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#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