// v2.0.0 -
//::////////////////////////////////////////////////////////////////////////////
//:: FileName:  hark_onply_enter
//::////////////////////////////////////////////////////////////////////////////
/*
   This will need to be added to the On Player Enter Event Hook of your
  module. The easiest way to do this is to add the following block of code to
  either the preEvent or postEvent hook located in the hc_inc_on_enter script.

  It should look something like this.

void postEvent()
{
  object oPC = GetEnteringObject();
  if (GetIsPC(oPC) && !GetIsDM(oPC))
    { ExecuteScript("hark_onply_enter", oPC); }
  return;
}

*/
//::////////////////////////////////////////////////////////////////////////////
#include "hark_i0_henlvl"
//::////////////////////////////////////////////////////////////////////////////
void main()
{
  object oItem = GetFirstItemInInventory();
  while (GetIsObjectValid(oItem))
    {
     if (GetTag(oItem) == HS_CORP_TOK)
       { DestroyObject(oItem); }
     oItem = GetNextItemInInventory();
    }

  // This function should only be uncommented if persistent henchmen is being
  // used and you are playing a single player/single party module. This will
  // restore any henchmen the PC had in service when they exited the module. The
  // companion function in the "hark_onply_exit" script is also required. This
  // should only be called when all of the PC's are exiting the module. Using
  // this in a PW setting would cause some serious issues and some very upset
  // players! This should be considered a template idea. I am leaving it for PW
  // builders to flesh this out to cater to their needs.
  //RetrievePCHenchmen(OBJECT_SELF);
}
//::////////////////////////////////////////////////////////////////////////////
