I almost forgot about it.
Yrvyne wrote:(I am not conversant with C++ language....)
You think that I a C++ senior?!
Yrvyne wrote:With regards to number 3, given that it would induce serious performance problems, can those items be blocked from spawning?
You see, problem is that this items spawn from actor state, which I cant change without directly changing actor using slade/notepad.
All I can do is iterate through ALL actors on the level if script detect that one, or more, monster die. This means that script must run to every single actor in the map and ask "is you inventory item? no, go to next actor; Yes, check distance to died monster, and if it smaller than died actor radius this is probably, JUST PROBABLY, item which actor spawned in it death sequence". And this is just to assume that some item was spawned by actor before do something with this item.
So if imp died close to blue armor/megasphere, script assume that this armor/megasphere was spawned by imp.And if script will delete items spawned by actor, bye bye blue armor/megasphere. There is a way around this, since items in CH, IIRC, after spawn have some vertical velocity, so script can check item velocity and if it greater than 0 only then manipulate with it. But there are too many assumptions to hope for this way.
Tomorrow I, probably, write updated version, if I find some time.