Difference between revisions of "LlGetInventoryType"
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|notes | |notes | ||
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<table style="{{Prettytable}}" valign="top"> | |||
<tr> | |||
<td> '''Flag''' | |||
<td> '''Value''' | |||
<td> '''Inventory Type''' | |||
<tr> | |||
<td> <tt>INVENTORY_NONE</tt><br/><tt>INVENTORY_ALL</tt> | |||
<td> -1 | |||
<td> Item does not exist | |||
<tr> | |||
<td> <tt>INVENTORY_TEXTURE</tt> | |||
<td> 0 | |||
<td> [[texture]] | |||
<tr> | |||
<td> <tt>INVENTORY_SOUND</tt> | |||
<td> 1 | |||
<td> [[sound]] | |||
<tr> | |||
<td> <tt>INVENTORY_LANDMARK</tt> | |||
<td> 3 | |||
<td> [[landmark]] | |||
<tr> | |||
<td> <tt>INVENTORY_CLOTHING</tt> | |||
<td> 5 | |||
<td> clothing | |||
<tr> | |||
<td> <tt>INVENTORY_OBJECT</tt> | |||
<td> 6 | |||
<td> [[object]] | |||
<tr> | |||
<td> <tt>INVENTORY_NOTECARD</tt> | |||
<td> 7 | |||
<td> [[notecard]] | |||
<tr> | |||
<td> <tt>INVENTORY_SCRIPT</tt> | |||
<td> 10 | |||
<td> [[script]] | |||
<tr> | |||
<td> <tt>INVENTORY_BODYPART</tt> | |||
<td> 13 | |||
<td> body part | |||
<tr> | |||
<td> <tt>INVENTORY_ANIMATION</tt> | |||
<td> 20 | |||
<td> [[animation]] | |||
<tr> | |||
<td> <tt>INVENTORY_GESTURE</tt> | |||
<td> 21 | |||
<td> [[gesture]] | |||
</table> | |||
}} | }} | ||
[[Category:LSL_Functions]] | [[Category:LSL_Functions]] | ||
[[Category:LSL_Inventory]] | [[Category:LSL_Inventory]] |
Revision as of 22:57, 25 January 2007
Outdated templated used
Please change the template from 'LSLFunctionAll' to 'LSL_Function' (just replace 'LSLFunctionAll' with 'LSL_Function', do this after fixing any other erorr messages.
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Summary
Function: integer llGetInventoryType( string name );301 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns an integer that is the type of the inventory item name
• string | name | – | The name of an inventory item. |
This function returns the inventory type of the requested inventory item.
If the item does not exist, INVENTORY_NONE is returned.
Flag | Value | Inventory Type |
INVENTORY_NONE INVENTORY_ALL | -1 | Item does not exist |
INVENTORY_TEXTURE | 0 | texture |
INVENTORY_SOUND | 1 | sound |
INVENTORY_LANDMARK | 3 | landmark |
INVENTORY_CLOTHING | 5 | clothing |
INVENTORY_OBJECT | 6 | object |
INVENTORY_NOTECARD | 7 | notecard |
INVENTORY_SCRIPT | 10 | script |
INVENTORY_BODYPART | 13 | body part |
INVENTORY_ANIMATION | 20 | animation |
INVENTORY_GESTURE | 21 | gesture |
Caveats
Examples
Useful Snippets
<lsl> string InventoryName(string name, integer type) {//finds an item in a case insensitive fashion of the given type and returns its true name.
integer a = llGetInventoryType(name); if(!~a)//a == INVENTORY_NONE {//it should be noted that INVENTORY_NONE == INVENTORY_ALL == -1; which is why '!~a' works. string lc_name = llToLower(name); a = llGetInventoryNumber(type); while(a) {//(a = ~-a) is equivalent to --a, but runs faster. if(llToLower(name = llGetInventoryName(type, a = ~-a)) == lc_name) {//we found a match ^_^ return name; } } } else if((a == type) ^ (!~type))//return name, aslong as a == type or type == INVENTORY_ALL {//we already know that a != INVENTORY_NONE, but just incase we use xor instead of or. return name; } return "";//no match ~_~
}
integer InventoryExists(string name, integer type) {//only included to show how this type of check could be done if the value of 'type' is not constant and could be INVENTORY_ALL.
return (llGetInventoryType(name) == type) ^ (!~type);
}//Since INVENTORY_ALL == INVENTORY_NONE, the extra part on the end is required to invert the result. </lsl>