Spoiler
("ze_treasure",spr_use_time(4),"chest_b","bo_ze_treasure", [
(ti_on_scene_prop_use,
[
(store_trigger_param_1, ":agent_id"),
#(store_trigger_param_2, ":instance_id"),
#(neg|scene_prop_slot_eq, ":instance_id", scene_prop_slot_just_fired, 1), # abuse just_fired for already used.
(agent_is_active,":agent_id"),
(agent_is_alive,":agent_id"),
# remove his shit.
#(try_for_range_backwards,":equipment_slot",0,4), # ,ek_item_0,ek_head),
# (agent_get_item_slot, ":item_id", ":agent_id", ":equipment_slot"),
# (gt,":item_id",-1), # even have a item there?
# (agent_unequip_item, ":agent_id", ":item_id", ":equipment_slot"),
#(try_end),
(try_begin),
(agent_get_item_slot, ":item_id", ":agent_id", 4), #ek_head
(gt,":item_id",-1), # even have a item there?
(agent_unequip_item, ":agent_id", ":item_id", 4), #ek_head
(try_end),
# add ze goodies.
(agent_equip_item,":agent_id","itm_pirate_hat"),
#(agent_equip_item,":agent_id","itm_french_officer_pistol"),
#(agent_equip_item,":agent_id","itm_pistol_ammo"),
#(agent_equip_item,":agent_id","itm_spyglass"),
#(agent_equip_item,":agent_id","itm_french_light_cav_off_sabre"),
#(agent_set_wielded_item,":agent_id","itm_french_officer_pistol"),
#(scene_prop_set_slot,":instance_id",scene_prop_slot_just_fired,1),
(try_for_players, ":player_no", 1),
(player_is_active, ":player_no"),
(multiplayer_send_3_int_to_player, ":player_no", multiplayer_event_return_agent_set_item, ":agent_id", "itm_pirate_hat", 4),
(try_end),
]),
]),