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29940: Item location table
One byte per portable item (ids 0-21, names via ItemIdToString (31857)): the room where the item lies (bit 6 = inside the duct network), or a carry marker — 160+slot = held in that actor slot's front hand, 128+slot = back hand; 255 = does not exist (the two "Cat in ..." items are created when Jones is caught). Re-seeded from InitialItemRooms (41406) at game init. The Get Item picker handler ($8B22), LeaveItemHandler ($8BBA) and SwapHeldItems (35451) transfer items by rewriting these bytes.
29940 DEFB 24,21,20 0-2: Elctrc Prd in Lab Stores/Infirmary/Eng Stores
29943 DEFB 6,6,16 3-5: Incineratr in CommdCentr x2, Engineerng
29946 DEFB 6,16 6-7: Tracker in CommdCentr, Engineerng
29948 DEFB 27,17,18,19 8-11: Fire Extng in Mess, Engine #1-#3
29952 DEFB 32 12: Harpn Gun in ShuttleBay
29953 DEFB 2,2,2 13-15: Laser Pist in Armoury x3
29956 DEFB 24 16: Net in Lab Stores
29957 DEFB 23 17: Cat Box in Laboratory
29958 DEFB 31,20 18-19: Spanner in Stores #3, Eng Stores
29960 DEFB 255,255 20-21: Cat in Net / Cat in Box (not created)
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