/* * If pocket exists and empty, put handItem into pocket * If pocket full or nonexisting, drop handItem onto ground * Put groundItem into hand */ public void EquipItem(EquipableItem equipableItem, int numNextEei = 0) { equipableItem.eei = GetEquipableClassEei(equipableItem.GetEquipableClass(), numNextEei); int eei = equipableItem.eei; int eeiPocketHypothetical = eei + 1; // hypothetical because pocket may or may not exist if (equipmentEquipableClassArray[eeiPocketHypothetical] == EquipableClass.PocketItem && equipmentEquipableItemArray[eeiPocketHypothetical] == null) { PocketItem(eei); } else { UnequipItem(eei); } equipmentEquipableItemArray[eei] = equipableItem; equipableItem.BecomeObtained(); }