#ifndef _BOARD_UI_H #define _BOARD_UI_H #include "game/sprite.h" s32 BoardItemModelGet(s32 arg0); s32 BoardItemNameGet(s32 arg0); BOOL BoardStatusStopCheck(s32 arg0); s32 BoardStatusVisibleGet(s32 arg0); void BoardStatusShowSetAll(s32 arg0); void BoardStatusItemSet(s32 arg0); void BoardStatusShowSetForce(s32 arg0); void BoardStatusGraySet(s32 arg0, s32 arg1); void BoardStatusShowSet(s32 arg0, s32 arg1); void BoardStatusItemHideSet(s32 arg0, s32 arg1); void BoardStatusTargetPosSet(s32 arg0, Vec *arg1); void BoardStatusPosGet(s32 arg0, float *arg1); void BoardStatusPosSet(s32 arg0, Vec *arg1); void BoardStatusHammerCreate(s32 arg0); void BoardStatusHammerShowSet(s32 arg0, s32 arg1); void BoardStatusHammerKill(s32 arg0); void BoardStatusKill(void); void BoardStatusCreate(void); void BoardSpriteCreate(s32 file, s32 prio, AnimData **anim, s16 *sprite); void BoardSpriteDigitUpdate(s16 arg0, s16 arg1, s32 arg2); void BoardPickerCreate(s32 arg0, s8 arg1, void *arg2, s8 arg3); void BoardPickerBackFlagSet(s32 arg0); BOOL BoardPickerDoneCheck(void); s32 BoardPickerPosGet(Vec *arg0); s32 BoardPickerChoiceGet(void); void BoardYourTurnExec(s32 arg0); s32 BoardItemUseExec(s32 arg0); void BoardMakeRandomItem(void); void BoardItemGetDestPos(s32 arg0, Vec *arg1); void BoardItemStatusKill(s32 arg0); extern s8 boardItemUser; #endif