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split headers z_en_item00.h, z_en_a_keep.h, z64draw.h (#1897)
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@@ -3,19 +3,10 @@
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#include "z64.h"
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Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params);
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Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params);
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void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
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s32 func_800A8150(s32 index);
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s32 func_800A817C(s32 index);
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bool Item_CanDropBigFairy(PlayState* play, s32 index, s32 collectibleFlag);
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// Ideally these two prototypes would be in z64actor.h, but they use PlayerItemAction which would require including z64player.h there.
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s32 Actor_OfferTalkExchange(Actor* actor, struct PlayState* play, f32 xzRange, f32 yRange, PlayerItemAction exchangeItemAction);
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s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, struct PlayState* play, f32 radius, PlayerItemAction exchangeItemAction);
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void GetItem_Draw(PlayState* play, s16 drawId);
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void Room_Noop(PlayState* play, Room* room, Input* input, s32 arg3);
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void Room_Init(PlayState* play, RoomContext* roomCtx);
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size_t Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx);
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