SSBM Decomp
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ftGw_AttackAir.c File Reference
#include "ftGw_AttackAir.h"
#include "ftGw_Init.h"
#include <platform.h>
#include "ft/ft_081B.h"
#include "ft/inlines.h"
#include "ft/types.h"
#include "ftCommon/forward.h"
#include "ftCommon/ftCo_AttackAir.h"
#include "ftCommon/ftCo_Landing.h"
#include "ftCommon/ftCo_LandingAir.h"
#include "ftGameWatch/types.h"
#include "it/items/itgamewatchbreath.h"
#include "it/items/itgamewatchparachute.h"
#include "it/items/itgamewatchturtle.h"
#include "lb/lb_00B0.h"
#include <dolphin/mtx.h>

Functions

static void ftGw_AttackAirN_ExitItemHitlag (HSD_GObj *gobj)
 0x8014B5CC - Remove hitlag for available AttackAir items
 
void ftGw_AttackAirN_ItemParachuteSetup (HSD_GObj *gobj)
 0x8014AFC0 https://decomp.me/scratch/wJ5b7 // Create Parachute Item
 
void ftGw_AttackAirN_ItemParachuteOnLand (HSD_GObj *gobj)
 0x8014B074 https://decomp.me/scratch/TaqkV // Parachute Accessory Callback - Landing Lag
 
void ftGw_AttackAirN_ItemParachuteSetFlag (HSD_GObj *gobj)
 0x8014B0F0 https://decomp.me/scratch/8jiZT // Parachute item flag update on land + clear pointers
 
void ftGw_AttackAirN_ItemParachuteRemove (HSD_GObj *gobj)
 Remove Parachute item.
 
bool ftGw_AttackAirN_ItemCheckParachuteRemove (HSD_GObj *gobj)
 0x8014B18C https://decomp.me/scratch/hJ3U1 // Check if Mr.
 
static void ftGw_AttackAirN_ItemTurtleOnLand (HSD_GObj *gobj)
 0x8014B268 https://decomp.me/scratch/R20Hy // Turtle Accessory Callback - Landing Lag
 
void ftGw_AttackAirN_ItemTurtleSetup (HSD_GObj *gobj)
 0x8014B1B4 https://decomp.me/scratch/1sOUQ // Create Turtle Item
 
void ftGw_AttackAirN_ItemTurtleSetFlag (HSD_GObj *gobj)
 0x8014B2E4 https://decomp.me/scratch/bOMxY // Turtle item flag update on land + clear pointers
 
void ftGw_AttackAirN_ItemTurtleRemove (HSD_GObj *gobj)
 0x8014B320 https://decomp.me/scratch/jzWrr // Remove Turtle item
 
bool ftGw_AttackAirN_ItemCheckTurtleRemove (HSD_GObj *gobj)
 0x8014B380 https://decomp.me/scratch/xFOBA // Check if Mr.
 
void ftGw_AttackAirN_ItemSparkySetup (HSD_GObj *gobj)
 Create Sparky Item.
 
void ftGw_AttackAirN_ItemSparkyOnLand (HSD_GObj *gobj)
 0x8014B45C https://decomp.me/scratch/9eoJs // Sparky Accessory Callback - Landing Lag
 
void ftGw_AttackAirN_ItemSparkySetFlag (HSD_GObj *gobj)
 0x8014B4D8 https://decomp.me/scratch/bdjqs // Sparky item flag update on land + clear pointers
 
void ftGw_AttackAirN_ItemSparkyRemove (HSD_GObj *gobj)
 0x8014B514 https://decomp.me/scratch/xkjj4 // Remove Sparky item
 
void ftGw_AttackAirN_EnterItemHitlag (HSD_GObj *gobj)
 0x8014B574 https://decomp.me/scratch/EsqL3 // Apply hitlag for available AttackAir items
 
bool ftGw_AttackAirN_ItemCheckSparkyRemove (HSD_GObj *gobj)
 0x8014B624 https://decomp.me/scratch/vpCdl // Check if Mr.
 
static void ftGw_AttackAirB_Enter (HSD_GObj *gobj)
 0x8014B840 https://decomp.me/scratch/iunEP // Mr.
 
static void ftGw_AttackAirHi_Enter (HSD_GObj *gobj)
 Mr. Game & Watch's Up Aerial Motion State handler.
 
