PoA_PRC8/_module/nss/taketest.nss
Jaysyn904 8d97886c3f Changed folder name.
Changed folder name.
2022-10-07 21:08:37 -04:00

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/////////////////////////////////////////////////////////
//Redundant Variable
object oPC;
//PROTOTYPES DECLARED
int GetNum(object oTarget);
void Seperate(object oTarget);
void Disperse(object oTarget);
void TakeAll(object oTarget);
void ReturnUndroppables(object oTarget);
void SortContainer(object oTarget);
void SortBox(object oTarget);
void GiveAll(object oTarget);
//NO INCLUDES required (It's all required to be in this script!)
//////////////////////////////////////////////////////////
//Main Script
void main()
{
//Declare All Major Variables
oPC = GetLastUsedBy();
object oItem;
//The holding tank!
object oNPC = GetObjectByTag("ihold4u");
object oBox;
oBox = GetObjectByTag("ibox");
object oBox1;
oBox1 = GetObjectByTag("plotbox");
object oBox2;
oBox2 = GetObjectByTag("potbox");
object oBox3;
oBox3 = GetObjectByTag("wepbox");
object oBox4;
oBox4 = GetObjectByTag("armbox");
object oBox5;
oBox5 = GetObjectByTag("obox");
object oBox6;
oBox6 = GetObjectByTag("ammobox");
object oBox7;
oBox7= GetObjectByTag("rswbox");
object oBox8;
oBox8= GetObjectByTag("ihold4u");
//First, take all items from inside of bags first!
oItem = GetFirstItemInInventory(oPC);
while(GetIsObjectValid(oItem))
{
if(GetHasInventory(oItem))
{
//Have the proper container take the item.
DelayCommand(1.0, Seperate(oItem));
}
//continue the loop..
oItem = GetNextItemInInventory(oPC);
}
//After Bags have been emptied, take the rest of the items and
//destroy all remaining bags..
DelayCommand(10.5, TakeAll(oPC));
//Now put the items into the proper sorting box..
DelayCommand(18.0, ReturnUndroppables(oBox));
//Sort the Boxes now holding the copied items
DelayCommand(20.1, SortBox(oBox1));
DelayCommand(21.2, SortBox(oBox2));
DelayCommand(22.3, SortBox(oBox3));
DelayCommand(23.4, SortBox(oBox4));
DelayCommand(24.5, SortBox(oBox5));
DelayCommand(25.6, SortBox(oBox6));
DelayCommand(26.7, SortBox(oBox7));
DelayCommand(27.8, SortBox(oBox));
//Return ALL Items in ALL Boxes (Safe Guard!)
DelayCommand(28.1, GiveAll(oBox1));
DelayCommand(28.2, GiveAll(oBox2));
DelayCommand(28.3, GiveAll(oBox3));
DelayCommand(28.4, GiveAll(oBox4));
DelayCommand(28.5, GiveAll(oBox5));
DelayCommand(28.6, GiveAll(oBox6));
DelayCommand(28.7, GiveAll(oBox7));
DelayCommand(28.8, GiveAll(oBox8));
DelayCommand(28.9, GiveAll(oBox));
DelayCommand(30.0, FloatingTextStringOnCreature(
"Organizing Complete.", oPC, FALSE));
//Main Script End
}
/////////////////////////////////////////////////////
//DEFINE ALL PROTOTYPES//////////////////////////////
/////////////////////////////////////////////////////
////////////////////////////////////////////////////////
//PROTOTYPE DEFINED
// Return the number of items oTarget possesses in thier inventory
int GetNum(object oTarget)
{
int nNum = 0;
object oItem = GetFirstItemInInventory(oTarget);
while (GetIsObjectValid(oItem) == TRUE)
{
nNum = nNum +1;
oItem = GetNextItemInInventory(oTarget);
}
return nNum;
//END PROTOTYPE
}
////////////////////////////////////////////////////////////////////////
//PROTOTYPE DEFINED
void Seperate(object oTarget)
{
object oPC = oTarget;
object oBox;
oBox = GetObjectByTag("ibox");
object oBox1;
oBox1 = GetObjectByTag("plotbox");
object oBox2;
oBox2 = GetObjectByTag("potbox");
object oBox3;
oBox3 = GetObjectByTag("wepbox");
object oBox4;
oBox4 = GetObjectByTag("armbox");
object oBox5;
oBox5 = GetObjectByTag("obox");
object oBox6;
oBox6 = GetObjectByTag("ammobox");
object oBox7;
oBox7= GetObjectByTag("rswbox");
object oItem;
//Now lets deal with the items in the box now..
