#ifndef Z64INVENTORY_H #define Z64INVENTORY_H #include "PR/ultratypes.h" struct PlayState; s32 Inventory_GetBtnBItem(struct PlayState* play); void Inventory_ChangeEquipment(s16 value); u8 Inventory_DeleteEquipment(struct PlayState* play, s16 equipment); void Inventory_ChangeUpgrade(s16 upgrade, u32 value); s32 Inventory_IsMapVisible(s16 sceneId); void Inventory_SetWorldMapCloudVisibility(s16 tingleIndex); void Inventory_SaveDekuPlaygroundHighScore(s16 timerId); void Inventory_IncrementSkullTokenCount(s16 sceneIndex); s16 Inventory_GetSkullTokenCount(s16 sceneIndex); void Inventory_SaveLotteryCodeGuess(struct PlayState* play); extern u32 gBitFlags[32]; extern u16 gEquipMasks[]; extern u16 gEquipNegMasks[]; extern u32 gUpgradeMasks[8]; extern u32 gUpgradeNegMasks[]; extern u8 gEquipShifts[]; extern u8 gUpgradeShifts[8]; extern u16 gUpgradeCapacities[][4]; extern u32 gGsFlagsMask[]; extern u32 gGsFlagsShift[]; extern TexturePtr gItemIcons[]; extern u8 gItemSlots[]; extern s16 gItemPrices[]; extern u16 gSceneIdsPerRegion[11][27]; extern u8 gPlayerFormItemRestrictions[][114]; #endif