(oSelf);
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while (GetIsEffectValid(eEffect) == TRUE)
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{
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if (GetEffectType(eEffect) == EFFECT_TYPE_VISUALEFFECT)
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RemoveEffect(oSelf, eEffect);
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eEffect = GetNextEffect(oSelf);
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}
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effect eLight = EffectVisualEffect(nLight);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLight, oSelf);
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}
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else
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{
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object oSelf = OBJECT_SELF;
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PlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE);
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effect eEffect = GetFirstEffect(oSelf);
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while (GetIsEffectValid(eEffect) == TRUE)
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{
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if (GetEffectType(eEffect) == EFFECT_TYPE_VISUALEFFECT)
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RemoveEffect(oSelf, eEffect);
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}
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}
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}
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