Re: Working with actor inventories
Heh, no, that's not what I'm looking for. HasObject returns a boolean for whether or no you have the item (not the pointer to it), and deleting or detaching the held item requires that you obtain the pointer to it first. I need either a way to see what's in the hands (preferably a way that doesn't involve scanning all MOs on the scene), or a way to make the actor put its held item into the inventory.
Basically, it's for my SWAT Kats mod, I wanted to have any Glovatrix be usable by any SWAT Kat, but this means I have to get a pointer to a Glovatrix that is carried. Using SwapNextInventory cycles works as long as it's not held, but without so much as a way to just know it's held, I can't prevent a while loop from locking up CC. I also don't know how to see the amount of items in inventory - then I could just cycle through the inventory once, and if the item is not there (but HasObject on it returns true), I can postpone the check.
Btw, I found the function by scanning the executable contents (as in, renaming EXE to TXT and looking through). There were some other things I haven't seen mentioned in the Wiki, like Box functions HasNoArea, IsInside, GetBoxInside, RemoveBoxInside. I don't know what they do yet. There's also an odd INI property WoundLimit, I don't know what it's supposed to do either. Maybe I'll find something useful eventually..
edit: oops, on closer inspection the functions refer to the Area class, not the Box class. Which is still interesting, because the Area class isn't on the Wiki...