/*
     * If handItem:
     * Drop handItem onto ground
     * // If pocket exists and full, put pocketItem into hand
     *
     * If pocketItem:
     * Drop pocketItem onto ground
     * // Pocket of pocket will not exist
     */
    public void UnequipItem(int eei)
    {
        if (equipmentEquipableItemArray[eei] != null)
        {
            EquipableItem unequipItem = (EquipableItem)equipmentEquipableItemArray[eei]; // TODO handle
            equipmentEquipableItemArray[eei] = null;
            unequipItem.BecomeUnobtained(transform);                                     // TODO set eei to -1

            //int eeiPocketHypothetical = eei + 1;  // hypothetical because pocket may or may not exist
            //if (equipmentEquipableClassArray[eeiPocketHypothetical] == Equipable.EquipableClass.PocketItem && equipmentEquipableArray[eeiPocketHypothetical] != null) {
            //	PocketItem(eei);
            //}
        }
    }