SSBM Decomp
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ftPe_SpecialN.c File Reference
#include <platform.h>
#include <dolphin/mtx/forward.h>
#include <baselib/forward.h>
#include "ftPe_SpecialN.h"
#include "ftPe_Init.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/ftcoll.h"
#include "ft/ftcommon.h"
#include "ft/types.h"
#include "ftPeach/types.h"
#include "it/items/itpeachtoad.h"
#include "it/items/itpeachtoadspore.h"
#include "lb/lb_00B0.h"
#include <common_structs.h>

Enumerations

enum  cmd_var_idx {
  cmd_phys_state ,
  cmd_anim_state ,
  cmd_accessory4 ,
  cmd_hit_anim_state
}
 
enum  accessory4_state {
  accessory4_state_0 ,
  accessory4_state_1 ,
  accessory4_state_2
}
 
enum  anim_state {
  anim_state_0 ,
  anim_state_1 ,
  anim_state_2
}
 
enum  phys_state {
  phys_state_0 ,
  phys_state_1 ,
  phys_state_2
}
 

Functions

static void onAccessory4 (HSD_GObj *gobj)
 
static void onHitAccessory4 (HSD_GObj *gobj)
 
static void onEnterHitlag (HSD_GObj *gobj)
 
static void onExitHitlag (HSD_GObj *gobj)
 
static void doColl (HSD_GObj *gobj)
 
static void doAirColl (HSD_GObj *gobj)
 
static void doHitColl (HSD_GObj *gobj)
 
static void doAirHitColl (HSD_GObj *gobj)
 
static void setupHitColl (HSD_GObj *gobj)
 
static void onUnkHit (HSD_GObj *gobj)
 
static void doHitAccessory4 (HSD_GObj *gobj)
 
void ftPe_SpecialN_DoDeath2 (HSD_GObj *gobj)
 
void ftPe_SpecialN_OnDeath2 (HSD_GObj *gobj)
 
bool ftPe_SpecialN_IsActive (HSD_GObj *gobj)
 
static void reset (HSD_GObj *gobj)
 
void ftPe_SpecialN_Enter (HSD_GObj *gobj)
 
void ftPe_SpecialAirN_Enter (HSD_GObj *gobj)
 
static void doAnim (HSD_GObj *gobj, HSD_GObjEvent cb)
 
void ftPe_SpecialN_Anim (HSD_GObj *gobj)
 
void ftPe_SpecialAirN_Anim (HSD_GObj *gobj)
 
void ftPe_SpecialN_IASA (HSD_GObj *gobj)
 
void ftPe_SpecialAirN_IASA (HSD_GObj *gobj)
 
void ftPe_SpecialN_Phys (HSD_GObj *gobj)
 
void ftPe_SpecialAirN_Phys (HSD_GObj *gobj)
 
void ftPe_SpecialN_Coll (HSD_GObj *gobj)
 
void ftPe_SpecialAirN_Coll (HSD_GObj *gobj)
 
static void setupColl (HSD_GObj *gobj)
 
static void doHitAnim (HSD_GObj *gobj, HSD_GObjEvent cb)
 
void ftPe_SpecialNHit_Anim (HSD_GObj *gobj)
 
void ftPe_SpecialAirNHit_Anim (HSD_GObj *gobj)
 
void ftPe_SpecialNHit_IASA (HSD_GObj *gobj)
 
void ftPe_SpecialAirNHit_IASA (HSD_GObj *gobj)
 
void ftPe_SpecialNHit_Phys (HSD_GObj *gobj)
 
void ftPe_SpecialAirNHit_Phys (HSD_GObj *gobj)
 
void ftPe_SpecialNHit_Coll (HSD_GObj *gobj)
 
void ftPe_SpecialAirNHit_Coll (HSD_GObj *gobj)
 

