SSBM Decomp
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ftGw_SpecialS.c File Reference
#include <platform.h>
#include "ftGw_SpecialS.h"
#include "ftGw_Init.h"
#include "types.h"
#include "ft/fighter.h"
#include "ft/ft_081B.h"
#include "ft/ft_0892.h"
#include "ft/ft_0C88.h"
#include "ft/ftanim.h"
#include "ft/ftcommon.h"
#include "ft/ftparts.h"
#include "ft/types.h"
#include "it/items/it_27CF.h"
#include "it/items/itfoods.h"
#include "lb/lb_00B0.h"
#include <dolphin/mtx/types.h>
#include <baselib/random.h>

Functions

static void ftGw_SpecialS_ItemJudgementExitHitlag (HSD_GObj *gobj)
 
static void ftGw_SpecialS_ItemJudgementEnterHitlag (HSD_GObj *gobj)
 
void ftGw_SpecialS_ItemJudgementSetup (HSD_GObj *gobj)
 
void ftGw_SpecialS_ItemJudgementSetFlag (HSD_GObj *gobj)
 
void ftGw_SpecialS_ItemJudgementRemove (HSD_GObj *gobj)
 
bool ftGw_SpecialS_ItemCheckJudgementRemove (HSD_GObj *gobj)
 
int ftGw_SpecialS_GetRandomInt (HSD_GObj *gobj)
 
static void ftGameWatch_SpecialS_SetVars (HSD_GObj *gobj)
 
void ftGw_SpecialS_Enter (HSD_GObj *gobj)
 
void ftGw_SpecialAirS_Enter (HSD_GObj *gobj)
 
void ftGw_SpecialS_Anim (HSD_GObj *gobj)
 
void ftGw_SpecialAirS_Anim (HSD_GObj *gobj)
 
void ftGw_SpecialS_IASA (HSD_GObj *gobj)
 
void ftGw_SpecialAirS_IASA (HSD_GObj *gobj)
 
void ftGw_SpecialS_Phys (HSD_GObj *gobj)
 
void ftGw_SpecialAirS_Phys (HSD_GObj *gobj)
 
static void ftGw_SpecialS_GroundToAir (HSD_GObj *gobj)
 Mr. Game & Watch's ground -> air Judgement Motion State handler.
 
static void ftGw_SpecialAirS_AirToGround (HSD_GObj *)
 
void ftGw_SpecialS_Coll (HSD_GObj *gobj)
 
void ftGw_SpecialAirS_Coll (HSD_GObj *gobj)
 
static void ftGameWatch_SpecialS_SetCall (HSD_GObj *gobj)
 

Variables

static u32 const transition_flags
 

Function Documentation

◆ ftGw_SpecialS_ItemJudgementExitHitlag()

static void ftGw_SpecialS_ItemJudgementExitHitlag ( HSD_GObj gobj)
static

◆ ftGw_SpecialS_ItemJudgementEnterHitlag()

static void ftGw_SpecialS_ItemJudgementEnterHitlag ( HSD_GObj gobj)
static

◆ ftGw_SpecialS_ItemJudgementSetup()

void ftGw_SpecialS_ItemJudgementSetup ( HSD_GObj gobj)

◆ ftGw_SpecialS_ItemJudgementSetFlag()

void ftGw_SpecialS_ItemJudgementSetFlag ( HSD_GObj gobj)

◆ ftGw_SpecialS_ItemJudgementRemove()

void ftGw_SpecialS_ItemJudgementRemove ( HSD_GObj gobj)

◆ ftGw_SpecialS_ItemCheckJudgementRemove()

bool ftGw_SpecialS_ItemCheckJudgementRemove ( HSD_GObj gobj)
Todo:
enum

◆ ftGw_SpecialS_GetRandomInt()

int ftGw_SpecialS_GetRandomInt ( HSD_GObj gobj)
Todo:
getFighter can be factored out somehow.
Remarks
If this condition is never hit, result is uninitialized and its value is undefined.

◆ ftGameWatch_SpecialS_SetVars()

static void ftGameWatch_SpecialS_SetVars ( HSD_GObj gobj)
inlinestatic

◆ ftGw_SpecialS_Enter()

void ftGw_SpecialS_Enter ( HSD_GObj gobj)
Todo:
Shared inline with ftGw_SpecialAirS_Enter.

◆ ftGw_SpecialAirS_Enter()

void ftGw_SpecialAirS_Enter ( HSD_GObj gobj)

◆ ftGw_SpecialS_Anim()

void ftGw_SpecialS_Anim ( HSD_GObj gobj)

◆ ftGw_SpecialAirS_Anim()

void ftGw_SpecialAirS_Anim ( HSD_GObj gobj)

◆ ftGw_SpecialS_IASA()

void ftGw_SpecialS_IASA ( HSD_GObj gobj)

◆ ftGw_SpecialAirS_IASA()

void ftGw_SpecialAirS_IASA ( HSD_GObj gobj)

◆ ftGw_SpecialS_Phys()

void ftGw_SpecialS_Phys ( HSD_GObj gobj)

◆ ftGw_SpecialAirS_Phys()

void ftGw_SpecialAirS_Phys ( HSD_GObj gobj)

◆ ftGw_SpecialS_GroundToAir()

static void ftGw_SpecialS_GroundToAir ( HSD_GObj gobj)
static

Mr. Game & Watch's ground -> air Judgement Motion State handler.

◆ ftGw_SpecialAirS_AirToGround()

static void ftGw_SpecialAirS_AirToGround ( HSD_GObj gobj)
static

◆ ftGw_SpecialS_Coll()

void ftGw_SpecialS_Coll ( HSD_GObj gobj)

◆ ftGw_SpecialAirS_Coll()

void ftGw_SpecialAirS_Coll ( HSD_GObj gobj)

◆ ftGameWatch_SpecialS_SetCall()

static void ftGameWatch_SpecialS_SetCall ( HSD_GObj gobj)
inlinestatic

Variable Documentation

◆ transition_flags

u32 const transition_flags
static
Initial value:
=
static MotionFlags const Ft_MF_UpdateCmd
Run all Subaction Events up to the current animation frame.
Definition forward.h:185
static MotionFlags const Ft_MF_SkipItemVis
Used by Ness during Up/Down Smash.
Definition forward.h:195
static MotionFlags const Ft_MF_SkipModelFlags
Definition forward.h:213
static MotionFlags const Ft_MF_SkipModelPartVis
Definition forward.h:205
static MotionFlags const Ft_MF_Unk19
Skips updating bit 5 of #Fighter::x2222_flag?
Definition forward.h:198
static MotionFlags const Ft_MF_KeepColAnimHitStatus
Preserve full body collision state.
Definition forward.h:153
static MotionFlags const Ft_MF_Unk27
Definition forward.h:215
static MotionFlags const Ft_MF_SkipModel
Ignore model state change ?
Definition forward.h:159
static MotionFlags const Ft_MF_SkipColAnim
Definition forward.h:179
static MotionFlags const Ft_MF_SkipMatAnim
Ignore switching to character's "hurt" textures ?
Definition forward.h:166
static MotionFlags const Ft_MF_SkipHit
Keep hitboxes.
Definition forward.h:156