Flag | Value | Inventory Type | Hex Value |
INVENTORY_NONE INVENTORY_ALL | -1 | Item does not exist | -1 |
INVENTORY_TEXTURE | 0 | texture | 0x00 |
INVENTORY_SOUND | 1 | sound | 0x01 |
INVENTORY_LANDMARK | 3 | landmark | 0x03 |
INVENTORY_CLOTHING | 5 | clothing | 0x05 |
INVENTORY_OBJECT | 6 | object | 0x06 |
INVENTORY_NOTECARD | 7 | notecard | 0x07 |
INVENTORY_SCRIPT | 10 | script | 0x0A |
INVENTORY_BODYPART | 13 | body part | 0x0D |
INVENTORY_ANIMATION | 20 | animation | 0x14 |
INVENTORY_GESTURE | 21 | gesture | 0x15 |
// Says the type of the inventory item named "New Script" default { state_entry() { string item_name = "New Script"; // the name of the item we're going to look for. // this is a list of all the possible inventory types, as constants. list list_types = [INVENTORY_NONE, INVENTORY_TEXTURE, INVENTORY_SOUND, INVENTORY_LANDMARK, INVENTORY_CLOTHING, INVENTORY_OBJECT, INVENTORY_NOTECARD, INVENTORY_SCRIPT, INVENTORY_BODYPART, INVENTORY_ANIMATION, INVENTORY_GESTURE]; // this list is of the string names corresponding to the one above. list list_names = ["None", "Texture", "Sound", "Landmark", "Clothing", "Object", "Notecard", "Script", "Body Part", "Animation", "Gesture"]; integer detected_type = llGetInventoryType(item_name); // look up which type this object is. integer type_index = llListFindList(list_types,[detected_type]); // where in list_types is this type? string type_name = llList2String(list_names, type_index); // get the corresponding entry in the names list. llSay(0,"The inventory item " + item_name + " is a " + type_name + "."); // say the output. } }
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.