void ftGw_AttackAirN_DecideAction (HSD_GObj *gobj)
 0x8014B64C https://decomp.me/scratch/Ads9W // Decide Mr.
 
void ftGw_AttackAirN_Enter (HSD_GObj *gobj)
 0x8014B6E4 https://decomp.me/scratch/iunEP // Mr.
 
void ftGw_AttackAirN_Anim (HSD_GObj *gobj)
 0x8014B720 https://decomp.me/scratch/AxMcb // Mr.
 
void ftGw_AttackAirN_IASA (HSD_GObj *gobj)
 0x8014B740 https://decomp.me/scratch/PnNzC // Mr.
 
void ftGw_AttackAirN_Phys (HSD_GObj *gobj)
 0x8014B760 https://decomp.me/scratch/EBIVr // Mr.
 
void ftGw_AttackAirN_Coll (HSD_GObj *gobj)
 0x8014B780 https://decomp.me/scratch/aIqYH // Mr.
 
static void ftGw_LandingAirN_Init (HSD_GObj *gobj)
 0x8014BAF8 https://decomp.me/scratch/8ClCw // Mr.
 
void ftGw_LandingAirN_Enter (HSD_GObj *gobj)
 Mr. Game & Watch - LandingAirN Think.
 
void ftGw_AttackAirB_Anim (HSD_GObj *gobj)
 0x8014B87C https://decomp.me/scratch/AxMcb // Mr.
 
void ftGw_AttackAirB_IASA (HSD_GObj *gobj)
 0x8014B89C https://decomp.me/scratch/PnNzC // Mr.
 
void ftGw_AttackAirB_Phys (HSD_GObj *gobj)
 0x8014B8BC https://decomp.me/scratch/EBIVr // Mr.
 
void ftGw_AttackAirB_Coll (HSD_GObj *gobj)
 0x8014B8DC https://decomp.me/scratch/aIqYH // Mr.
 
void ftGw_LandingAirB_Enter (HSD_GObj *gobj)
 Mr. Game & Watch - LandingAirB Think.
 
void ftGw_AttackAirHi_Anim (HSD_GObj *gobj)
 Mr. Game & Watch's Up Aerial Animation callback.
 
void ftGw_AttackAirHi_IASA (HSD_GObj *gobj)
 Mr. Game & Watch's Up Aerial IASA callback.
 
void ftGw_AttackAirHi_Phys (HSD_GObj *gobj)
 Mr. Game & Watch's Back Aerial Physics callback.
 
void ftGw_AttackAirHi_Coll (HSD_GObj *gobj)
 Mr. Game & Watch's Back Aerial Collision callback.
 
void ftGw_LandingAirHi_Enter (HSD_GObj *gobj)
 Mr. Game & Watch - LandingAirHi Think.
 
void ftGw_LandingAirN_Anim (HSD_GObj *gobj)
 0x8014BB24 https://decomp.me/scratch/xQdJ2 // Mr.
 
void ftGw_LandingAirN_IASA (HSD_GObj *gobj)
 0x8014BB70 - Mr. Game & Watch's Neutral Aerial Landing IASA callback
 
void ftGw_LandingAirN_Phys (HSD_GObj *gobj)
 0x8014BB74 https://decomp.me/scratch/SqMil // Mr.
 
void ftGw_LandingAirN_Coll (HSD_GObj *gobj)
 0x8014BB94 https://decomp.me/scratch/2K68T // Mr.
 
void ftGw_LandingAirB_Init (HSD_GObj *gobj)
 0x8014BBE0 https://decomp.me/scratch/8ClCw // Mr.
 
void ftGw_LandingAirB_Anim (HSD_GObj *gobj)
 0x8014BC0C https://decomp.me/scratch/xQdJ2 // Mr.
 
void ftGw_LandingAirB_IASA (HSD_GObj *gobj)
 0x8014BC58 - Mr. Game & Watch's Back Aerial Landing IASA callback
 
void ftGw_LandingAirB_Phys (HSD_GObj *gobj)
 0x8014BC5C https://decomp.me/scratch/SqMil // Mr.
 
void ftGw_LandingAirB_Coll (HSD_GObj *gobj)
 0x8014BC7C https://decomp.me/scratch/2K68T // Mr.
 
void ftGw_LandingAirHi_Init (HSD_GObj *gobj)
 Mr. Game & Watch's Up Aerial Landing prefunction.
 
void ftGw_LandingAirHi_Anim (HSD_GObj *gobj)
 0x8014BCF4 https://decomp.me/scratch/xQdJ2 // Mr.
 
void ftGw_LandingAirHi_IASA (HSD_GObj *gobj)
 0x8014BD40 - Mr. Game & Watch's Up Aerial Landing IASA callback
 
void ftGw_LandingAirHi_Phys (HSD_GObj *gobj)
 0x8014BD44 https://decomp.me/scratch/SqMil // Mr.
 
void ftGw_LandingAirHi_Coll (HSD_GObj *gobj)
 0x8014BD64 https://decomp.me/scratch/2K68T // Mr.
 

