Quote Originally Posted by ZoriaRPG View Post
@Gleeok : I mean to reference an npc via its UID with something akin to LoadNPC(). At present, we can only affect an npc, by using its screen index, which changes. I also need to add typecasting so that a user can read an npc pointer as an int, unless you want to do that. I'm not sure if npcdata will need UIDs, ut I know of no way to write to, or read from any npc data without using the screen index ID.

Being able to do something like uid->X without needing to load the npc from its screen index into a pointer would be wicked useful.

Did you review the files?
Oh. Well, npc is already the uid, not the pointer. So for example; npc->isValid() is exactly the same as calling guys->isValidUID(*(long*)&npc_as_seen_by_script);

refInfo are just ids:

Code:
class refInfo
{
public:
    dword pc; //current command offset
    
    long d[8]; //d registers
    long a[2]; //a regsisters (reference to another ffc on screen)
    byte sp; //stack pointer for current script
    dword scriptflag; //stores whether various operations were true/false etc.
    
    byte ffcref, idata; //current object pointers
    dword itemref, guyref, lwpn, ewpn;
    
    
    refInfo();
    void Clear();
};
Also, I have no idea why the refs stuff are not a union. As a general rule never ask me such things.