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ftCo_ThrownKirby.h File Reference
#include "ftKirby/forward.h"
#include <dolphin/mtx.h>

Go to the source code of this file.

Functions

FighterKind ftCo_800BD9E0 (Fighter_GObj *gobj, Fighter_GObj *victim_gobj)
void ftCo_800BDA50 (Fighter_GObj *gobj)
void ftCo_800BDA74 (Fighter_GObj *gobj, Vec3 *normal)
void ftCo_800BDB58 (Fighter_GObj *gobj, Fighter_GObj *thrower_gobj)
void ftCo_ThrownKirbyStar_Anim (Fighter_GObj *gobj)
void ftCo_ThrownKirbyStar_IASA (Fighter_GObj *gobj)
void ftCo_ThrownKirbyStar_Phys (Fighter_GObj *gobj)
void ftCo_ThrownKirbyStar_Coll (Fighter_GObj *gobj)
void ftCo_800BE000 (Fighter_GObj *gobj, Fighter_GObj *thrower_gobj)
void ftCo_ThrownCopyStar_Anim (Fighter_GObj *gobj)
void ftCo_ThrownCopyStar_IASA (Fighter_GObj *gobj)
void ftCo_ThrownCopyStar_Phys (Fighter_GObj *gobj)
void ftCo_ThrownCopyStar_Coll (Fighter_GObj *gobj)
void ftCo_800BE494 (Fighter_GObj *gobj)
void ftCo_ThrownKirby_Anim (Fighter_GObj *gobj)
void ftCo_ThrownKirby_IASA (Fighter_GObj *gobj)
void ftCo_ThrownKirby_Phys (Fighter_GObj *gobj)
void ftCo_ThrownKirby_Coll (Fighter_GObj *gobj)
void ftCo_800BE6AC (Fighter_GObj *gobj)
void ftCo_800BE7C0 (Fighter_GObj *gobj)

Function Documentation

◆ ftCo_800BD9E0()

FighterKind ftCo_800BD9E0 ( Fighter_GObj * gobj,
Fighter_GObj * victim_gobj )

◆ ftCo_800BDA50()

void ftCo_800BDA50 ( Fighter_GObj * gobj)
Todo
Which mv is this?

◆ ftCo_800BDA74()

void ftCo_800BDA74 ( Fighter_GObj * gobj,
Vec3 * normal )

◆ ftCo_800BDB58()

void ftCo_800BDB58 ( Fighter_GObj * gobj,
Fighter_GObj * thrower_gobj )
Todo
Possibly another callback in inlineB2

◆ ftCo_ThrownKirbyStar_Anim()

void ftCo_ThrownKirbyStar_Anim ( Fighter_GObj * gobj)

◆ ftCo_ThrownKirbyStar_IASA()

void ftCo_ThrownKirbyStar_IASA ( Fighter_GObj * gobj)

◆ ftCo_ThrownKirbyStar_Phys()

void ftCo_ThrownKirbyStar_Phys ( Fighter_GObj * gobj)

◆ ftCo_ThrownKirbyStar_Coll()

void ftCo_ThrownKirbyStar_Coll ( Fighter_GObj * gobj)
Todo
Shared code with ftCo_ThrownCopyStar_Coll but an inline uses too much stack.

◆ ftCo_800BE000()

void ftCo_800BE000 ( Fighter_GObj * gobj,
Fighter_GObj * thrower_gobj )
Todo
Possibly another callback in inlineB2

◆ ftCo_ThrownCopyStar_Anim()

void ftCo_ThrownCopyStar_Anim ( Fighter_GObj * gobj)

◆ ftCo_ThrownCopyStar_IASA()

void ftCo_ThrownCopyStar_IASA ( Fighter_GObj * gobj)

◆ ftCo_ThrownCopyStar_Phys()

void ftCo_ThrownCopyStar_Phys ( Fighter_GObj * gobj)

◆ ftCo_ThrownCopyStar_Coll()

void ftCo_ThrownCopyStar_Coll ( Fighter_GObj * gobj)
Todo
Shared code with ftCo_ThrownKirbyStar_Coll but an inline uses too much stack.

◆ ftCo_800BE494()

void ftCo_800BE494 ( Fighter_GObj * gobj)

◆ ftCo_ThrownKirby_Anim()

void ftCo_ThrownKirby_Anim ( Fighter_GObj * gobj)

◆ ftCo_ThrownKirby_IASA()

void ftCo_ThrownKirby_IASA ( Fighter_GObj * gobj)

◆ ftCo_ThrownKirby_Phys()

void ftCo_ThrownKirby_Phys ( Fighter_GObj * gobj)

◆ ftCo_ThrownKirby_Coll()

void ftCo_ThrownKirby_Coll ( Fighter_GObj * gobj)

◆ ftCo_800BE6AC()

void ftCo_800BE6AC ( Fighter_GObj * gobj)

◆ ftCo_800BE7C0()

void ftCo_800BE7C0 ( Fighter_GObj * gobj)