oItem = GetFirstItemInInventory(oTarget);
while(GetIsObjectValid(oItem))
{
//If in fact the item in Undroppable, then give it back to the PC
if(GetItemCursedFlag(oItem))
{
DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
}
//Otherwise assign the item to the proper box!
else
{
//Put all weapons in the weapon box..
if(GetBaseItemType(oItem)== BASE_ITEM_BASTARDSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_BATTLEAXE ||
GetBaseItemType(oItem)== BASE_ITEM_CLUB ||
GetBaseItemType(oItem)== BASE_ITEM_DAGGER ||
GetBaseItemType(oItem)== BASE_ITEM_DIREMACE ||
GetBaseItemType(oItem)== BASE_ITEM_DOUBLEAXE ||
GetBaseItemType(oItem)== BASE_ITEM_DWARVENWARAXE ||
GetBaseItemType(oItem)== BASE_ITEM_GREATAXE ||
GetBaseItemType(oItem)== BASE_ITEM_GREATSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_HALBERD ||
GetBaseItemType(oItem)== BASE_ITEM_HANDAXE ||
GetBaseItemType(oItem)== BASE_ITEM_HEAVYFLAIL ||
GetBaseItemType(oItem)== BASE_ITEM_KAMA ||
GetBaseItemType(oItem)== BASE_ITEM_KATANA ||
GetBaseItemType(oItem)== BASE_ITEM_KUKRI ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTFLAIL ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTHAMMER ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTMACE ||
GetBaseItemType(oItem)== BASE_ITEM_LONGSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_MORNINGSTAR ||
GetBaseItemType(oItem)== BASE_ITEM_QUARTERSTAFF ||
GetBaseItemType(oItem)== BASE_ITEM_RAPIER ||
GetBaseItemType(oItem)== BASE_ITEM_SCIMITAR ||
GetBaseItemType(oItem)== BASE_ITEM_SCYTHE ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTSPEAR ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_SICKLE ||
GetBaseItemType(oItem)== BASE_ITEM_TRIDENT ||
GetBaseItemType(oItem)== BASE_ITEM_TWOBLADEDSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_WARHAMMER ||
GetBaseItemType(oItem)== BASE_ITEM_WHIP ||
GetBaseItemType(oItem)== BASE_ITEM_HEAVYCROSSBOW ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTCROSSBOW ||
GetBaseItemType(oItem)== BASE_ITEM_LONGBOW ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTBOW ||
GetBaseItemType(oItem)== BASE_ITEM_SLING)
{
DelayCommand(0.2, AssignCommand(oBox3, ActionTakeItem(oItem, oPC)));
}
//Put all ammunitions in the ammobox
else if(GetBaseItemType(oItem)== BASE_ITEM_ARROW ||
GetBaseItemType(oItem)== BASE_ITEM_BOLT ||
GetBaseItemType(oItem)== BASE_ITEM_BULLET ||
GetBaseItemType(oItem)== BASE_ITEM_DART ||
