#include "db/db.h"
#include "ef/eflib.h"
#include "it/inlines.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/itCharItems.h"
#include "it/item.h"
#include "it/items/itlinkhookshot.h"
#include "it/itmaplib.h"
#include "it/itzako.h"
#include "it/types.h"
#include "lb/lbrefract.h"
#include "lb/lbvector.h"
#include <math.h>
#include <baselib/gobj.h>
#include <baselib/jobj.h>
#include <MSL/math.h>
Go to the source code of this file.
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| static void | Item_RetractChain (ItemLink *link, Vec3 *pos, f32 target_dist, const f32 *max_dist, ItemLink **next_out, ItemLink **cur_out, f32 *remaining_out) |
| static void | Item_InitSpawn (SpawnItem *spawn, HSD_GObj *parent, Vec3 *pos, f32 dir) |
| static Item_GObj * | Item_AttachToParent (Item_GObj *item_gobj, HSD_GObj *parent, Fighter_Part part) |
| static void | Item_AttachGameWatchArticle (HSD_GObj *parent, Fighter_Part part, Item_GObj *item_gobj, void **attributes) |
| static void | Item_EnterAirStateWithHitlag (Item_GObj *gobj, enum_t msid) |
| static void | Item_EnterAirStateWithHitlagAndStateDesc (Item_GObj *gobj) |
| static void | Item_UpdateRollingShellRotation (Item_GObj *gobj, Item *ip, HSD_JObj *jobj, const f32 *rotation_rate) |
| static void | Item_ClampAngle (f32 *angle) |
| static void | Item_ClampAngleReverse (f32 *angle) |
| static bool | Item_UpdateRayAnimation (Item_GObj *gobj, Item *ip, HSD_JObj *jobj, const f32 *max_scale, f32 scale_divisor) |
| static bool | Item_BounceRayOffShield (Item_GObj *gobj) |
| static void | Item_ResetRayAfterReflection (Item *ip, HSD_JObj *jobj) |
| static void | Item_InitRaySpawnFields (SpawnItem *spawn, HSD_GObj *parent, f32 facing_dir) |
| static void | Item_InitRaySpawnPosition (SpawnItem *spawn, HSD_GObj *parent, Vec3 *pos) |
| static void | itUpdateVelocityFromBone (HSD_JObj *jobj, Item *ip, Vec3 *previous_pos) |
| static bool | itReflectItemAndUpdateRotation (Item_GObj *gobj) |
| static void | Item_InitSpawnOnPlane (SpawnItem *spawn, HSD_GObj *parent, Vec3 *pos, f32 dir) |
| static void | Item_InitSpawnOnPlaneNoInitialCollision (SpawnItem *spawn, HSD_GObj *parent, Vec3 *pos, f32 dir) |
◆ Item_RetractChain()
◆ Item_InitSpawn()
◆ Item_AttachToParent()
◆ Item_AttachGameWatchArticle()
◆ Item_EnterAirStateWithHitlag()
◆ Item_EnterAirStateWithHitlagAndStateDesc()
| void Item_EnterAirStateWithHitlagAndStateDesc |
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Item_GObj * | gobj | ) |
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inlinestatic |
◆ Item_UpdateRollingShellRotation()
◆ Item_ClampAngle()
| void Item_ClampAngle |
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f32 * | angle | ) |
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inlinestatic |
◆ Item_ClampAngleReverse()
| void Item_ClampAngleReverse |
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f32 * | angle | ) |
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inlinestatic |
◆ Item_UpdateRayAnimation()
◆ Item_BounceRayOffShield()
◆ Item_ResetRayAfterReflection()
| void Item_ResetRayAfterReflection |
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Item * | ip, |
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HSD_JObj * | jobj ) |
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inlinestatic |
◆ Item_InitRaySpawnFields()
◆ Item_InitRaySpawnPosition()
◆ itUpdateVelocityFromBone()
| void itUpdateVelocityFromBone |
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HSD_JObj * | jobj, |
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Item * | ip, |
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Vec3 * | previous_pos ) |
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inlinestatic |
◆ itReflectItemAndUpdateRotation()
◆ Item_InitSpawnOnPlane()
◆ Item_InitSpawnOnPlaneNoInitialCollision()