case "exit_money":
DeleteAttribute(NPChar,"status");
DeleteAttribute(NPChar,"ransom");
AddMoneyToCharacter(PChar,sti(NPChar.Money));
PlayStereoSound("INTERFACE\took_item.wav");
switch(NPChar.chr_ai.type)// MAXIMUS: just a little fun in the game
{
case LAI_TYPE_STAY:
LAi_SetActorType(NPChar);
LAi_ActorRunToLocation(NPChar, "reload", LAi_FindRandomLocator("reload"), "None", "", "", "", -1);
RemovePassenger(PChar,NPChar);
DeleteAttribute(NPChar,"prisoned");
DeleteAttribute(NPChar,"standing");
NPChar.ClearUponExit = true; // PB: So this guy is cleared upon exit
break;
case LAI_TYPE_POOR:
LAi_SetActorType(NPChar);
LAi_ActorAnimation(NPChar, "Ground_StandUp", "Surrendered_Captain_Run", 3.5);
break;
}
DialogExit();
break;
case "exit_ransom":
DeleteAttribute(NPChar,"status");
DeleteAttribute(NPChar,"ransom");
AddMoneyToCharacter(PChar,prisonRansomCost);
PlayStereoSound("INTERFACE\took_item.wav");
switch(NPChar.chr_ai.type)// MAXIMUS: just a little fun in the game
{
case LAI_TYPE_STAY:
LAi_SetActorType(NPChar);
LAi_ActorRunToLocation(NPChar, "reload", LAi_FindRandomLocator("reload"), "None", "", "", "", -1);
RemovePassenger(PChar,NPChar);
DeleteAttribute(NPChar,"prisoned");
DeleteAttribute(NPChar,"standing");
NPChar.ClearUponExit = true; // PB: So this guy is cleared upon exit
break;
case LAI_TYPE_POOR:
LAi_SetActorType(NPChar);
LAi_ActorAnimation(NPChar, "Ground_StandUp", "Surrendered_Captain_Run", 3.5);
break;
}
DialogExit();
break;