// container variable arrays
var slot_owner[500]; // if slot_owner[index] > 0, the slot is being used by something
var slot_origin[500]; // original slot number in case new slot is full, item will return to origin
var item_id[500]; // id number of the slot item; if 0, no item in slot
var bmp_icon_x[500]; // x location of the upper left pixel of the bmap icon on item sheet
var bmp_icon_y[500]; // y location of the upper left pixel of the bmap icon on item sheet
var bmp_icon_width[500];
var bmp_icon_height[500];
var name_index[500]; // name lookup index
var file_index[500]; // mdl file lookup index
var synergy_id[500]; // item has synergy with item number (item_id)
var synergy_usecode[500]; // item synergy use code, looks up the action to be taken
var equip_manager[500]; // equip manager is used to determine what slot item belongs in, such as weapons and armor, otherwise preventing action
function save_slot_owner()
{
slot_owner = sys_malloc(sizeof(slot_owner));
memset(slot_owner,0,sizeof(slot_owner));
add_struct(slot_owner,sizeof(slot_owner));
return slot_owner;
}