what are you trying to do?
drop an item in slot X regardless of which slot is selected? (drop as in chucks it like the keybind?)
Allow me to elaborate my thought process lol :P (apologies)
First things first: I thought this
might work and I've been experimenting with methods and stuff, but the reason I thought of it is because I have two models, and two different datablocks in the script (but one Item/ItemData) and I want it to drop (remove from inventory and throw out into the world) Model2 when I have Model1 selected in my inventory. So I figure I need two Datablocks. The reason WHY I want Model2 to get thrown into the world is because
I want it to play an animation as a dropped item. And because it is a slightly different mesh altogether. This is all a strange theory in my head but in my head it might work lol.
The reason for the functions: So now I did a bit of looking and came across the function Armor::onRemove(), which really seems like it is indeed for the keybind to remove/throw-out-into-the-world an item. But I ALSO need it to not throw out the wrong thing if I have something else selected in my inventory other than Model1. This is where the check comes in, I figured it would be similar to a loop that would check your inventory for an item that is required to do something. The loop would do its check as you press the "drop item" keybind.
What I want to happen (simplified (hopefully)):
1. Acquire Model1 item into inventory (from brick)
2. Model1 has it's own prefs and animations and whatnot, it does it's own thing until you press the "drop" key
3. Press the "drop" key
4. Model2 item is dropped from inventory (Model1 is gone until you acquire it again either from a brick or from picking up the dropped Model2 item)
5. Model2 has it's own prefs and stuff, it plays an idle animation until it is deleted/disappeared from the world after a set amount of time
This probably is confusing but it's a neat idea and there is probably a way to do it and so I am asking :)