void OnCollisionEnter(Collision col)
    {
        if (col.gameObject.tag == "item")
        {
            itemControl ic = (itemControl)col.gameObject.GetComponent("itemControl");

            AddItem(ic.myTex, ic.myObject);

            Destroy(col.gameObject);
        }
    }
    public void WorkSelected()
    {
        equipment   eq = (equipment)GetComponent("equipment");
        itemControl ic = (itemControl)selectedItem.GetComponent("itemControl");

        if (Input.GetKeyDown(KeyCode.F))
        {
            if (selectedY >= 0)
            {
                selectedItem = itemsInInventory[(int)(selectedX + selectedY * Cols) + 2];
            }
            else
            {
                /*if(selectedX < 1 && ic.itemType == "armour"){
                 *      if(ic.moreSpecific == "helm" && selectedY == -3){
                 *              //itemsInInventory.Add(eq.armour[0]);
                 *              //itemTextures.Add(eq.amourTex[0]);
                 *
                 *              eq.armour.Remove(eq.armour[0]);
                 *              eq.armour[0] = selectedItem;
                 *
                 *              Debug.Log("should work");
                 *      }
                 *      if(ic.moreSpecific == "chestPlate" && selectedY == -2){
                 *              itemsInInventory.Add(eq.armour[1]);
                 *              eq.armour.Remove(eq.armour[1]);
                 *              eq.armour[1] = selectedItem;
                 *      }
                 *      if(ic.moreSpecific == "arms" && selectedY == -1){
                 *              itemsInInventory.Add(eq.armour[2]);
                 *              eq.armour.Remove(eq.armour[2]);
                 *              eq.armour[2] = selectedItem;
                 *      }
                 *      if(ic.moreSpecific == "legs" && selectedY == 0){
                 *              itemsInInventory.Add(eq.armour[3]);
                 *              eq.armour.Remove(eq.armour[3]);
                 *              eq.armour[3] = selectedItem;
                 *              Debug.Log("tag issues");
                 *      }
                 *      Debug.Log("need fewer if's");
                 * }else*/if (ic.itemType == "weapon")
                {
                    if (selectedX == 1 && selectedY == -4)
                    {
                        eq.weapons[0] = selectedItem;

                        itemsInInventory.Add(eq.weapons[0]);
                        itemTextures.Add(eq.weaponsTex[0]);
                    }
                    if (selectedX == 2 && selectedY == -4)
                    {
                        //itemsInInventory.Add(eq.weapons[0]);
                        //itemTextures.Add(eq.weaponsTex[0]);

                        //eq.armour.Remove(eq.armour[0]);
                        eq.weapons[1] = selectedItem;
                    }
                    if (selectedX == 1 && selectedY == -3)
                    {
                        //itemsInInventory.Add(eq.weapons[0]);
                        //itemTextures.Add(eq.weaponsTex[0]);

                        //eq.armour.Remove(eq.armour[0]);
                        eq.weapons[2] = selectedItem;
                    }
                    if (selectedX == 2 && selectedY == -3)
                    {
                        //itemsInInventory.Add(eq.weapons[0]);
                        //itemTextures.Add(eq.weaponsTex[0]);

                        //eq.armour.Remove(eq.armour[0]);
                        eq.weapons[3] = selectedItem;
                    }
                    if (selectedX == 1 && selectedY == -2)
                    {
                        //itemsInInventory.Add(eq.weapons[0]);
                        //itemTextures.Add(eq.weaponsTex[0]);

                        //eq.armour.Remove(eq.armour[0]);
                        eq.weapons[4] = selectedItem;
                    }
                    if (selectedX == 2 && selectedY == -2)
                    {
                        //itemsInInventory.Add(eq.weapons[0]);
                        //itemTextures.Add(eq.weaponsTex[0]);

                        //eq.armour.Remove(eq.armour[0]);
                        eq.weapons[5] = selectedItem;
                    }
                    if (selectedX == 1 && selectedY == -1)
                    {
                        //itemsInInventory.Add(eq.weapons[0]);
                        //itemTextures.Add(eq.weaponsTex[0]);

                        //eq.armour.Remove(eq.armour[0]);
                        eq.weapons[6] = selectedItem;
                    }
                    if (selectedX == 2 && selectedY == -1)
                    {
                        //itemsInInventory.Add(eq.weapons[0]);
                        //itemTextures.Add(eq.weaponsTex[0]);

                        //eq.armour.Remove(eq.armour[0]);
                        eq.weapons[7] = selectedItem;
                    }
                }
                else if (selectedX > 2 && ic.itemType != "amo")
                {
                }
                Debug.Log("well, the button works");
            }
        }
    }