GetBaseItemType(oItem)== BASE_ITEM_SHURIKEN ||
GetBaseItemType(oItem)== BASE_ITEM_THROWINGAXE)
{
DelayCommand(0.2, AssignCommand(oBox6, ActionTakeItem(oItem, oPC)));
}
//Serpate ALL Potions, Scrolls, & Healer's Kits into the potbox
else if(GetBaseItemType(oItem)==BASE_ITEM_POTIONS ||
GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_POTION ||
GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_SCROLL ||
GetBaseItemType(oItem)==BASE_ITEM_HEALERSKIT ||
GetBaseItemType(oItem)==BASE_ITEM_SPELLSCROLL)
{
DelayCommand(0.2, AssignCommand(oBox2, ActionTakeItem(oItem, oPC)));
}
//Seperate the Armor & Worn Items into the armbox
else if(GetBaseItemType(oItem)==BASE_ITEM_AMULET ||
GetBaseItemType(oItem)==BASE_ITEM_ARMOR ||
GetBaseItemType(oItem)==BASE_ITEM_BELT ||
GetBaseItemType(oItem)==BASE_ITEM_BOOTS ||
GetBaseItemType(oItem)==BASE_ITEM_BRACER ||
GetBaseItemType(oItem)==BASE_ITEM_CLOAK ||
GetBaseItemType(oItem)==BASE_ITEM_GLOVES ||
GetBaseItemType(oItem)==BASE_ITEM_HELMET ||
GetBaseItemType(oItem)==BASE_ITEM_LARGESHIELD ||
GetBaseItemType(oItem)==BASE_ITEM_RING ||
GetBaseItemType(oItem)==BASE_ITEM_SMALLSHIELD ||
GetBaseItemType(oItem)==BASE_ITEM_TOWERSHIELD)
{
DelayCommand(0.2, AssignCommand(oBox4, ActionTakeItem(oItem, oPC)));
}
//Now let's seperate plot items next before we do the other seperations
else if(GetPlotFlag(oItem)==TRUE)
{
DelayCommand(0.2, AssignCommand(oBox1, ActionTakeItem(oItem, oPC)));
}
//Seperate all Rods / Staves / Wands into the srwbox
else if(GetBaseItemType(oItem)==BASE_ITEM_MAGICROD ||
GetBaseItemType(oItem)==BASE_ITEM_MAGICSTAFF ||
GetBaseItemType(oItem)==BASE_ITEM_MAGICWAND)
{
DelayCommand(0.2, AssignCommand(oBox7, ActionTakeItem(oItem, oPC)));
}
//now let's seperate all the miscellaneous items
//Grenades, Trapkits, and Thieving Tools into the oBox
else if(GetBaseItemType(oItem)==BASE_ITEM_MISCSMALL ||
GetBaseItemType(oItem)==BASE_ITEM_MISCMEDIUM ||
GetBaseItemType(oItem)==BASE_ITEM_MISCLARGE ||
GetBaseItemType(oItem)==BASE_ITEM_MISCTHIN ||
GetBaseItemType(oItem)==BASE_ITEM_MISCWIDE ||
GetBaseItemType(oItem)==BASE_ITEM_MISCTALL ||
GetBaseItemType(oItem)==BASE_ITEM_GRENADE ||
GetBaseItemType(oItem)==BASE_ITEM_THIEVESTOOLS ||
GetBaseItemType(oItem)==BASE_ITEM_TRAPKIT)
{
DelayCommand(0.2, AssignCommand(oBox5, ActionTakeItem(oItem, oPC)));
}
//Otherwise put the item in the ibox!
else
{
DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
}
//Else statement end..
