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#ifndef Z_EN_ITEM00_H
#define Z_EN_ITEM00_H
#include "ultra64.h"
#include "actor.h"
#define COLLECTIBLE_DROP_RANDOM_PARAMS(dropTable, params8000) (((dropTable) * 16) | ((params8000) ? 0x8000 : 0))
typedef enum CollectibleDropTable {
/* 0 */ COLLECTIBLE_DROP_TABLE_0,
/* 1 */ COLLECTIBLE_DROP_TABLE_1,
/* 2 */ COLLECTIBLE_DROP_TABLE_2,
/* 3 */ COLLECTIBLE_DROP_TABLE_3,
/* 4 */ COLLECTIBLE_DROP_TABLE_4,
/* 5 */ COLLECTIBLE_DROP_TABLE_5,
/* 6 */ COLLECTIBLE_DROP_TABLE_6,
/* 7 */ COLLECTIBLE_DROP_TABLE_7,
/* 8 */ COLLECTIBLE_DROP_TABLE_8,
/* 9 */ COLLECTIBLE_DROP_TABLE_9,
/* 10 */ COLLECTIBLE_DROP_TABLE_10,
/* 11 */ COLLECTIBLE_DROP_TABLE_11,
/* 12 */ COLLECTIBLE_DROP_TABLE_12,
/* 13 */ COLLECTIBLE_DROP_TABLE_13,
/* 14 */ COLLECTIBLE_DROP_TABLE_14
} CollectibleDropTable;
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_SINGLE,
/* 0x06 */ ITEM00_HEART_PIECE,
/* 0x07 */ ITEM00_HEART_CONTAINER,
/* 0x08 */ ITEM00_ARROWS_SMALL,
/* 0x09 */ ITEM00_ARROWS_MEDIUM,
/* 0x0A */ ITEM00_ARROWS_LARGE,
/* 0x0B */ ITEM00_BOMBS_B,
/* 0x0C */ ITEM00_NUTS,
/* 0x0D */ ITEM00_STICK,
/* 0x0E */ ITEM00_MAGIC_LARGE,
/* 0x0F */ ITEM00_MAGIC_SMALL,
/* 0x10 */ ITEM00_SEEDS,
/* 0x11 */ ITEM00_SMALL_KEY,
/* 0x12 */ ITEM00_FLEXIBLE,
/* 0x13 */ ITEM00_RUPEE_ORANGE,
/* 0x14 */ ITEM00_RUPEE_PURPLE,
/* 0x15 */ ITEM00_SHIELD_DEKU,
/* 0x16 */ ITEM00_SHIELD_HYLIAN,
/* 0x17 */ ITEM00_TUNIC_ZORA,
/* 0x18 */ ITEM00_TUNIC_GORON,
/* 0x19 */ ITEM00_BOMBS_SPECIAL,
/* 0x1A */ ITEM00_MAX,
/* 0xFF */ ITEM00_NONE = 0xFF
} Item00Type;
struct EnItem00;
typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*);
typedef struct EnItem00 {
/* 0x000 */ Actor actor;
/* 0x14C */ EnItem00ActionFunc actionFunc;
/* 0x150 */ s16 collectibleFlag;
/* 0x152 */ s16 getItemId;
/* 0x154 */ s16 unk_154;
/* 0x156 */ s16 unk_156;
/* 0x158 */ s16 unk_158;
/* 0x15A */ s16 despawnTimer;
/* 0x15C */ f32 scale;
/* 0x160 */ ColliderCylinder collider;
} EnItem00; // size = 0x1AC
EnItem00* Item_DropCollectible(struct PlayState* play, Vec3f* spawnPos, s16 params);
EnItem00* Item_DropCollectible2(struct PlayState* play, Vec3f* spawnPos, s16 params);
void Item_DropCollectibleRandom(struct PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
#endif
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