Function Documentation

◆ ftGw_AttackAirN_ExitItemHitlag()

static void ftGw_AttackAirN_ExitItemHitlag ( HSD_GObj gobj)
static

0x8014B5CC - Remove hitlag for available AttackAir items

◆ ftGw_AttackAirN_ItemParachuteSetup()

void ftGw_AttackAirN_ItemParachuteSetup ( HSD_GObj gobj)

0x8014AFC0 https://decomp.me/scratch/wJ5b7 // Create Parachute Item

◆ ftGw_AttackAirN_ItemParachuteOnLand()

void ftGw_AttackAirN_ItemParachuteOnLand ( HSD_GObj gobj)

0x8014B074 https://decomp.me/scratch/TaqkV // Parachute Accessory Callback - Landing Lag

◆ ftGw_AttackAirN_ItemParachuteSetFlag()

void ftGw_AttackAirN_ItemParachuteSetFlag ( HSD_GObj gobj)

0x8014B0F0 https://decomp.me/scratch/8jiZT // Parachute item flag update on land + clear pointers

◆ ftGw_AttackAirN_ItemParachuteRemove()

void ftGw_AttackAirN_ItemParachuteRemove ( HSD_GObj gobj)

Remove Parachute item.

◆ ftGw_AttackAirN_ItemCheckParachuteRemove()

bool ftGw_AttackAirN_ItemCheckParachuteRemove ( HSD_GObj gobj)

0x8014B18C https://decomp.me/scratch/hJ3U1 // Check if Mr.

Game & Watch is performing Neutral Aerial / Neutral Aerial landing

◆ ftGw_AttackAirN_ItemTurtleOnLand()

static void ftGw_AttackAirN_ItemTurtleOnLand ( HSD_GObj gobj)
static

0x8014B268 https://decomp.me/scratch/R20Hy // Turtle Accessory Callback - Landing Lag

◆ ftGw_AttackAirN_ItemTurtleSetup()

void ftGw_AttackAirN_ItemTurtleSetup ( HSD_GObj gobj)

0x8014B1B4 https://decomp.me/scratch/1sOUQ // Create Turtle Item

◆ ftGw_AttackAirN_ItemTurtleSetFlag()

void ftGw_AttackAirN_ItemTurtleSetFlag ( HSD_GObj gobj)

0x8014B2E4 https://decomp.me/scratch/bOMxY // Turtle item flag update on land + clear pointers

◆ ftGw_AttackAirN_ItemTurtleRemove()

void ftGw_AttackAirN_ItemTurtleRemove ( HSD_GObj gobj)

0x8014B320 https://decomp.me/scratch/jzWrr // Remove Turtle item

◆ ftGw_AttackAirN_ItemCheckTurtleRemove()

bool ftGw_AttackAirN_ItemCheckTurtleRemove ( HSD_GObj gobj)

0x8014B380 https://decomp.me/scratch/xFOBA // Check if Mr.

Game & Watch is performing Back Aerial / Back Aerial Landing Lag

◆ ftGw_AttackAirN_ItemSparkySetup()

void ftGw_AttackAirN_ItemSparkySetup ( HSD_GObj gobj)

Create Sparky Item.