}
//Continue the loop
oItem = GetNextItemInInventory(oTarget);
}
//PROTOTYPE END
}
////////////////////////////////////////////////////////////////////////
//PROTOTYPE DEFINED
void Disperse(object oTarget)
{
oPC = GetLastUsedBy();
object oBox;
oBox = GetObjectByTag("ibox");
object oBox1;
oBox1 = GetObjectByTag("plotbox");
object oBox2;
oBox2 = GetObjectByTag("potbox");
object oBox3;
oBox3 = GetObjectByTag("wepbox");
object oBox4;
oBox4 = GetObjectByTag("armbox");
object oBox5;
oBox5 = GetObjectByTag("obox");
object oBox6;
oBox6 = GetObjectByTag("ammobox");
object oBox7;
oBox7= GetObjectByTag("rswbox");
object oItem = oTarget;
//If in fact the item in Undroppable, then give it back to the PC
if(GetItemCursedFlag(oItem)==TRUE)
{
DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
}
//Otherwise assign the item to the proper box!
else
{
//Put all weapons in the weapon box..
if(GetBaseItemType(oItem)== BASE_ITEM_BASTARDSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_BATTLEAXE ||
GetBaseItemType(oItem)== BASE_ITEM_CLUB ||
GetBaseItemType(oItem)== BASE_ITEM_DAGGER ||
GetBaseItemType(oItem)== BASE_ITEM_DIREMACE ||
GetBaseItemType(oItem)== BASE_ITEM_DOUBLEAXE ||
GetBaseItemType(oItem)== BASE_ITEM_DWARVENWARAXE ||
GetBaseItemType(oItem)== BASE_ITEM_GREATAXE ||
GetBaseItemType(oItem)== BASE_ITEM_GREATSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_HALBERD ||
GetBaseItemType(oItem)== BASE_ITEM_HANDAXE ||
GetBaseItemType(oItem)== BASE_ITEM_HEAVYFLAIL ||
GetBaseItemType(oItem)== BASE_ITEM_KAMA ||
GetBaseItemType(oItem)== BASE_ITEM_KATANA ||
GetBaseItemType(oItem)== BASE_ITEM_KUKRI ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTFLAIL ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTHAMMER ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTMACE ||
GetBaseItemType(oItem)== BASE_ITEM_LONGSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_MORNINGSTAR ||
GetBaseItemType(oItem)== BASE_ITEM_QUARTERSTAFF ||
GetBaseItemType(oItem)== BASE_ITEM_RAPIER ||
GetBaseItemType(oItem)== BASE_ITEM_SCIMITAR ||
GetBaseItemType(oItem)== BASE_ITEM_SCYTHE ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTSPEAR ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_SICKLE ||
GetBaseItemType(oItem)== BASE_ITEM_TRIDENT ||
GetBaseItemType(oItem)== BASE_ITEM_TWOBLADEDSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_WARHAMMER ||
GetBaseItemType(oItem)== BASE_ITEM_WHIP ||
GetBaseItemType(oItem)== BASE_ITEM_HEAVYCROSSBOW ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTCROSSBOW ||
GetBaseItemType(oItem)== BASE_ITEM_LONGBOW ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTBOW ||
GetBaseItemType(oItem)== BASE_ITEM_SLING)
{
DelayCommand(0.2, AssignCommand(oBox3, ActionTakeItem(oItem, oPC)));
}
//Put all ammunitions in the ammobox
else if(GetBaseItemType(oItem)== BASE_ITEM_ARROW ||
GetBaseItemType(oItem)== BASE_ITEM_BOLT ||
GetBaseItemType(oItem)== BASE_ITEM_BULLET ||
GetBaseItemType(oItem)== BASE_ITEM_DART ||
GetBaseItemType(oItem)== BASE_ITEM_SHURIKEN ||
GetBaseItemType(oItem)== BASE_ITEM_THROWINGAXE)
{
DelayCommand(0.2, AssignCommand(oBox6, ActionTakeItem(oItem, oPC)));
}
//Serpate ALL Potions, Scrolls, & Healer's Kits into the potbox
