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more item funcs
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@@ -1634,15 +1634,24 @@ struct item_volatile {
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};
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struct bag_items_inner {
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/* 0x0 */ struct item bag_items[INVENTORY_SIZE];
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/* 0x0 */ struct item bag_items[INVENTORY_SIZE - 2];
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// NOTE: I don't know why we have to do the subtraction - Seth
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};
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#define MAIN_INVENTORY_INDEX 0
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#define SPECIAL_EPISODE_INVENTORY_INDEX 1
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#define RESCUE_INVENTORY_INDEX 2
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struct bag_items {
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u8 fill0[0x384];
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// Indexes:
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// 0x0 - Main, default
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// 0x1 - Special Episode
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// 0x2 - Rescue
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/* 0x0 */ struct bag_items_inner inventories[3];
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/* 0x384 */ struct bag_items_inner *bag_items;
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u8 unk388;
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/* 0x388 */ u8 active_inventory_idx;
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u8 fill2[0x1009];
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u32 maybeMoney[]; // Unknown size, but indexed with an u8
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u32 maybeMoney[3]; // indexed with an u8, uses same indexes as Inventory
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};
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struct bulk_item
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@@ -1,6 +1,15 @@
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#ifndef PMDSKY_MAIN_0200ECFC_H
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#define PMDSKY_MAIN_0200ECFC_H
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// Init the special episode inventory and money the player is carrying
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void SpecialEpisodeInventoryZInit(void);
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// Init the rescue inventory and money the player is carrying
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void RescueInventoryZInit(void);
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// Set the active inventory to the current index
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void SetActiveInventory(s8 index);
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// Gets the amount of money the player is carrying.
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// return: value
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u32 GetMoneyCarried(void);
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