◆ ftGw_AttackAirN_ItemSparkyOnLand()

void ftGw_AttackAirN_ItemSparkyOnLand ( HSD_GObj gobj)

0x8014B45C https://decomp.me/scratch/9eoJs // Sparky Accessory Callback - Landing Lag

◆ ftGw_AttackAirN_ItemSparkySetFlag()

void ftGw_AttackAirN_ItemSparkySetFlag ( HSD_GObj gobj)

0x8014B4D8 https://decomp.me/scratch/bdjqs // Sparky item flag update on land + clear pointers

◆ ftGw_AttackAirN_ItemSparkyRemove()

void ftGw_AttackAirN_ItemSparkyRemove ( HSD_GObj gobj)

0x8014B514 https://decomp.me/scratch/xkjj4 // Remove Sparky item

◆ ftGw_AttackAirN_EnterItemHitlag()

void ftGw_AttackAirN_EnterItemHitlag ( HSD_GObj gobj)

0x8014B574 https://decomp.me/scratch/EsqL3 // Apply hitlag for available AttackAir items

◆ ftGw_AttackAirN_ItemCheckSparkyRemove()

bool ftGw_AttackAirN_ItemCheckSparkyRemove ( HSD_GObj gobj)

0x8014B624 https://decomp.me/scratch/vpCdl // Check if Mr.

Game & Watch is performing Up Aerial / Up Aerial Landing Lag

◆ ftGw_AttackAirB_Enter()

static void ftGw_AttackAirB_Enter ( HSD_GObj gobj)
static

0x8014B840 https://decomp.me/scratch/iunEP // Mr.

Game & Watch's Back Aerial Action State handler

◆ ftGw_AttackAirHi_Enter()

static void ftGw_AttackAirHi_Enter ( HSD_GObj gobj)
static

Mr. Game & Watch's Up Aerial Motion State handler.

◆ ftGw_AttackAirN_DecideAction()

void ftGw_AttackAirN_DecideAction ( HSD_GObj gobj)

0x8014B64C https://decomp.me/scratch/Ads9W // Decide Mr.

Game & Watch's Aerial Attack Motion State

◆ ftGw_AttackAirN_Enter()

void ftGw_AttackAirN_Enter ( HSD_GObj gobj)

0x8014B6E4 https://decomp.me/scratch/iunEP // Mr.

Game & Watch's Neutral Aerial Action State handler

◆ ftGw_AttackAirN_Anim()

void ftGw_AttackAirN_Anim ( HSD_GObj gobj)

0x8014B720 https://decomp.me/scratch/AxMcb // Mr.

Game & Watch's Neutral Aerial Animation callback

◆ ftGw_AttackAirN_IASA()

void ftGw_AttackAirN_IASA ( HSD_GObj gobj)

0x8014B740 https://decomp.me/scratch/PnNzC // Mr.

Game & Watch's Neutral Aerial IASA callback

◆ ftGw_AttackAirN_Phys()

void ftGw_AttackAirN_Phys ( HSD_GObj gobj)

0x8014B760 https://decomp.me/scratch/EBIVr // Mr.

Game & Watch's Neutral Aerial Physics callback

◆ ftGw_AttackAirN_Coll()

void ftGw_AttackAirN_Coll ( HSD_GObj gobj)

0x8014B780 https://decomp.me/scratch/aIqYH // Mr.

Game & Watch's Neutral Aerial Collision callback

◆ ftGw_LandingAirN_Init()

static void ftGw_LandingAirN_Init ( HSD_GObj gobj)
static

0x8014BAF8 https://decomp.me/scratch/8ClCw // Mr.

Game & Watch's Neutral Aerial Landing prefunction

◆ ftGw_LandingAirN_Enter()

void ftGw_LandingAirN_Enter ( HSD_GObj gobj)

Mr. Game & Watch - LandingAirN Think.

◆ ftGw_AttackAirB_Anim()

void ftGw_AttackAirB_Anim ( HSD_GObj gobj)

0x8014B87C https://decomp.me/scratch/AxMcb // Mr.

Game & Watch's Back Aerial Animation callback

◆ ftGw_AttackAirB_IASA()

void ftGw_AttackAirB_IASA ( HSD_GObj gobj)

0x8014B89C https://decomp.me/scratch/PnNzC // Mr.

Game & Watch's Back Aerial IASA callback

◆ ftGw_AttackAirB_Phys()

void ftGw_AttackAirB_Phys ( HSD_GObj gobj)

0x8014B8BC https://decomp.me/scratch/EBIVr // Mr.

Game & Watch's Back Aerial Physics callback

◆ ftGw_AttackAirB_Coll()

void ftGw_AttackAirB_Coll ( HSD_GObj gobj)

0x8014B8DC https://decomp.me/scratch/aIqYH // Mr.

Game & Watch's Back Aerial Collision callback

◆ ftGw_LandingAirB_Enter()

void ftGw_LandingAirB_Enter ( HSD_GObj gobj)

Mr. Game & Watch - LandingAirB Think.