else if(GetBaseItemType(oItem)==BASE_ITEM_POTIONS ||
GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_POTION ||
GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_SCROLL ||
GetBaseItemType(oItem)==BASE_ITEM_HEALERSKIT ||
GetBaseItemType(oItem)==BASE_ITEM_SPELLSCROLL)
{
DelayCommand(0.2, AssignCommand(oBox2, ActionTakeItem(oItem, oPC)));
}
//Seperate the Armor & Worn Items into the armbox
else if(GetBaseItemType(oItem)==BASE_ITEM_AMULET ||
GetBaseItemType(oItem)==BASE_ITEM_ARMOR ||
GetBaseItemType(oItem)==BASE_ITEM_BELT ||
GetBaseItemType(oItem)==BASE_ITEM_BOOTS ||
GetBaseItemType(oItem)==BASE_ITEM_BRACER ||
GetBaseItemType(oItem)==BASE_ITEM_CLOAK ||
GetBaseItemType(oItem)==BASE_ITEM_GLOVES ||
GetBaseItemType(oItem)==BASE_ITEM_HELMET ||
GetBaseItemType(oItem)==BASE_ITEM_LARGESHIELD ||
GetBaseItemType(oItem)==BASE_ITEM_RING ||
GetBaseItemType(oItem)==BASE_ITEM_SMALLSHIELD ||
GetBaseItemType(oItem)==BASE_ITEM_TOWERSHIELD)
{
DelayCommand(0.2, AssignCommand(oBox4, ActionTakeItem(oItem, oPC)));
}
//Now let's seperate plot items next before we do the other seperations
else if(GetPlotFlag(oItem)==TRUE)
{
DelayCommand(0.2, AssignCommand(oBox1, ActionTakeItem(oItem, oPC)));
}
//Seperate all Rods / Staves / Wands into the srwbox
else if(GetBaseItemType(oItem)==BASE_ITEM_MAGICROD ||
GetBaseItemType(oItem)==BASE_ITEM_MAGICSTAFF ||
GetBaseItemType(oItem)==BASE_ITEM_MAGICWAND)
{
DelayCommand(0.2, AssignCommand(oBox7, ActionTakeItem(oItem, oPC)));
}
//now let's seperate all the miscellaneous items
//Grenades, Trapkits, and Thieving Tools into the oBox
else if(GetBaseItemType(oItem)==BASE_ITEM_MISCSMALL ||
GetBaseItemType(oItem)==BASE_ITEM_MISCMEDIUM ||
GetBaseItemType(oItem)==BASE_ITEM_MISCLARGE ||
GetBaseItemType(oItem)==BASE_ITEM_MISCTHIN ||
GetBaseItemType(oItem)==BASE_ITEM_MISCWIDE ||
GetBaseItemType(oItem)==BASE_ITEM_MISCTALL ||
GetBaseItemType(oItem)==BASE_ITEM_GRENADE ||
GetBaseItemType(oItem)==BASE_ITEM_THIEVESTOOLS ||
GetBaseItemType(oItem)==BASE_ITEM_TRAPKIT)
{
DelayCommand(0.2, AssignCommand(oBox5, ActionTakeItem(oItem, oPC)));
}
//Otherwise put the item in the ibox!
else
{
DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
}
//Else statement end
}
//PROTOTYPE END
}
//////////////////////////////////////////////////////////////
void TakeAll(object oTarget)
{
object oBox = GetObjectByTag("ihold4u");
object oItem;
//Copy all Non-Bags in the PC's inventory into the box
//Then destroy the originals and then the bags.
oItem = GetFirstItemInInventory(oTarget);
while(GetIsObjectValid(oItem))
{
//If it's not a container..
if(!GetHasInventory(oItem))
{
//Have the proper container take it!
Disperse(oItem);
}
//if It's a Container, then remove it's contents!
if(GetHasInventory(oItem))
{
DelayCommand(7.0, DestroyObject(oItem, 0.0f));
}
//continue the loop..
oItem = GetNextItemInInventory(oTarget);
}
//END PROTOTYPE
}
///////////////////////////////////////////////////////
void ReturnUndroppables(object oTarget)
{
object oItem;
oPC = GetLastUsedBy();
oItem = GetFirstItemInInventory(oTarget);
while(GetIsObjectValid(oItem))
{
//return all containers to the PC!
if(GetItemCursedFlag(oItem))
{
//Give everything to the PC..
