NWScript:
void main()
{
object oEnteringPC;
object oInvItem;
oEnteringPC = GetEnteringObject();
if (GetIsPC(oEnteringPC))
{
if (GetLocalInt(oEnteringPC, "CLEAR_INV_SCENE1") == 0)
{
oInvItem = GetFirstItemInInventory(oEnteringPC);
while (oInvItem != OBJECT_INVALID)
{
DestroyObject(oInvItem);
oInvItem = GetNextItemInInventory(oEnteringPC);
}
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_ARMS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_ARROWS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BELT, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BOLTS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BOOTS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_BULLETS, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CLOAK, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_NECK, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oEnteringPC)) )
DestroyObject(oInvItem);
if ( OBJECT_INVALID != (oInvItem = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oEnteringPC)) )
DestroyObject(oInvItem);
SetLocalInt(oEnteringPC, "CLEAR_INV_SCENE1", 1);
}
}
}