#ifndef Z_KALEIDO_SCOPE_H #define Z_KALEIDO_SCOPE_H #include #include "global.h" extern u8 gAmmoItems[]; extern s16 D_8082AAEC[]; extern s16 D_8082AB2C[]; extern u8 gEquipAgeReqs[][4]; extern u8 gAreaGsFlags[]; extern bool gSelectingMask; void KaleidoScope_DrawQuestStatus(PlayState* play, GraphicsContext* gfxCtx); s32 KaleidoScope_UpdateQuestStatusPoint(PauseContext* pauseCtx, s32 point); void KaleidoScope_DrawDebugEditor(PlayState* play); void KaleidoScope_DrawPlayerWork(PlayState* play); void KaleidoScope_DrawEquipment(PlayState* play); void KaleidoScope_SetCursorVtx(PauseContext* pauseCtx, u16 index, Vtx* vtx); void KaleidoScope_DrawItemSelect(PlayState* play); void KaleidoScope_SetupItemEquip(PlayState* play, u16 item, u16 slot, s16 animX, s16 animY); void KaleidoScope_UpdateItemEquip(PlayState* play); void KaleidoScope_DrawDungeonMap(PlayState* play, GraphicsContext* gfxCtx); void KaleidoScope_DrawWorldMap(PlayState* play, GraphicsContext* gfxCtx); void KaleidoScope_UpdatePrompt(PlayState* play); Gfx* KaleidoScope_QuadTextureIA4(Gfx* gfx, void* texture, s16 width, s16 height, u16 point); Gfx* KaleidoScope_QuadTextureIA8(Gfx* gfx, void* texture, s16 width, s16 height, u16 point); void KaleidoScope_MoveCursorToSpecialPos(PlayState* play, u16 specialPos); void KaleidoScope_DrawQuadTextureRGBA32(GraphicsContext* gfxCtx, void* texture, u16 width, u16 height, u16 point); void KaleidoScope_ProcessPlayerPreRender(); void KaleidoScope_SetupPlayerPreRender(PlayState* play); void KaleidoScope_DrawCursor(PlayState* play, u16 pageIndex); void KaleidoScope_UpdateDungeonMap(PlayState* play); void PauseMapMark_Draw(PlayState* play); void KaleidoScope_UpdateCursorSize(PauseContext* pauseCtx); void KaleidoScope_ResetTradeSelect(); #endif