void main()
{



{
object oObject = GetFirstObjectInArea();
int nPCinArea=FALSE;
location lLoc;
object oItem;


// first of all, check every object in the area and see if it is a PC.

while (GetIsObjectValid(oObject))
{
if (GetIsPC(oObject))
{
nPCinArea = TRUE;
}
oObject=GetNextObjectInArea();
}


// if not, then run the next bit of the script

if (nPCinArea != TRUE)
{
// create the coffin if it's not there
    if (!GetIsObjectValid(GetObjectByTag("ah_evil_coffin")))

    {
     lLoc=GetLocation(GetObjectByTag("ah_coffin_wp"));
     CreateObject(OBJECT_TYPE_PLACEABLE,"ah_evil_coffin",lLoc);
     }

oObject = GetFirstObjectInArea();
while (GetIsObjectValid(oObject) == TRUE)
{

if (GetTag(oObject) == "ah_crypt_portal")
{
 SetPlotFlag(oObject,FALSE);

DestroyObject(oObject);
}

if (GetTag(oObject) == "ah_evil_bodak")
{
 SetPlotFlag(oObject,FALSE);

DestroyObject(oObject);
}

if (GetResRef(oObject)=="jw_mobstransf_tr")
{
SignalEvent(oObject,EventUserDefined(50));
}

if (GetLocalInt(oObject,"jw_hidden_int")==TRUE)
    {
     SetPlotFlag(oObject,0);
     DestroyObject(oObject);
    }


if (GetTag(oObject) == "Body Bag")
{

oItem = GetFirstItemInInventory(oObject);
while (GetIsObjectValid(oItem) == TRUE)
{


DestroyObject(oItem);

oItem=GetNextItemInInventory(oObject);
}

SetPlotFlag(oObject,FALSE);

DestroyObject(oObject);
}
oObject=GetNextObjectInArea();
}


}

}
}