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ftGw_AttackAir.h
Go to the documentation of this file.
1
3#ifndef GALE01_14AFC0
4#define GALE01_14AFC0
5
6#include <baselib/forward.h>
7
8/* 14AFC0 */ void ftGw_AttackAirN_ItemParachuteSetup(HSD_GObj* gobj);
9/* 14B074 */ void ftGw_AttackAirN_ItemParachuteOnLand(HSD_GObj* gobj);
10/* 14B0F0 */ void ftGw_AttackAirN_ItemParachuteSetFlag(HSD_GObj* gobj);
11/* 14B12C */ void ftGw_AttackAirN_ItemParachuteRemove(HSD_GObj* gobj);
13/* 14B1B4 */ void ftGw_AttackAirN_ItemTurtleSetup(HSD_GObj* gobj);
14/* 14B2E4 */ void ftGw_AttackAirN_ItemTurtleSetFlag(HSD_GObj* gobj);
15/* 14B320 */ void ftGw_AttackAirN_ItemTurtleRemove(HSD_GObj* gobj);
16/* 14B380 */ bool ftGw_AttackAirN_ItemCheckTurtleRemove(HSD_GObj* gobj);
17/* 14B3A8 */ void ftGw_AttackAirN_ItemSparkySetup(HSD_GObj* gobj);
18/* 14B45C */ void ftGw_AttackAirN_ItemSparkyOnLand(HSD_GObj* gobj);
19/* 14B4D8 */ void ftGw_AttackAirN_ItemSparkySetFlag(HSD_GObj* gobj);
20/* 14B514 */ void ftGw_AttackAirN_ItemSparkyRemove(HSD_GObj* gobj);
21/* 14B574 */ void ftGw_AttackAirN_EnterItemHitlag(HSD_GObj* gobj);
22/* 14B624 */ bool ftGw_AttackAirN_ItemCheckSparkyRemove(HSD_GObj* gobj);
23/* 14B64C */ void ftGw_AttackAirN_DecideAction(HSD_GObj* gobj);
24/* 14B6E4 */ void ftGw_AttackAirN_Enter(HSD_GObj* gobj);
25/* 14B720 */ void ftGw_AttackAirN_Anim(HSD_GObj* gobj);
26/* 14B740 */ void ftGw_AttackAirN_IASA(HSD_GObj* gobj);
27/* 14B760 */ void ftGw_AttackAirN_Phys(HSD_GObj* gobj);
28/* 14B780 */ void ftGw_AttackAirN_Coll(HSD_GObj* gobj);
29/* 14B7A8 */ void ftGw_LandingAirN_Enter(HSD_GObj* gobj);
30/* 14B87C */ void ftGw_AttackAirB_Anim(HSD_GObj* gobj);
31/* 14B89C */ void ftGw_AttackAirB_IASA(HSD_GObj* gobj);
32/* 14B8BC */ void ftGw_AttackAirB_Phys(HSD_GObj* gobj);
33/* 14B8DC */ void ftGw_AttackAirB_Coll(HSD_GObj* gobj);
34/* 14B904 */ void ftGw_LandingAirB_Enter(HSD_GObj* gobj);
35/* 14B9D8 */ void ftGw_AttackAirHi_Anim(HSD_GObj* gobj);
36/* 14B9F8 */ void ftGw_AttackAirHi_IASA(HSD_GObj* gobj);
37/* 14BA18 */ void ftGw_AttackAirHi_Phys(HSD_GObj* gobj);
38/* 14BA38 */ void ftGw_AttackAirHi_Coll(HSD_GObj* gobj);
39/* 14BA60 */ void ftGw_LandingAirHi_Enter(HSD_GObj* gobj);
40/* 14BB24 */ void ftGw_LandingAirN_Anim(HSD_GObj* gobj);
41/* 14BB70 */ void ftGw_LandingAirN_IASA(HSD_GObj* gobj);
42/* 14BB74 */ void ftGw_LandingAirN_Phys(HSD_GObj* gobj);
43/* 14BB94 */ void ftGw_LandingAirN_Coll(HSD_GObj* gobj);
44/* 14BBE0 */ void ftGw_LandingAirB_Init(HSD_GObj* gobj);
45/* 14BC0C */ void ftGw_LandingAirB_Anim(HSD_GObj* gobj);
46/* 14BC58 */ void ftGw_LandingAirB_IASA(HSD_GObj* gobj);
47/* 14BC5C */ void ftGw_LandingAirB_Phys(HSD_GObj* gobj);
48/* 14BC7C */ void ftGw_LandingAirB_Coll(HSD_GObj* gobj);
49/* 14BCC8 */ void ftGw_LandingAirHi_Init(HSD_GObj* gobj);
50/* 14BCF4 */ void ftGw_LandingAirHi_Anim(HSD_GObj* gobj);
51/* 14BD40 */ void ftGw_LandingAirHi_IASA(HSD_GObj* gobj);
52/* 14BD44 */ void ftGw_LandingAirHi_Phys(HSD_GObj* gobj);
53/* 14BD64 */ void ftGw_LandingAirHi_Coll(HSD_GObj* gobj);
54
55#endif
void ftGw_AttackAirN_ItemSparkySetFlag(HSD_GObj *gobj)
0x8014B4D8 https://decomp.me/scratch/bdjqs // Sparky item flag update on land + clear pointers
Definition ftGw_AttackAir.c:244
void ftGw_AttackAirN_IASA(HSD_GObj *gobj)
0x8014B740 https://decomp.me/scratch/PnNzC // Mr.
