Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,82 +0,0 @@
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//:://////////////////////////////////////////////////
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//:: X0_CH_HEN_DEATH
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:://////////////////////////////////////////////////
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/*
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OnDeath handler for henchmen ONLY. Causes them to respawn at
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(in order of preference) the respawn point of their master
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or their own starting location.
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*/
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//:://////////////////////////////////////////////////
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//:: Created By: Naomi Novik
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//:: Created On: 10/09/2002
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//:://////////////////////////////////////////////////
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#include "prc_alterations"
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#include "x0_i0_henchman"
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void main()
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{
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// Handle a bunch of stuff to keep us from running around,
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// dying again, etc.
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// PreRespawnSetup();
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// Call for healing
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DelayCommand(0.5, VoiceHealMe(TRUE));
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// Get our last master
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object oPC = GetLastMaster();
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object oSelf = OBJECT_SELF;
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// Clear dialogue events
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ClearAllDialogue(oPC, OBJECT_SELF);
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ClearAllActions();
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string sAreaTag = GetTag(GetArea(OBJECT_SELF));
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// * in final battle area henchmen death is now permanent
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if (sAreaTag == "Winds_04")
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{
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SetPlotFlag(OBJECT_SELF,FALSE);
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SetImmortal(OBJECT_SELF, FALSE);
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SetIsDestroyable(TRUE, FALSE, FALSE);
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DestroyObject(OBJECT_SELF, 0.2);
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return;
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}
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if ((GetTag(GetModule()) == "x0_module2" || GetTag(GetModule()) == "x0_module3") && GetIsObjectValid(oPC) == FALSE)
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{
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// SpawnScriptDebugger();
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// * if you kill a henchmen who has never had a master
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// * then permanently kill them to prevent
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// * faction issues.
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SetPlotFlag(OBJECT_SELF,FALSE);
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SetImmortal(OBJECT_SELF, FALSE);
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SetIsDestroyable(TRUE, FALSE, FALSE);
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DestroyObject(OBJECT_SELF, 0.2);
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return;
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}
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// If we don't have a master OR he has died, respawn immediately
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// April 2003, in some areas the henchmen has to respawn immediately
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// back for pathfinding reasons (i.e., if they die in front of the dragon
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// the dragon will act stupid
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if (!GetIsObjectValid(oPC) || GetIsDead(oPC) == TRUE && GetTag(GetModule()) == "x0_module1"
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|| sAreaTag =="Q5_DragonCaves" || sAreaTag == "Q3C_AncientTemple")
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{
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DelayCommand(1.0, RespawnHenchman());
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DelayCommand(1.5, PostRespawnCleanup());
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}
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else
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{
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// BK Feb 2003: Make the henchman rejoin you so that you can use potions on them
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// DelayCommand(0.1, AddHenchman(oPC, oSelf));
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// Start the respawn checking
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// RaiseForRespawn(oPC);
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// * henchmen will always stay where they die unless you leave them
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// RespawnCheck(oPC);
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}
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}
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