void (entity owner, entity item) Put_Item_Into_Inventory = { local float x, y, i, YIncrement, max_2d; local entity index, slot; index = Inv_Check_Fit (owner, item); if (index == owner) { print ("Item does not fit into player's inventory\n"); return; } // index is the succesfully fitted item's top left slot.. // this contains all the data, all other slots are simply // pointers back to the top left data container. Inv_Copy (item, index); max_2d = floor(sqrt(INV_SLOTS)); x = item.inv_item_size_x; y = item.inv_item_size_y; YIncrement = 0; while (YIncrement <= y) { for (i = index.slotnumber + (YIncrement*max_2d); i <= (x + index.slotnumber); i++) { slot = owner.(inventory[i]); slot.pointsto = index; slot.itemtype = index.itemtype; print ("Slotnumber: ", ftos(i), " is a pointer of: "); print (ftos(index.slotnumber), "\n"); } i -= x; YIncrement += 1; } };