generated from Jaysyn/ModuleTemplate
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34
_module/nss/zep_torches_on.nss
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34
_module/nss/zep_torches_on.nss
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//::///////////////////////////////////////////////
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//:: ZEP_TORCHES_ON.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:: Modified by Dan Heidel 2/06/04 for CEP
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//:://////////////////////////////////////////////
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/*
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This is a quick function I threw together that will turn all of the light-emitter
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placeables in an area on. There are probably more elegant ways to do this but
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I was tired. ;)
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The whole thing with getting two objects and checking them against each other
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came from an odd bug when the zep_torch routine used to call a delay before
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destroying the old placeable - this would result in a game crash when this script
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was called. I've since removed that delay but left the error-checking routine
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in just in case.
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*/
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void main()
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{
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object oArea = GetArea(GetFirstPC());
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object oFoo = GetFirstObjectInArea(oArea);
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object oFoo2;
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int nFoo = 1;
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while (oFoo != OBJECT_INVALID){
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nFoo++;
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if(oFoo == oFoo2) oFoo = GetNextObjectInArea(oArea);
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if(GetLocalInt(oFoo, "CEP_L_LIGHTINITIALIZED") == 1) {
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if(GetLocalInt(oFoo, "CEP_L_AMION") == 0)ExecuteScript("zep_torch", oFoo);
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SendMessageToPC(GetFirstPC(), GetTag(oFoo));
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}
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oFoo2 = oFoo;
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oFoo = GetNextObjectInArea(oArea);
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if(nFoo>200) return;
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}
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}
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