#include "in_g_cutscene" #include "nw_i0_plot" void main() { object oPC = GetPCSpeaker(); object oTarget; object oSpawn; location lTarget; object oItemToTake; int nInt; oTarget = GetWaypointByTag("WP_Gol"); lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "golsas4", lTarget); oTarget = oSpawn; //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DEATH_WARD), oTarget)); else DelayCommand(0.5, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DEATH_WARD), GetLocation(oTarget))); oTarget = GetObjectByTag("golsas1"); DestroyObject(oTarget, 0.0); oTarget = GetObjectByTag("golsas2"); DestroyObject(oTarget, 0.0); oTarget = GetObjectByTag("golsas3"); DestroyObject(oTarget, 0.0); oTarget = GetObjectByTag("sas28"); DestroyObject(oTarget, 10.0); oTarget = GetObjectByTag("goldoor"); AssignCommand(oTarget, ActionCloseDoor(oTarget)); SetLocked(oTarget, TRUE); // Remove items from the player's inventory oItemToTake = GetItemPossessedBy(GetPCSpeaker(), "sociallevel"); if(GetIsObjectValid(oItemToTake) != 0) ActionTakeItem(oItemToTake, GetPCSpeaker()); PlayOldTheme(); object oMUS = GetNearestObject(OBJECT_TYPE_CREATURE, oPC); GestaltCameraFade(0.0, oPC, FADE_IN, FADE_SPEED_MEDIUM, 1.0, 0); GestaltClearFX(oPC); GestaltCameraTrack(0.0, oMUS, 15.0, 45.0, 20.0, 50.0, 1.0, 20.0, oPC, 1, 0); }