SSBM Decomp
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ftCo_Landing.c File Reference
#include "ftCo_Landing.h"
#include "placeholder.h"
#include "platform.h"
#include "stdbool.h"
#include "ft/fighter.h"
#include "ft/forward.h"
#include "ft/ft_081B.h"
#include "ft/ft_0892.h"
#include "ftCommon/ftCo_Attack100.h"
#include "ft/ftcommon.h"
#include "ft/inlines.h"
#include "ft/types.h"
#include "ftCommon/forward.h"
#include "ftCommon/ftCo_AppealS.h"
#include "ftCommon/ftCo_Attack1.h"
#include "ftCommon/ftCo_AttackHi3.h"
#include "ftCommon/ftCo_AttackHi4.h"
#include "ftCommon/ftCo_AttackLw3.h"
#include "ftCommon/ftCo_AttackLw4.h"
#include "ftCommon/ftCo_AttackS3.h"
#include "ftCommon/ftCo_AttackS4.h"
#include "ftCommon/ftCo_Dash.h"
#include "ftCommon/ftCo_Guard.h"
#include "ftCommon/ftCo_HammerLanding.h"
#include "ftCommon/ftCo_HammerWait.h"
#include "ftCommon/ftCo_Jump.h"
#include "ftCommon/ftCo_SpecialS.h"
#include "ftCommon/ftCo_Squat.h"
#include "ftCommon/ftCo_SquatWait.h"
#include "ftCommon/ftCo_Turn.h"
#include "ftCommon/ftCo_Walk.h"
#include "ftPeach/ftPe_SpecialHi.h"
#include <melee/cm/camera.h>
#include <melee/ef/efsync.h>
#include <melee/ft/chara/ftCommon/ftCo_DamageIce.h>
#include <melee/ft/chara/ftCommon/ftCo_Escape.h>
#include <melee/ft/chara/ftCommon/ftCo_FallSpecial.h>
#include <melee/ft/chara/ftCommon/ftCo_Lift.h>
#include <melee/ft/ft_0877.h>
#include <melee/ft/ft_0881.h>
#include <melee/ft/ft_0CDD.h>
#include <melee/ft/ftcamera.h>
#include <melee/ft/ftchangeparam.h>
#include <melee/ft/ftlib.h>
#include <melee/ft/ftmaterial.h>
#include <melee/ft/ftmetal.h>
#include <melee/gm/gm_unsplit.h>
#include <melee/gr/stage.h>
#include <melee/it/item.h>
#include <melee/it/items/it_2E5A.h>
#include <melee/it/items/itkinoko.h>
#include <melee/pl/pl_040D.h>
#include <melee/pl/player.h>
#include <melee/pl/plbonuslib.h>
#include <melee/pl/plstale.h>

Functions

void ftCo_Landing_Enter (Fighter_GObj *gobj, FtMotionId msid, bool allow_interrupt, MotionFlags flags, float anim_start, float anim_speed)
 
void ftCo_Landing_Enter_Basic (Fighter_GObj *gobj)
 
void ftCo_LandingFallSpecial_Enter_Basic (Fighter_GObj *gobj)
 
void ftCo_LandingFallSpecial_Enter (Fighter_GObj *gobj, bool allow_interrupt, float landing_lag)
 
void ftCo_Landing_Anim (Fighter_GObj *gobj)
 
void ftCo_Landing_IASA (Fighter_GObj *gobj)
 
void ftCo_Landing_Phys (Fighter_GObj *gobj)
 
void ftCo_Landing_Coll (Fighter_GObj *gobj)
 

Function Documentation

◆ ftCo_Landing_Enter()

void ftCo_Landing_Enter ( Fighter_GObj *  gobj,
FtMotionId  msid,
bool  allow_interrupt,
MotionFlags  flags,
float  anim_start,
float  anim_speed 
)

◆ ftCo_Landing_Enter_Basic()

void ftCo_Landing_Enter_Basic ( Fighter_GObj *  gobj)

◆ ftCo_LandingFallSpecial_Enter_Basic()

void ftCo_LandingFallSpecial_Enter_Basic ( Fighter_GObj *  gobj)

◆ ftCo_LandingFallSpecial_Enter()

void ftCo_LandingFallSpecial_Enter ( Fighter_GObj *  gobj,
bool  allow_interrupt,
float  landing_lag 
)

◆ ftCo_Landing_Anim()

void ftCo_Landing_Anim ( Fighter_GObj *  gobj)

◆ ftCo_Landing_IASA()

void ftCo_Landing_IASA ( Fighter_GObj *  gobj)

◆ ftCo_Landing_Phys()

void ftCo_Landing_Phys ( Fighter_GObj *  gobj)

◆ ftCo_Landing_Coll()

void ftCo_Landing_Coll ( Fighter_GObj *  gobj)