//:://///////////////////////////////////////////// //:: ZEP_TORCHES_ON.nss //:: Copyright (c) 2001 Bioware Corp. //:: Modified by Dan Heidel 2/06/04 for CEP //::////////////////////////////////////////////// /* This is a quick function I threw together that will turn all of the light-emitter placeables in an area on. There are probably more elegant ways to do this but I was tired. ;) The whole thing with getting two objects and checking them against each other came from an odd bug when the zep_torch routine used to call a delay before destroying the old placeable - this would result in a game crash when this script was called. I've since removed that delay but left the error-checking routine in just in case. */ void main() { object oArea = GetArea(GetFirstPC()); object oFoo = GetFirstObjectInArea(oArea); object oFoo2; int nFoo = 1; while (oFoo != OBJECT_INVALID){ nFoo++; if(oFoo == oFoo2) oFoo = GetNextObjectInArea(oArea); if(GetLocalInt(oFoo, "CEP_L_LIGHTINITIALIZED") == 1) { if(GetLocalInt(oFoo, "CEP_L_AMION") == 0)ExecuteScript("zep_torch", oFoo); SendMessageToPC(GetFirstPC(), GetTag(oFoo)); } oFoo2 = oFoo; oFoo = GetNextObjectInArea(oArea); if(nFoo>200) return; } }