#ifndef GUARD_DUNGEON_ITEMS_H #define GUARD_DUNGEON_ITEMS_H #include "structs/dungeon_entity.h" #include "structs/str_position.h" #include "structs/str_items.h" void sub_8045BF8(u8 *buffer, Item *item); void sub_8045C08(u8 *buffer, Item *item); void sub_8045C18(u8 *buffer, Item *item); #define FORCE_STICKY_RANDOM 0 #define FORCE_STICKY_ALWAYS 1 #define FORCE_STICKY_NEVER 2 void CreateItemWithStickyChance(Item *item, u8 itemID, u32 forceSticky); void CreateFloorItems(void); void TryLeaderItemPickUp_Async(struct DungeonPos *pos, bool8 printMsg); bool8 SpawnItem(DungeonPos *pos, Item *item, bool8 a2); bool8 RemoveGroundItem(DungeonPos *pos, bool8 a2); bool8 sub_80462AC(Entity * entity, u8 hallucinating, u8 a2, u8 a3, u8 a4); const u8 *sub_80464AC(Item *item); void SpawnDroppedItemWrapper(Entity *entity, DungeonPos *pos, Item *item); void SpawnDroppedItem(Entity *entity1, Entity *entity2, Item *item, bool8 a3, DungeonPos *pos); void sub_8046860(Entity *entity, DungeonPos *pos, Item *item, s32 a4); void sub_804687C(Entity *entity, DungeonPos *pos1, DungeonPos *pos2, Item *item, s32 count); bool8 HasHeldItem(Entity *pokemon, u8 id); void PotentiallyCreateMusicBox_Async(void); bool8 sub_8046F00(Item *item); void ClearAllItemsWithFlag(s32 itemFlag); void AllItemsToPlainSeed(void); bool8 PlayerHasItemWithFlag(s32 itemFlag); void CleanUpInventoryItems(void); void ClearUnpaidFlagFromAllItems(void); #endif // GUARD_DUNGEON_ITEMS_H