#ifndef GUARD_DUNGEON_H #define GUARD_DUNGEON_H struct DungeonName { const u8 *name1; const u8 *name2; }; struct Dungeon { u8 stairDirection; u8 unk1; bool8 isRecruitable; s8 unk3; u8 maxItemCount; u8 maxPartySize; u8 levelCondition; u8 moneyCondition; u8 unk8; u8 unk9; bool8 saveBeforeEntering; //whether to quicksave or not before entering u8 unkB; // Apparently is a HM mask (Fly, Dive, Waterfall, Surf, Water) s16 timer; s16 unkE; }; extern struct Dungeon gDungeons[]; extern struct DungeonName gDungeonNames[]; const u8 *GetDungeonName1(u8 dungeon); #endif //GUARD_DUNGEON_H