Definition ftGw_AttackAir.c:365
void ftGw_AttackAirN_ItemParachuteOnLand(HSD_GObj *gobj)
0x8014B074 https://decomp.me/scratch/TaqkV // Parachute Accessory Callback - Landing Lag
Definition ftGw_AttackAir.c:52
void ftGw_LandingAirN_IASA(HSD_GObj *gobj)
0x8014BB70 - Mr. Game & Watch's Neutral Aerial Landing IASA callback
Definition ftGw_AttackAir.c:576
void ftGw_AttackAirN_ItemParachuteRemove(HSD_GObj *gobj)
Remove Parachute item.
Definition ftGw_AttackAir.c:83
void ftGw_AttackAirN_ItemSparkySetup(HSD_GObj *gobj)
Create Sparky Item.
Definition ftGw_AttackAir.c:197
void ftGw_AttackAirN_ItemParachuteSetFlag(HSD_GObj *gobj)
0x8014B0F0 https://decomp.me/scratch/8jiZT // Parachute item flag update on land + clear pointers
Definition ftGw_AttackAir.c:72
void ftGw_LandingAirHi_Coll(HSD_GObj *gobj)
0x8014BD64 https://decomp.me/scratch/2K68T // Mr.
Definition ftGw_AttackAir.c:692
void ftGw_LandingAirN_Coll(HSD_GObj *gobj)
0x8014BB94 https://decomp.me/scratch/2K68T // Mr.
Definition ftGw_AttackAir.c:592
void ftGw_AttackAirHi_Phys(HSD_GObj *gobj)
Mr. Game & Watch's Back Aerial Physics callback.
Definition ftGw_AttackAir.c:511
void ftGw_AttackAirN_Enter(HSD_GObj *gobj)
0x8014B6E4 https://decomp.me/scratch/iunEP // Mr.
Definition ftGw_AttackAir.c:346
bool ftGw_AttackAirN_ItemCheckParachuteRemove(HSD_GObj *gobj)
0x8014B18C https://decomp.me/scratch/hJ3U1 // Check if Mr.
Definition ftGw_AttackAir.c:96
void ftGw_LandingAirB_IASA(HSD_GObj *gobj)
0x8014BC58 - Mr. Game & Watch's Back Aerial Landing IASA callback
Definition ftGw_AttackAir.c:627
void ftGw_AttackAirN_ItemTurtleSetup(HSD_GObj *gobj)
0x8014B1B4 https://decomp.me/scratch/1sOUQ // Create Turtle Item
Definition ftGw_AttackAir.c:112
void ftGw_AttackAirHi_Anim(HSD_GObj *gobj)
Mr. Game & Watch's Up Aerial Animation callback.
Definition ftGw_AttackAir.c:499
void ftGw_AttackAirN_Phys(HSD_GObj *gobj)
0x8014B760 https://decomp.me/scratch/EBIVr // Mr.
Definition ftGw_AttackAir.c:373
bool ftGw_AttackAirN_ItemCheckTurtleRemove(HSD_GObj *gobj)
0x8014B380 https://decomp.me/scratch/xFOBA // Check if Mr.
Definition ftGw_AttackAir.c:185
void ftGw_LandingAirB_Phys(HSD_GObj *gobj)
0x8014BC5C https://decomp.me/scratch/SqMil // Mr.
Definition ftGw_AttackAir.c:635
void ftGw_AttackAirB_Phys(HSD_GObj *gobj)
0x8014B8BC https://decomp.me/scratch/EBIVr // Mr.
Definition ftGw_AttackAir.c:447
void ftGw_AttackAirN_ItemTurtleSetFlag(HSD_GObj *gobj)
0x8014B2E4 https://decomp.me/scratch/bOMxY // Turtle item flag update on land + clear pointers
Definition ftGw_AttackAir.c:160
void ftGw_LandingAirB_Coll(HSD_GObj *gobj)
0x8014BC7C https://decomp.me/scratch/2K68T // Mr.
Definition ftGw_AttackAir.c:643
void ftGw_AttackAirN_ItemTurtleRemove(HSD_GObj *gobj)
0x8014B320 https://decomp.me/scratch/jzWrr // Remove Turtle item
Definition ftGw_AttackAir.c:172
void ftGw_LandingAirN_Anim(HSD_GObj *gobj)
0x8014BB24 https://decomp.me/scratch/xQdJ2 // Mr.
