/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Created By: Astaroth
* Created On: 6/22/2002
* Clears a PC's inventory when he/she first enters the trigger.
* Only runs once, when CLEAR_INV_SCENE variable equals 0.
* After running, CLEAR_INV_SCENE is set to 1 so PC's
* inventory isn't cleared again should he/she walk back into
* the trigger for whatever reason.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void main()
{
object oEnteringPC;
object oInvItem;
// Get the object that last entered this area
oEnteringPC = GetEnteringObject();
// Make sure the object is a PC
if (GetIsPC(oEnteringPC))
{
// Only clear inventory if we haven't already done it before
if (GetLocalInt(oEnteringPC, "CLEAR_INV_SCENE1") == 0)
{
oInvItem = GetFirstItemInInventory(oEnteringPC);
while (oInvItem != OBJECT_INVALID)
{
//ActionTakeItem(oInvItem, oEnteringPC);
DestroyObject(oInvItem);
oInvItem = GetNextItemInInventory(oEnteringPC);
}
// Since GetNextItemInInvetory() seems to not return equipped items,
// we need to manually remove them one by one.
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_ARMS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_ARROWS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BELT, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BOLTS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BOOTS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BULLETS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CLOAK, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_NECK, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oEnteringPC)) )
DestroyObject(oInvItem);
// Make sure this script doesn't run anymore for the current PC
SetLocalInt(oEnteringPC, "CLEAR_INV_SCENE1", 1);
}
}
}


