Initial Upload
Initial Upload
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30
_module/nss/her_pchestdist.nss
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30
_module/nss/her_pchestdist.nss
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/* This is the function that does most of the storage work. Basically there's
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and array of slots for each chest and they are flagged as occupied (an item is
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stored there, or unoccupied and they don't hold an item, so there's a parallel
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database variable int set up to coincide with the actual stored campaign object.
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I had to do this because there was no way to keep track of the objects in the
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database without actually recreating them oddly enough. This works though,
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when a new object is placed in a container it searches for an unflagged spot to
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store the item in the database and if it finds one it only does a single database
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write which is alot more computer friendly than doing a dump of the entire invo
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at once. */
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#include "her_persist_inc"
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void main()
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{
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object oItem = GetInventoryDisturbItem();
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object oPC = GetLastDisturbed();
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//SpeakString(GetName(oPC));
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if(GetInventoryDisturbType() == INVENTORY_DISTURB_TYPE_ADDED && oPC != OBJECT_INVALID)
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{
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AddItem(oItem, OBJECT_SELF);
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//SpeakString("Adding Item");
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}
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if(GetInventoryDisturbType() == INVENTORY_DISTURB_TYPE_REMOVED && oPC != OBJECT_INVALID)
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{
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DelItem(oItem, OBJECT_SELF);
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//SpeakString("Deleting Item");
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}
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}
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