Thank you for the advice
so it is possible to store the contents of a pointer in a skill.
and i can change the x,y,z etc of the entity referred to like this:
((ENTITY*)you.skill1)->x += number
(i don't understand this, what is a "->"? i'd be grateful if someone can point me to an explanation for it but it isn't crucial now)
thank you txesmi!
redeemer, i thought that storing the handle for an object and then converting it BACK into a pointer for use was a roundabout way to do things. But if i repeatedly did the arrow thing it might end up even slower running! i don't know.
I suppose my question is, then, what would be the most efficient way of storing a reference to an object in an entity skill, and then altering the position of said object every frame thereafter?
(the efficient way *might* be to store a handle, i don't know. But the manual says that the speed of ptr_for_handle is "medium" so i don't feel like calling it dozens of times every frame)