void main()
{



 {
object oLeaving=GetExitingObject();

if (!GetIsPC(oLeaving))
{
return;
}

object oObject = GetFirstObjectInArea();
int nPCinArea=FALSE;
location lLoc;
object oItem;


// first of all, check every object in the area and see if it is a PC.
object oTest=GetFirstPC();

      // Test to make sure the activator is a DM, or is a DM
      // controlling a creature.

while (GetIsObjectValid(oTest) == TRUE)
       {
        if ((GetArea(oTest) == OBJECT_SELF)&&(!GetIsDM(oTest)))
            {
            nPCinArea = TRUE;
             return;
            }
            oTest=GetNextPC();
       }




//while (GetIsObjectValid(oObject))
 // {
 //   if (GetIsPC(oObject))
 //     {
 //     nPCinArea = TRUE;
 //     return;
 //     }
  //  oObject=GetNextObjectInArea();
 // }


// if not, then run the next bit of the script

if (nPCinArea != TRUE)
  {


SetLocalInt(GetObjectByTag("jw_rog_secr"),"Reset",1);

oObject = GetFirstObjectInArea();
  while (GetIsObjectValid(oObject) == TRUE)
   {

  // if (GetIsEncounterCreature(oObject)&&!GetPlotFlag(oObject))
 //   {
 //   DestroyObject(oObject);
 //   }
 //   if (GetObjectType(oObject)==OBJECT_TYPE_TRIGGER)
 //   {
 //   SetEncounterActive(TRUE,oObject);
//    }

     if (GetTag(oObject) == "BodyBag")
         {

               oItem = GetFirstItemInInventory(oObject);
               while (GetIsObjectValid(oItem) == TRUE)
               {


                DestroyObject(oItem);

                oItem=GetNextItemInInventory(oObject);
               }

         SetPlotFlag(oObject,FALSE);

          DestroyObject(oObject);
        }
        oObject=GetNextObjectInArea();
      }


  }

}
}