Can't see anything about it in the manual, but i've been known to be blind before so. Maybe it's there, just not written as an actual example.
How do i lose the key from the inventory forever after it's been unlocked? I've managed to do it with a weird solution, but there's gotta be a proper way to do it inside a normal function and not repetedly execute like i'm using.
Weird solution so far, a simply check with some synthax like "doors.getdoorstate==0")

function hBedroom_Door_AnyClick()
{
if (Doors.AnyClickSpecial(10, oBedroom_Door.ID, 41, 116, eDirectionLeft, 1, 200, 145, eDirectionLeft, aDoor_Opened, aDoor_Closed, 10, 0) == 0)
Verbs.Unhandled() || cRain.ActiveInventory==iBedroom_Key;
function hBedroom_Door_UseInv()
{
if (cRain.ActiveInventory==iBedroom_Key)
{
Doors.SetDoorState(10, 2);
Key_Unlocked=1;
if (Key_Unlocked==1 && !cRain.Walk(41, 121, eBlock))
{
aDoor_Unlocked.Play();
}
}
}
//and finally........
function room_RepExec()
{
if (Key_Unlocked==1)
{
if (cRain.HasInventory(iBedroom_Key))
{
cRain.LoseInventory(iBedroom_Key);
}
}
}