forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
56 lines
2.3 KiB
Plaintext
56 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: OnHeartbeat eventscript
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//:: prc_onheartbeat
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_leadersh"
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void main()
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{
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// Item creation code
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ExecuteScript("hd_o0_heartbeat", OBJECT_SELF);
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int bBiowareDBCache = GetPRCSwitch(PRC_USE_BIOWARE_DATABASE);
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if(bBiowareDBCache)
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{
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//decide if to cache bioware 2da yet
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object oModule = GetModule();
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if(GetLocalInt(oModule, "Bioware2dacacheCount") >= bBiowareDBCache)
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DeleteLocalInt(oModule, "Bioware2dacacheCount");
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else
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{
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SetLocalInt(oModule, "Bioware2dacacheCount", GetLocalInt(oModule, "Bioware2dacacheCount") + 1);
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bBiowareDBCache = FALSE;
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}
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if(bBiowareDBCache)
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{
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//due to biowares piss-poor database coding, you have to destroy the old database before storing
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//the object
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//If you dont, the dataabse will bloat infinitely because when overriting an existing
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//database entry really marks the old entry as "deleted" ( but doesnt actually remove it)
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//and creates a new entry instead.
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if(DEBUG) DoDebug ("Storing Bioware2DACache");
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else WriteTimestampedLogEntry("Storing Bioware2DACache");
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string sDBName = GetBiowareDBName();
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DestroyCampaignDatabase(sDBName);
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object o2daCache = GetObjectByTag("Bioware2DACache");
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// Rebuild the DB
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StoreCampaignObject(sDBName, "CacheChest", o2daCache);
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SetCampaignString(sDBName, "version", PRC_VERSION);
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SetCampaignString(sDBName, "PRC_2DA_Cache_Fingerprint", GetLocalString(oModule, "PRC_2DA_Cache_Fingerprint"));
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if(DEBUG) DoDebug ("Finished storing Bioware2DACache");
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else WriteTimestampedLogEntry("Finished storing Bioware2DACache");
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// Updated last access fingerprint
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SetLocalString(oModule, "PRC_2DA_Cache_Fingerprint_LastAccessed", GetLocalString(oModule, "PRC_2DA_Cache_Fingerprint"));
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}
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}
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// Player HB code moved to prc_onhb_indiv
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// Removes a LOT of load from teh Module HB
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// and should prevent TMI problems.
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}
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