49 lines
1.3 KiB
Plaintext
49 lines
1.3 KiB
Plaintext
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//:://////////////////////////////////////////////////
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//:: X0_CH_HEN_DEATH
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:://////////////////////////////////////////////////
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/*
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OnDeath handler for henchmen ONLY. Causes them to respawn at
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(in order of preference) the respawn point of their master
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or their own starting location.
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*/
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//:://////////////////////////////////////////////////
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//:: Created By: Naomi Novik
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//:: Created On: 10/09/2002
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//:://////////////////////////////////////////////////
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#include "x0_i0_henchman"
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void main()
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{
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// Handle a bunch of stuff to keep us from running around,
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// dying again, etc.
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PreRespawnSetup();
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// Call for healing
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DelayCommand(0.5, VoiceHealMe(TRUE));
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// Get our last master
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object oPC = GetLastMaster();
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object oSelf = OBJECT_SELF;
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// Clear dialogue events
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ClearAllDialogue(oPC, OBJECT_SELF);
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ClearAllActions();
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if (GetIsObjectValid(oPC) == FALSE)
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{
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// SpawnScriptDebugger();
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// * if you kill a henchmen who has never had a master
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// * then permanently kill them to prevent
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// * faction issues.
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SetPlotFlag(OBJECT_SELF,FALSE);
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SetImmortal(OBJECT_SELF, FALSE);
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SetIsDestroyable(TRUE, FALSE, FALSE);
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DestroyObject(OBJECT_SELF, 0.2);
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return;
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}
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}
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