Variables

static MotionFlags const coll_mf
 

Enumeration Type Documentation

◆ cmd_var_idx

Enumerator
cmd_phys_state 
cmd_anim_state 
cmd_accessory4 
cmd_hit_anim_state 

◆ accessory4_state

Enumerator
accessory4_state_0 
accessory4_state_1 
accessory4_state_2 

◆ anim_state

enum anim_state
Enumerator
anim_state_0 
anim_state_1 
anim_state_2 

◆ phys_state

enum phys_state
Enumerator
phys_state_0 
phys_state_1 
phys_state_2 

Function Documentation

◆ onAccessory4()

void onAccessory4 ( HSD_GObj gobj)
static

◆ onHitAccessory4()

static void onHitAccessory4 ( HSD_GObj gobj)
static

◆ onEnterHitlag()

static void onEnterHitlag ( HSD_GObj gobj)
static

◆ onExitHitlag()

static void onExitHitlag ( HSD_GObj gobj)
static

◆ doColl()

static void doColl ( HSD_GObj gobj)
static

◆ doAirColl()

static void doAirColl ( HSD_GObj gobj)
static

◆ doHitColl()

static void doHitColl ( HSD_GObj gobj)
static

◆ doAirHitColl()

void doAirHitColl ( HSD_GObj gobj)
static
Todo:
Can maybe me combined with doAirColl.

◆ setupHitColl()

static void setupHitColl ( HSD_GObj gobj)
static

◆ onUnkHit()

static void onUnkHit ( HSD_GObj gobj)
static

◆ doHitAccessory4()

static void doHitAccessory4 ( HSD_GObj gobj)
static

◆ ftPe_SpecialN_DoDeath2()

void ftPe_SpecialN_DoDeath2 ( HSD_GObj gobj)

◆ ftPe_SpecialN_OnDeath2()

void ftPe_SpecialN_OnDeath2 ( HSD_GObj gobj)

◆ ftPe_SpecialN_IsActive()

bool ftPe_SpecialN_IsActive ( HSD_GObj gobj)

◆ reset()

static void reset ( HSD_GObj gobj)
static

◆ ftPe_SpecialN_Enter()

void ftPe_SpecialN_Enter ( HSD_GObj gobj)

◆ ftPe_SpecialAirN_Enter()

void ftPe_SpecialAirN_Enter ( HSD_GObj gobj)

◆ doAnim()

static void doAnim ( HSD_GObj gobj,
HSD_GObjEvent  cb 
)
static

◆ ftPe_SpecialN_Anim()

void ftPe_SpecialN_Anim ( HSD_GObj gobj)

◆ ftPe_SpecialAirN_Anim()

void ftPe_SpecialAirN_Anim ( HSD_GObj gobj)

◆ ftPe_SpecialN_IASA()

void ftPe_SpecialN_IASA ( HSD_GObj gobj)

◆ ftPe_SpecialAirN_IASA()

void ftPe_SpecialAirN_IASA ( HSD_GObj gobj)

◆ ftPe_SpecialN_Phys()

void ftPe_SpecialN_Phys ( HSD_GObj gobj)

◆ ftPe_SpecialAirN_Phys()

void ftPe_SpecialAirN_Phys ( HSD_GObj gobj)

◆ ftPe_SpecialN_Coll()

void ftPe_SpecialN_Coll ( HSD_GObj gobj)

◆ ftPe_SpecialAirN_Coll()

void ftPe_SpecialAirN_Coll ( HSD_GObj gobj)

◆ setupColl()

static void setupColl ( HSD_GObj gobj)
static

◆ doHitAnim()

static void doHitAnim ( HSD_GObj gobj,
HSD_GObjEvent  cb 
)
static

◆ ftPe_SpecialNHit_Anim()

void ftPe_SpecialNHit_Anim ( HSD_GObj gobj)

◆ ftPe_SpecialAirNHit_Anim()

void ftPe_SpecialAirNHit_Anim ( HSD_GObj gobj)

◆ ftPe_SpecialNHit_IASA()

void ftPe_SpecialNHit_IASA ( HSD_GObj gobj)

◆ ftPe_SpecialAirNHit_IASA()

void ftPe_SpecialAirNHit_IASA ( HSD_GObj gobj)

◆ ftPe_SpecialNHit_Phys()

void ftPe_SpecialNHit_Phys ( HSD_GObj gobj)

◆ ftPe_SpecialAirNHit_Phys()

void ftPe_SpecialAirNHit_Phys ( HSD_GObj gobj)

◆ ftPe_SpecialNHit_Coll()

void ftPe_SpecialNHit_Coll ( HSD_GObj gobj)

◆ ftPe_SpecialAirNHit_Coll()

void ftPe_SpecialAirNHit_Coll ( HSD_GObj gobj)

Variable Documentation

◆ coll_mf

MotionFlags const coll_mf
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_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