void ClearAndJumpToObject(object oDestination);
void ClearAndJumpToObject(object oDestination)
{
    ClearAllActions();
    JumpToObject(oDestination);
}


void main()
{
    int nHench;
    object oHench;
    effect eVFX;
    object oTarget;

    // Get the PC who is in this conversation.
    object oPC = GetPCSpeaker();

    // Find the location to which to teleport.
    oTarget = GetWaypointByTag("WP_intprtl6");

    // Teleport the PC.
    eVFX = EffectVisualEffect(VFX_IMP_UNSUMMON);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oPC);
    DelayCommand(3.0, AssignCommand(oPC, ClearAndJumpToObject(oTarget)));

    // Also teleport associates (but no visual effect for them).
    oHench = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
    oHench = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
    DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));

    // Support for multiple henchmen (includes horses).
    nHench = 1;
    oHench = GetHenchman(oPC, 1);
    while ( oHench != OBJECT_INVALID )
    {
        DelayCommand(3.1, AssignCommand(oHench, ClearAndJumpToObject(oTarget)));
        // Next henchman.
        oHench = GetHenchman(oPC, ++nHench);
    }
}

