//:://///////////////////////////////////////////// //:: Join as Henchman //:: nw_ch_join.nss //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Adds the current object as a henchman to the PC speaking in conversation. */ //::////////////////////////////////////////////// //:: Created By: Brent //:: Created On: October 22, 2001 //::////////////////////////////////////////////// void main() { SetAssociateListenPatterns(); // * Companions, come in, by default with Attack Nearest Enemy && Follow Master modes SetLocalInt(OBJECT_SELF,"NW_COM_MODE_COMBAT",ASSOCIATE_COMMAND_ATTACKNEAREST); SetLocalInt(OBJECT_SELF,"NW_COM_MODE_MOVEMENT",ASSOCIATE_COMMAND_FOLLOWMASTER); AddHenchman(GetPCSpeaker()); // Auldar: Trying to detect when the henchman has been re-hired so GetFormerMaster // no longer returns true for OnHeartbeat's checking for henchmen left in stealth or detect mode if (GetLocalObject(OBJECT_SELF,"NW_L_FORMERMASTER") != OBJECT_INVALID) { DeleteLocalObject(OBJECT_SELF,"NW_L_FORMERMASTER"); } // Auldar: Clearing the check set in OnHeartbeat so when we fire this henchman again, // we can once again check if we need to clear their Stealth and detect modes. if (GetLocalInt(OBJECT_SELF,"haveCheckedFM") == 1) { DeleteLocalInt(OBJECT_SELF, "haveCheckedFM"); } }