void Container_Init(); void Container_InitContents(char MaxEquipment, char MaxInventory, char MaxContainers); void Container_Shutdown(); BOOL Container_HasContents(); CPhysicsObj* Container_FindContainer(DWORD dwContainer); CBaseItem* Container_FindItem(DWORD dwEID); void Container_GetEquippedArmor(ItemVector* pVector); void Container_GetWieldedItems(ItemVector* pVector); DWORD Container_GetWeaponID(); BOOL Container_CanEquip(CBaseItem* pItem, DWORD dwCoverage); BOOL Container_CanStore(CBaseItem* pItem); long Container_DropItem(DWORD dwItem); void Container_EquipItem(DWORD dwCell, CBaseItem* pItem, DWORD dwCoverage); char Container_InsertInventoryItem(DWORD dwCell, CBaseItem* pItem, char cSlot); char Container_MaxEquipmentSlots() { return m_cMaxEquipment; } char Container_MaxInventorySlots() { return m_cMaxInventory; } char Container_MaxContainerSlots() { return m_cMaxContainers; } void Container_ReleaseItem(CBaseItem* pItem, BOOL bDirect); CBaseItem** m_pEquipment; char m_cMaxEquipment; CBaseItem** m_pInventory; char m_cInventoryCount; char m_cMaxInventory; CBaseItem** m_pContainers; char m_cContainerCount; char m_cMaxContainers;