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dsrc/sku.0/sys.server/compiled/game/script/object/credit_chip.script
T

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include library.group;
include library.space_combat;
include library.money;
include library.utils;
trigger OnGetAttributes(obj_id player, string[] names, string[] attribs)
{
int intCredits = getIntObjVar(self, "loot.intCredits");
int idx = utils.getValidAttributeIndex(names);
if (idx == -1)
return SCRIPT_CONTINUE;
names[idx] = "amount";
attribs[idx] = Integer.toString(intCredits);
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuSelect(obj_id player, int item)
{
obj_id objTopmostContainer = utils.getContainingPlayer(self);
if(objTopmostContainer!=player)
{
LOG("space", "container is "+objTopmostContainer);
return SCRIPT_CONTINUE;
}
if ( item == menu_info_types.ITEM_USE )
{
int intCredits = getIntObjVar(self, "loot.intCredits");
money.bankTo("space_loot", player, intCredits);
destroyObject(self);
}
/*
else if(item==menu_info_types.SPLIT)
{//{ THIS STUFF DOESN'T FUCKING WORK. THE GROUP MONEY FUNCTIONS EAT CASH. THIS SUCKS
int intCredits = getIntObjVar(self, "loot.intCredits");
string_id strPayout = new string_id("space/space_loot", "group_credit_payout");
group.systemPayoutToGroup("space_loot", player, intCredits, strPayout, null, null);
destroyObject(self);
}
*/
return SCRIPT_CONTINUE;
}
trigger OnObjectMenuRequest (obj_id objPlayer, menu_info mi)
{
// somethign about groups here
//obj_id objGroup = getGroupObject(objPlayer);
//if(isIdValid(objGroup))
//{ THIS STUFF DOESN'T FUCKING WORK. THE GROUP MONEY FUNCTIONS EAT CASH. THIS SUCKS
// mi.addRootMenu(menu_info_types.SPLIT, new string_id("space/space_loot", "split_with_group"));
//}
mi.addRootMenu(menu_info_types.ITEM_USE, new string_id("space/space_loot", "use_credit_chip"));
return SCRIPT_CONTINUE;
}
/*
// when put into someone's invnetory, we check for auto stacking.
trigger OnTransferred(obj_id objSource, obj_id objDest , obj_id objTransferer)
{
obj_id objOwner = getContainedBy(objDest);
if(isPlayer(objOwner))
{
space_combat.handleCreditChips(objOwner, self, objSource);
}
return SCRIPT_CONTINUE;
}
*/