◆ ftGw_AttackAirHi_Anim()

void ftGw_AttackAirHi_Anim ( HSD_GObj gobj)

Mr. Game & Watch's Up Aerial Animation callback.

◆ ftGw_AttackAirHi_IASA()

void ftGw_AttackAirHi_IASA ( HSD_GObj gobj)

Mr. Game & Watch's Up Aerial IASA callback.

◆ ftGw_AttackAirHi_Phys()

void ftGw_AttackAirHi_Phys ( HSD_GObj gobj)

Mr. Game & Watch's Back Aerial Physics callback.

◆ ftGw_AttackAirHi_Coll()

void ftGw_AttackAirHi_Coll ( HSD_GObj gobj)

Mr. Game & Watch's Back Aerial Collision callback.

◆ ftGw_LandingAirHi_Enter()

void ftGw_LandingAirHi_Enter ( HSD_GObj gobj)

Mr. Game & Watch - LandingAirHi Think.

◆ ftGw_LandingAirN_Anim()

void ftGw_LandingAirN_Anim ( HSD_GObj gobj)

0x8014BB24 https://decomp.me/scratch/xQdJ2 // Mr.

Game & Watch's Neutral Aerial Landing Animation callback

◆ ftGw_LandingAirN_IASA()

void ftGw_LandingAirN_IASA ( HSD_GObj gobj)

0x8014BB70 - Mr. Game & Watch's Neutral Aerial Landing IASA callback

◆ ftGw_LandingAirN_Phys()

void ftGw_LandingAirN_Phys ( HSD_GObj gobj)

0x8014BB74 https://decomp.me/scratch/SqMil // Mr.

Game & Watch's Neutral Aerial Landing Physics callback

◆ ftGw_LandingAirN_Coll()

void ftGw_LandingAirN_Coll ( HSD_GObj gobj)

0x8014BB94 https://decomp.me/scratch/2K68T // Mr.

Game & Watch's Neutral Aerial Landing Collision callback

◆ ftGw_LandingAirB_Init()

void ftGw_LandingAirB_Init ( HSD_GObj gobj)

0x8014BBE0 https://decomp.me/scratch/8ClCw // Mr.

Game & Watch's Back Aerial Landing prefunction

◆ ftGw_LandingAirB_Anim()

void ftGw_LandingAirB_Anim ( HSD_GObj gobj)

0x8014BC0C https://decomp.me/scratch/xQdJ2 // Mr.

Game & Watch's Back Aerial Landing Animation callback

◆ ftGw_LandingAirB_IASA()

void ftGw_LandingAirB_IASA ( HSD_GObj gobj)

0x8014BC58 - Mr. Game & Watch's Back Aerial Landing IASA callback

◆ ftGw_LandingAirB_Phys()

void ftGw_LandingAirB_Phys ( HSD_GObj gobj)

0x8014BC5C https://decomp.me/scratch/SqMil // Mr.

Game & Watch's Back Aerial Landing Physics callback

◆ ftGw_LandingAirB_Coll()

void ftGw_LandingAirB_Coll ( HSD_GObj gobj)

0x8014BC7C https://decomp.me/scratch/2K68T // Mr.

Game & Watch's Back Aerial Landing Collision callback

◆ ftGw_LandingAirHi_Init()

void ftGw_LandingAirHi_Init ( HSD_GObj gobj)

Mr. Game & Watch's Up Aerial Landing prefunction.

◆ ftGw_LandingAirHi_Anim()

void ftGw_LandingAirHi_Anim ( HSD_GObj gobj)

0x8014BCF4 https://decomp.me/scratch/xQdJ2 // Mr.

Game & Watch's Up Aerial Landing Animation callback

◆ ftGw_LandingAirHi_IASA()

void ftGw_LandingAirHi_IASA ( HSD_GObj gobj)

0x8014BD40 - Mr. Game & Watch's Up Aerial Landing IASA callback

◆ ftGw_LandingAirHi_Phys()

void ftGw_LandingAirHi_Phys ( HSD_GObj gobj)

0x8014BD44 https://decomp.me/scratch/SqMil // Mr.

Game & Watch's Up Aerial Landing Physics callback

◆ ftGw_LandingAirHi_Coll()

void ftGw_LandingAirHi_Coll ( HSD_GObj gobj)

0x8014BD64 https://decomp.me/scratch/2K68T // Mr.

Game & Watch's Up Aerial Landing Collision callback