#ifndef Z_EN_ITEM00_H #define Z_EN_ITEM00_H #include "ultra64.h" #include "z64actor.h" typedef enum Item00Type { /* 0x00 */ ITEM00_RUPEE_GREEN, /* 0x01 */ ITEM00_RUPEE_BLUE, /* 0x02 */ ITEM00_RUPEE_RED, /* 0x03 */ ITEM00_RECOVERY_HEART, /* 0x04 */ ITEM00_BOMBS_A, /* 0x05 */ ITEM00_ARROWS_10, /* 0x06 */ ITEM00_HEART_PIECE, /* 0x07 */ ITEM00_HEART_CONTAINER, /* 0x08 */ ITEM00_ARROWS_30, /* 0x09 */ ITEM00_ARROWS_40, /* 0x0A */ ITEM00_ARROWS_50, /* 0x0B */ ITEM00_BOMBS_B, /* 0x0C */ ITEM00_DEKU_NUTS_1, /* 0x0D */ ITEM00_DEKU_STICK, /* 0x0E */ ITEM00_MAGIC_JAR_BIG, /* 0x0F */ ITEM00_MAGIC_JAR_SMALL, /* 0x10 */ ITEM00_MASK, /* 0x11 */ ITEM00_SMALL_KEY, /* 0x12 */ ITEM00_FLEXIBLE, /* 0x13 */ ITEM00_RUPEE_HUGE, /* 0x14 */ ITEM00_RUPEE_PURPLE, /* 0x15 */ ITEM00_3_HEARTS, /* 0x16 */ ITEM00_SHIELD_HERO, /* 0x17 */ ITEM00_DEKU_NUTS_10, /* 0x18 */ ITEM00_NOTHING, /* 0x19 */ ITEM00_BOMBS_0, /* 0x1A */ ITEM00_BIG_FAIRY, /* 0x1B */ ITEM00_MAP, /* 0x1C */ ITEM00_COMPASS, /* 0x1D */ ITEM00_MUSHROOM_CLOUD, /* 0xFF */ ITEM00_NO_DROP = -1 } Item00Type; struct EnItem00; typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*); #define ENITEM00_GET_8000(thisx) ((thisx)->params & 0x8000) #define ENITEM00_GET_7F00(thisx) (((thisx)->params & 0x7F00) >> 8) typedef struct EnItem00 { /* 0x000 */ Actor actor; /* 0x144 */ EnItem00ActionFunc actionFunc; /* 0x148 */ s16 collectibleFlag; /* 0x14A */ s16 getItemId; /* 0x14C */ s16 unk14C; /* 0x14E */ s16 unk14E; /* 0x150 */ s16 unk150; /* 0x152 */ s16 unk152; /* 0x154 */ f32 unk154; /* 0x158 */ ColliderCylinder collider; /* 0x1A4 */ s8 unk1A4; } EnItem00; // size = 0x1A8 Actor* Item_DropCollectible(struct PlayState* play, Vec3f* spawnPos, u32 params); Actor* Item_DropCollectible2(struct PlayState* play, Vec3f* spawnPos, s32 params); void Item_DropCollectibleRandom(struct PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params); s32 func_800A8150(s32 index); s32 func_800A817C(s32 index); bool Item_CanDropBigFairy(struct PlayState* play, s32 index, s32 collectibleFlag); #endif