#include "craft_itemprop"

void main()
{
     object oPC = GetPCSpeaker();
     //Place any items in the main hand or the off-hand in the inventory
     object oCopied;
     int nCursed;
     if (GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC) != OBJECT_INVALID)
        {
            nCursed = GetItemCursedFlag(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC));
            oCopied = CopyItem(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC), oPC, TRUE);
            if (oCopied != OBJECT_INVALID) DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC));
            if (nCursed == TRUE) SetItemCursedFlag(oCopied, TRUE);
            nCursed = FALSE;
        }
     if (GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC) != OBJECT_INVALID)
        {
            nCursed = GetItemCursedFlag(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC));
            oCopied = CopyItem(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC), oPC, TRUE);
            if (oCopied != OBJECT_INVALID) DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC));
            if (nCursed == TRUE) SetItemCursedFlag(oCopied, TRUE);
            nCursed = FALSE;
        }
     //The end of this chunk of code

        object oItem = GetFirstItemInInventory(oPC);
        int nCheck;
        while (GetIsObjectValid(oItem))
        {
        if (GetLocalInt(oItem, "Prototype") == TRUE)
        {
        object oNewItem = ModifiedItem(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_BOTTOM, FALSE);
        ExecuteScript("craft_pcequip", oPC);
        return;
        }
        oItem = GetNextItemInInventory(oPC);
        }
}