AssignCommand(oTarget, ActionGiveItem(oItem, oPC));
}
oItem = GetNextItemInInventory(oTarget);
}
//PROTOTYPE END
}
/////////////////////////////////////////////////
//PROTOTYPE DEFINED
void SortContainer(object oTarget)
{
//Declare Major Variables
object oPC = GetLastUsedBy();
object oNPC = GetObjectByTag("ihold4u");
object oBox = GetObjectByTag(GetTag(oTarget));
object oMine;
object oBag = GetItemPossessedBy(oNPC, GetTag(oTarget));
//Determine what script fired this function!
if(GetLocalInt(oNPC, "iFired")==1)
{
oPC = GetItemActivator();
}
else
{
oPC = GetLastUsedBy();
}
//First Put all the items that will fit into the bag
//on the NPC into the bag..
oMine = GetFirstItemInInventory(oTarget);
while(GetIsObjectValid(oMine)==TRUE)
{
AssignCommand(oTarget, ActionGiveItem(oMine, oBag));
oMine = GetNextItemInInventory(oTarget);
}
if(GetLocalInt(GetModule(), "BAGCONTROL")==1)
{
//Make the bags unsellable and undroppable!!
SetItemCursedFlag(oBag, TRUE);
SetPlotFlag(oBag, TRUE);
}
string sName;
if(GetTag(oTarget) == "ibox")
{
sName = "<cr<63> >Other Items";
}
if(GetTag(oTarget) == "plotbox")
{
sName = "<c<><63> >Plot Items";
}
if(GetTag(oTarget) == "potbox")
{
sName = "<c <20><>>Potions & Scrolls";
}
if(GetTag(oTarget) == "wepbox")
{
sName = "<c<> >Weapons";
}
if(GetTag(oTarget) == "armbox")
{
sName = "<c=w<>>Armor & Clothing";
}
if(GetTag(oTarget) == "obox")
{
sName = "<c<><63>~>Miscellaneous Items";
}
if(GetTag(oTarget) == "ammobox")
{
sName = "<c<><63> >Ammunition";
}
if(GetTag(oTarget) == "rswbox")
{
sName = "<c<><63> >Rods/Staves/Wands";
}
//Give the bag a the proper name with color :)
DelayCommand(0.1,SetName(oBag, sName));
//Give the PC the bag now that it has items in it!
DelayCommand(0.4, AssignCommand(oNPC, ActionGiveItem(oBag, oPC)));
//PROTOTYPE END
}
//////////////////////////////////////////////////
//PROTOTYPE DEFINED
void SortBox(object oTarget)
{
//Declare Major Variables
object oPC = GetLastUsedBy();
object oBox = GetObjectByTag(GetTag(oTarget));
object oItem;
object oNPC = GetObjectByTag("ihold4u");
//We only continue if the box has items!
if(GetNum(oBox)>0)
{
//Give the NPC a Bag to store items in!
//Give the bag the tagname of the box!
CreateItemOnObject("NW_IT_CONTAIN006", oNPC, 1, GetTag(oBox));
//Start putting items in the bag on the NPC
DelayCommand(0.1, SortContainer(oTarget));
//Continue to sort the box till nothing is left!
DelayCommand(0.5, SortBox(oTarget));
}
//NOTE: If the box has 0 items, no need to continue!
//PROTOTYPES End
}
///////////////////////////////////////////////////////
void GiveAll(object oTarget)
{
object oItem;
oPC = GetLastUsedBy();
oItem = GetFirstItemInInventory(oTarget);
while(GetIsObjectValid(oItem))
{
//Give everything to the PC..
AssignCommand(oTarget, ActionGiveItem(oItem, oPC));
oItem = GetNextItemInInventory(oTarget);
}
//PROTOTYPE END
}