Ok, for those interested, I did some testing. I used a generic game hacker, as I'm still looking at source to try and figure out how to write something similar for JK. Anyways, I started JK, and hosted a MP game in Canyon Oasis (I find using the host thing useful for testing purposes...). I started searching for a memory address. In this case, I chose raildets, since they were the first available item. I managed to isolate two memory addresses. Using these, I was able to "freeze" and edit the value for raildets. Doing so gave me infinite raildets at the number I chose. So, it works in MP. The reason for this is, as was assumed, inventory bins are all local, and aren't checked against one another by JK (something of an assumption still, but almost certain). This could have other impacts than the one's mentioned here. Some people have been wanting to get the actual time into the game. A program like this could insert the minutes, seconds, hours, into three bins to give the real time, ingame. Holding settings chosen by a host within an episode in MP could be another (such as for JKA). Or saving characters for RPG mods/levels.
(In SP this generally wouldn't be needed, because of the fact that SP will save bin values from level to level within an episode. However, for things such as getting the appropriate time, it may still be useful for SP editors)
For those interested in some of the more techincal parts of the test, here we go.
I got two memory addresses. There is something more than what it seems here.
8C4E90 - This seems to be the actual raildet bin. I imagine this is the offset from the start of the Jedi Knight process. (As I said, I was using a generic game hacker)
(Minor Note: Apparently JK runs two seperate threads at any one time. DCEiWin or something, and Jedi Knight itself. I have no idea what that's about...)
553E30 - It's related to the first. In normal JK gameplay, it remains synced with 8C4E90.
Notes:
When both value's are frozen, when the display is first updated (by pressing ESC and resume, for example), it displays raildets as being 24 (the number I arbitrarily chose to set them to).
However, after one raildet is fired, the number becomes, and STAYS, 23. This only occurs however, if both addresses are synced to the SAME value. (If anyone's got any ideas on this unusual occurence, please feel free to speak up. I can only guess it's supposed to be some shorthand for the display to not require the display system to check the inventory bins or something...)
In cases where this value is NOT frozen, or is frozen to a value different from 8C4E90, the display will upon firing, subtract one (in this case, to 23), and then return to the current number of raildets (24, in this case). Doing so rather quickly. Apparently, since there's a change inv code, it changes the display, but then it checks the inventory for display purposes, and resets it to 24.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come