void main()
{
object oEntered = GetEnteringObject();
    ExploreAreaForPlayer(GetArea(oEntered), oEntered);
    if(oEntered != OBJECT_INVALID) {
        SetLocalInt(oEntered, "nShooter", 0);
        SetLocalInt(oEntered, "nPass", 0);
        SetLocalInt(oEntered, "nDontPass", 0);
        SetLocalInt(oEntered, "nPassOdds", 0);
        SetLocalInt(oEntered, "nCome", 0);
        SetLocalInt(oEntered, "nDontCome", 0);
        SetLocalInt(oEntered, "nComeOdds", 0);
        SetLocalInt(oEntered, "nPlace4", 0);
        SetLocalInt(oEntered, "nPlace5", 0);
        SetLocalInt(oEntered, "nPlace6", 0);
        SetLocalInt(oEntered, "nPlace8", 0);
        SetLocalInt(oEntered, "nPlace9", 0);
        SetLocalInt(oEntered, "nPlace10", 0);
        SetLocalInt(oEntered, "nBuy4", 0);
        SetLocalInt(oEntered, "nBuy5", 0);
        SetLocalInt(oEntered, "nBuy6", 0);
        SetLocalInt(oEntered, "nBuy8", 0);
        SetLocalInt(oEntered, "nBuy9", 0);
        SetLocalInt(oEntered, "nBuy10", 0);
        SetLocalInt(oEntered, "nLay4", 0);
        SetLocalInt(oEntered, "nLay5", 0);
        SetLocalInt(oEntered, "nLay6", 0);
        SetLocalInt(oEntered, "nLay8", 0);
        SetLocalInt(oEntered, "nLay9", 0);
        SetLocalInt(oEntered, "nLay10", 0);
        SetLocalInt(oEntered, "nField", 0);
        SetLocalInt(oEntered, "nBig6", 0);
        SetLocalInt(oEntered, "nBig8", 0);
        SetLocalInt(oEntered, "nSeven", 0);
        SetLocalInt(oEntered, "nHard4", 0);
        SetLocalInt(oEntered, "nHard6", 0);
        SetLocalInt(oEntered, "nHard8", 0);
        SetLocalInt(oEntered, "nHard10", 0);
        SetLocalInt(oEntered, "n2", 0);
        SetLocalInt(oEntered, "n3", 0);
        SetLocalInt(oEntered, "n11", 0);
        SetLocalInt(oEntered, "n12", 0);
        SetLocalInt(oEntered, "nCraps", 0);
        SetLocalInt(oEntered, "nHorn", 0);
        SetLocalInt(oEntered, "nComePoint", 0);
    }

//This part generates and spawns random NPCs
if(GetLocalInt(OBJECT_SELF, "NPCGenerated") == FALSE)
{
string sResRef;
string sRace;
string sGender;
int i;
int n;
location loc;
string sSpot;
object oNPC;
string sArea = GetLocalString(OBJECT_SELF, "Area");

//Determine the number of waypoints for NPC spawning
for(n=1; n>0; n++)
{
sSpot = IntToString(n);
if (GetWaypointByTag(sArea+"_SPAWN_"+sSpot) == OBJECT_INVALID)
    {
    n--;
    break;
    }
}

//Generate and spawn NPCs
for(i=1; i<=n; i++)
{
    switch (Random(7))
    {
    case 0: sRace = "hu"; break;
    case 1: sRace = "ha"; break;
    case 2: sRace = "el"; break;
    case 3: sRace = "he"; break;
    case 4: sRace = "ho"; break;
    case 5: sRace = "dw"; break;
    case 6: sRace = "gn"; break;
    }
    switch (Random(2))
    {
    case 0: sGender = "_m"; break;
    case 1: sGender = "_f"; break;
    }
    sResRef = "anc_npc_"+sRace+sGender;

    sSpot = IntToString(i);
    loc = GetLocation(GetWaypointByTag(sArea+"_SPAWN_"+sSpot));
    oNPC = CreateObject(OBJECT_TYPE_CREATURE, sResRef, loc);
    SetPlotFlag(oNPC, TRUE);
    SetLocalString(oNPC, "Waypoint", sArea+"_SPAWN_"+sSpot);
    SetLocalInt(oNPC, "Commoner", TRUE);
    SetLocalInt(oNPC, "Rumor", Random(3)+1);
    if(Random(4) != 3)
    {
    SetLocalInt(oNPC, "ToSit", TRUE);
    SetLocalInt(oNPC, "X2_L_SPAWN_USE_AMBIENT", FALSE);
    }
}
SetLocalInt(OBJECT_SELF, "NPCGenerated", TRUE);
}
//Done generating and spawning NPCs


}