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inventory.h
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inventory.h
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#ifndef _INVENTORY_H
#define _INVENTORY_H
#define MAXLISTLEN 100
struct stSelector
{
uchar flashstate, animtimer;
int spacing_x, spacing_y;
int cursel, lastsel;
int sprite;
int nitems;
int sound;
int rowlen;
int scriptbase;
int items[MAXLISTLEN];
};
struct stInventory
{
int x, y, w, h;
stSelector armssel;
stSelector itemsel;
stSelector *curselector;
char lockinput;
};
bool inventory_init(int param);
void inventory_tick(void);
enum INVENTORY
{
ITEM_ARTHURS_KEY = 1,
ITEM_MAP_SYSTEM,
ITEM_STANTAS_KEY,
ITEM_SILVER_LOCKET,
ITEM_BEAST_FANG,
ITEM_LIFE_CAPSULE,
ITEM_ID_CARD,
ITEM_JELLYFISH_JUICE,
ITEM_RUSTY_KEY,
ITEM_GUM_KEY,
ITEM_GUM_BASE,
ITEM_CHARCOAL,
ITEM_EXPLOSIVE,
ITEM_PUPPY,
ITEM_LIFE_POT,
ITEM_CUREALL,
ITEM_CLINIC_KEY,
ITEM_BOOSTER08,
ITEM_ARMS_BARRIER,
ITEM_TURBOCHARGE,
ITEM_AIRTANK,
ITEM_COUNTER,
ITEM_BOOSTER20,
ITEM_MIMIGA_MASK,
ITEM_TELEPORTER_KEY,
ITEM_SUES_LETTER,
ITEM_CONTROLLER,
ITEM_BROKEN_SPRINKLER,
ITEM_SPRINKLER,
ITEM_TOW_ROPE,
ITEM_CLAY_FIGURE_MEDAL,
ITEM_LITTLE_MAN,
ITEM_MUSHROOM_BADGE,
ITEM_MA_PIGNON,
ITEM_CURLYS_UNDERWEAR,
ITEM_ALIEN_MEDAL,
ITEM_CHACOS_LIPSTICK,
ITEM_WHIMSICAL_STAR,
ITEM_IRON_BOND
};
#endif