#include "nw_o2_coninclude"
#include "gsloot_lib"


void RespawnObject(string sTag, int iType, location lLoc) {

// ResRef must be derivable from Tag
string sResRef = GetStringLowerCase(GetStringLeft(sTag, 16));

CreateObject(iType, sResRef, lLoc);

}



void main()
{
   object oLastOpener = GetLastOpener();
 if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) {
        string sReport;
        sReport = ">>> ID: " + GetPCPlayerName( oLastOpener )
                    + "; Name: "+ GetName( oLastOpener )
                    + "; CD Key:" + GetPCPublicCDKey( oLastOpener )
                    + "; IP:" + GetPCIPAddress( oLastOpener );
         SendMessageToAllDMs(sReport + "  Attempted Spam Looting!! " );

       return; }

// For creatures, save the location at spawn-time as a local location and
// use it instead. Otherwise, the creature will respawn where it died.
location lLoc = GetLocation(OBJECT_SELF);

    SetLocalInt(OBJECT_SELF, "GT_MAX_LEVEL", 3);

       if (GetIsObjectValid(oLastOpener) == TRUE)
          {
             if(!GS_Check(oLastOpener,1))
                GenerateLowTreasure(oLastOpener, OBJECT_SELF);
             else
                {
                   RogueSpectreSpawn(oLastOpener);
                   DropNote(lLoc);
                }
          }
       SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);

    ShoutDisturbed();
string sTag = GetTag(OBJECT_SELF);
int iType = GetObjectType(OBJECT_SELF);

float fDelay = 1000.0;  // 1000 second delay

DestroyObject(OBJECT_SELF, 0.0);
AssignCommand(GetArea(OBJECT_SELF), DelayCommand(fDelay, RespawnObject(sTag, iType, lLoc)));

}