Definition ftGw_AttackAir.c:565
void ftGw_AttackAirHi_IASA(HSD_GObj *gobj)
Mr. Game & Watch's Up Aerial IASA callback.
Definition ftGw_AttackAir.c:505
void ftGw_LandingAirHi_Anim(HSD_GObj *gobj)
0x8014BCF4 https://decomp.me/scratch/xQdJ2 // Mr.
Definition ftGw_AttackAir.c:665
void ftGw_LandingAirHi_Phys(HSD_GObj *gobj)
0x8014BD44 https://decomp.me/scratch/SqMil // Mr.
Definition ftGw_AttackAir.c:684
void ftGw_LandingAirB_Init(HSD_GObj *gobj)
0x8014BBE0 https://decomp.me/scratch/8ClCw // Mr.
Definition ftGw_AttackAir.c:605
void ftGw_AttackAirB_IASA(HSD_GObj *gobj)
0x8014B89C https://decomp.me/scratch/PnNzC // Mr.
Definition ftGw_AttackAir.c:439
void ftGw_AttackAirN_Coll(HSD_GObj *gobj)
0x8014B780 https://decomp.me/scratch/aIqYH // Mr.
Definition ftGw_AttackAir.c:381
void ftGw_AttackAirN_Anim(HSD_GObj *gobj)
0x8014B720 https://decomp.me/scratch/AxMcb // Mr.
Definition ftGw_AttackAir.c:357
void ftGw_AttackAirN_DecideAction(HSD_GObj *gobj)
0x8014B64C https://decomp.me/scratch/Ads9W // Decide Mr.
Definition ftGw_AttackAir.c:320
void ftGw_LandingAirN_Enter(HSD_GObj *gobj)
Mr. Game & Watch - LandingAirN Think.
Definition ftGw_AttackAir.c:389
void ftGw_AttackAirN_ItemSparkyOnLand(HSD_GObj *gobj)
0x8014B45C https://decomp.me/scratch/9eoJs // Sparky Accessory Callback - Landing Lag
Definition ftGw_AttackAir.c:222
void ftGw_AttackAirB_Coll(HSD_GObj *gobj)
0x8014B8DC https://decomp.me/scratch/aIqYH // Mr.
Definition ftGw_AttackAir.c:455
void ftGw_LandingAirN_Phys(HSD_GObj *gobj)
0x8014BB74 https://decomp.me/scratch/SqMil // Mr.
Definition ftGw_AttackAir.c:584
void ftGw_LandingAirHi_IASA(HSD_GObj *gobj)
0x8014BD40 - Mr. Game & Watch's Up Aerial Landing IASA callback
Definition ftGw_AttackAir.c:676
void ftGw_LandingAirB_Enter(HSD_GObj *gobj)
Mr. Game & Watch - LandingAirB Think.
Definition ftGw_AttackAir.c:461
void ftGw_AttackAirN_ItemParachuteSetup(HSD_GObj *gobj)
0x8014AFC0 https://decomp.me/scratch/wJ5b7 // Create Parachute Item
Definition ftGw_AttackAir.c:28
void ftGw_LandingAirB_Anim(HSD_GObj *gobj)
0x8014BC0C https://decomp.me/scratch/xQdJ2 // Mr.
Definition ftGw_AttackAir.c:616
void ftGw_AttackAirHi_Coll(HSD_GObj *gobj)
Mr. Game & Watch's Back Aerial Collision callback.
Definition ftGw_AttackAir.c:517
void ftGw_AttackAirN_EnterItemHitlag(HSD_GObj *gobj)
0x8014B574 https://decomp.me/scratch/EsqL3 // Apply hitlag for available AttackAir items
Definition ftGw_AttackAir.c:269
void ftGw_LandingAirHi_Init(HSD_GObj *gobj)
Mr. Game & Watch's Up Aerial Landing prefunction.
Definition ftGw_AttackAir.c:654
void ftGw_AttackAirB_Anim(HSD_GObj *gobj)
0x8014B87C https://decomp.me/scratch/AxMcb // Mr.
Definition ftGw_AttackAir.c:431
void ftGw_LandingAirHi_Enter(HSD_GObj *gobj)
Mr. Game & Watch - LandingAirHi Think.
Definition ftGw_AttackAir.c:523
bool ftGw_AttackAirN_ItemCheckSparkyRemove(HSD_GObj *gobj)
0x8014B624 https://decomp.me/scratch/vpCdl // Check if Mr.
Definition ftGw_AttackAir.c:303
void ftGw_AttackAirN_ItemSparkyRemove(HSD_GObj *gobj)
0x8014B514 https://decomp.me/scratch/xkjj4 // Remove Sparky item
Definition ftGw_AttackAir.c:256
was using this to try and fix some matches, unsuccessfully
Definition gobj.h:26