//:://///////////////////////////////////////////// //:: Name(b2) Start Auction //:: FileName //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* */ //::////////////////////////////////////////////// //:: Created By: Donny Wilbanks //:: Created On: 10/10/02 //::////////////////////////////////////////////// #include "nw_o2_coninclude" void Generate() { object oPC = GetLastUsedBy(); object oCChest = GetNearestObjectByTag("ASG_CCHEST"); CreateGenericClassItem(oCChest,oPC,TRUE); } void main() { int iResult=FALSE; object oAuctioneer = GetNearestObjectByTag("DMrGAuctioneer"); if(GetIsObjectValid(oAuctioneer)) { int vAStarted = GetLocalInt(oAuctioneer,"B2_AUCTIONSTATUS"); if (vAStarted == TRUE) iResult=TRUE; else { // PlaySound("as_cv_gongring2"); Generate(); // adds something else to the chest SetLocalInt(oAuctioneer,"B2_AUCTIONSTATUS",TRUE); SetLocalInt(OBJECT_SELF,"B2_AuctionRound",0); object oCChest = GetNearestObjectByTag("ASG_CCHEST"); if (GetIsObjectValid(oCChest)) { int vCount = 0; object oItem = GetFirstItemInInventory(oCChest); if (GetIsObjectValid(oItem)) { vCount++; oItem = GetNextItemInInventory(oCChest); } } // Set up Acutioneers } } }