DM client module restart

What it does
Restarts the module after all players leave when running the DMClient. Couldn't find a way to do it setting up the game (it's a checkbox on the dedicated server) so here.

Modules OnClientEnter
void main { SignalEvent(GetObjectByTag("Feaf"), EventUserDefined(101)); }

ModulesOnClientLeave
void main { SignalEvent(GetObjectByTag("Feaf"), EventUserDefined 201)); }

NPC's OnUserDefined
void main {   int iNumber; string sCount; int nUser = GetUserDefinedEventNumber; switch(nUser) {   case 101: SpeakString("Someone is Coming"); iNumber = GetLocalInt(OBJECT_SELF,sCount); iNumber = iNumber + 1; SpeakString("The Count is now");   //Debugging purposes only SpeakString(IntToString(iNumber)); //Debugging purposes only SetLocalInt(OBJECT_SELF,sCount,iNumber); return; break; case 201: SpeakString("Someone is Leaving"); iNumber = GetLocalInt(OBJECT_SELF,sCount); iNumber = iNumber - 1; SpeakString("The count is now");   //Debugging purposes only SpeakString(IntToString(iNumber)); //Debugging purposes only SetLocalInt(OBJECT_SELF,sCount,iNumber); if (GetLocalInt(OBJECT_SELF,sCount) == 1) {       string sSelf = "HiddenAgenda"; //Replace with your module name here, this seems to be the FILENAME rather than the module name StartNewModule(sSelf); }       return; break; } }

Foot Note
Shouldn't be any problems, tested it quite a few times, but email [mailto:tenedos@brug.org tenedos@brug.org] if you have anything to say.