#ifndef IN_GAME_INV_H #define IN_GAME_INV_H #include #include "data.h" #include "types.h" extern struct noisesettings invnoisesettings_00010fd0; extern struct inventory_class invclass_default; extern struct weapon *g_Weapons[WEAPON_SUICIDEPILL + 1]; void invReset(void); void invInit(s32 numdoubles); void invClear(void); void invSortItem(struct invitem *item); void invInsertItem(struct invitem *item); void invRemoveItem(struct invitem *item); struct invitem *invFindUnusedSlot(void); void invSetAllGuns(bool enable); struct invitem *invFindSingleWeapon(s32 weaponnum); bool invHasSingleWeaponExcAllGuns(s32 weaponnum); struct invitem *invFindDoubleWeapon(s32 weapon1, s32 weapon2); bool invHasDoubleWeaponExcAllGuns(s32 weapon1, s32 weapon2); bool invHasSingleWeaponOrProp(s32 weaponnum); s32 invAddOneIfCantHaveSlayer(s32 arg0); s32 currentStageForbidsSlayer(void); bool invCanHaveAllGunsWeapon(s32 weaponnum); bool invHasSingleWeaponIncAllGuns(s32 weaponnum); bool invHasDoubleWeaponIncAllGuns(s32 weapon1, s32 weapon2); bool invGiveSingleWeapon(s32 weaponnum); bool invGiveDoubleWeapon(s32 weapon1, s32 weapon2); void invRemoveItemByNum(s32 weaponnum); bool invGiveProp(struct prop *prop); void invRemoveProp(struct prop *prop); s32 invGiveWeaponsByProp(struct prop *prop); void invChooseCycleForwardWeapon(s32 *weaponnum1, s32 *weaponnum2, bool arg2); void invChooseCycleBackWeapon(s32 *weaponnum1, s32 *weaponnum2, bool arg2); bool invHasKeyFlags(u32 wantkeyflags); bool invHasBriefcase(void); bool invHasDataUplink(void); bool invHasProp(struct prop *prop); s32 invGetCount(void); struct invitem *invGetItemByIndex(s32 index); struct textoverride *invGetTextOverrideForObj(struct defaultobj *obj); struct textoverride *invGetTextOverrideForWeapon(s32 weaponnum); s32 invGetWeaponNumByIndex(s32 index); u16 invGetNameIdByIndex(s32 index); char *invGetNameByIndex(s32 index); char *invGetShortNameByIndex(s32 index); void invInsertTextOverride(struct textoverride *override); u32 invGetCurrentIndex(void); void invSetCurrentIndex(u32 item); void invCalculateCurrentIndex(void); char *invGetActivatedTextByObj(struct defaultobj *obj); char *invGetActivatedTextByWeaponNum(s32 weaponnum); void invIncrementHeldTime(s32 param_1, s32 param_2); void invGetWeaponOfChoice(s32 *weapon1, s32 *weapon2); #endif