Player storage update.
Player storage update. Full compile.
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@@ -25,28 +25,20 @@ void main()
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CreateObject(OBJECT_TYPE_WAYPOINT, "nw_waypoint001", lEntry, FALSE, "WP_"+sNewTag);
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//:: Make sure the area is valid
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object oTarget;
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location lTarget;
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oTarget = GetWaypointByTag("WP_"+sNewTag);
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lTarget = GetLocation(oTarget);
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//only do the jump if the location is valid.
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//though not flawless, we just check if it is in a valid area.
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//the script will stop if the location isn't valid - meaning that
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//nothing put after the teleport will fire either.
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//the current location won't be stored, either
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if (GetAreaFromLocation(lTarget)==OBJECT_INVALID)
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{
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SendMessageToPC(oPC, "Warning: Area does not exist!");
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return;
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}
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//:: Move PC to instanced area.
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AssignCommand(oPC, ClearAllActions());
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AssignCommand(oPC, ActionJumpToLocation(lTarget));
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}
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}
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