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inlines.h File Reference
#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.

Functions

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_GObjItem_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)

Function Documentation

◆ Item_RetractChain()

void Item_RetractChain ( ItemLink * link,
Vec3 * pos,
f32 target_dist,
const f32 * max_dist,
ItemLink ** next_out,
ItemLink ** cur_out,
f32 * remaining_out )
inlinestatic

◆ Item_InitSpawn()

void Item_InitSpawn ( SpawnItem * spawn,
HSD_GObj * parent,
Vec3 * pos,
f32 dir )
inlinestatic

◆ Item_AttachToParent()

Item_GObj * Item_AttachToParent ( Item_GObj * item_gobj,
HSD_GObj * parent,
Fighter_Part part )
inlinestatic

◆ Item_AttachGameWatchArticle()

void Item_AttachGameWatchArticle ( HSD_GObj * parent,
Fighter_Part part,
Item_GObj * item_gobj,
void ** attributes )
inlinestatic

◆ Item_EnterAirStateWithHitlag()

void Item_EnterAirStateWithHitlag ( Item_GObj * gobj,
enum_t msid )
inlinestatic

◆ Item_EnterAirStateWithHitlagAndStateDesc()

void Item_EnterAirStateWithHitlagAndStateDesc ( Item_GObj * gobj)
inlinestatic

◆ Item_UpdateRollingShellRotation()

void Item_UpdateRollingShellRotation ( Item_GObj * gobj,
Item * ip,
HSD_JObj * jobj,
const f32 * rotation_rate )
inlinestatic

◆ Item_ClampAngle()

void Item_ClampAngle ( f32 * angle)
inlinestatic

◆ Item_ClampAngleReverse()

void Item_ClampAngleReverse ( f32 * angle)
inlinestatic

◆ Item_UpdateRayAnimation()

bool Item_UpdateRayAnimation ( Item_GObj * gobj,
Item * ip,
HSD_JObj * jobj,
const f32 * max_scale,
f32 scale_divisor )
inlinestatic

◆ Item_BounceRayOffShield()

bool Item_BounceRayOffShield ( Item_GObj * gobj)
inlinestatic

◆ Item_ResetRayAfterReflection()

void Item_ResetRayAfterReflection ( Item * ip,
HSD_JObj * jobj )
inlinestatic

◆ Item_InitRaySpawnFields()

void Item_InitRaySpawnFields ( SpawnItem * spawn,
HSD_GObj * parent,
f32 facing_dir )
inlinestatic

◆ Item_InitRaySpawnPosition()

void Item_InitRaySpawnPosition ( SpawnItem * spawn,
HSD_GObj * parent,
Vec3 * pos )
inlinestatic

◆ itUpdateVelocityFromBone()

void itUpdateVelocityFromBone ( HSD_JObj * jobj,
Item * ip,
Vec3 * previous_pos )
inlinestatic

◆ itReflectItemAndUpdateRotation()

bool itReflectItemAndUpdateRotation ( Item_GObj * gobj)
inlinestatic

◆ Item_InitSpawnOnPlane()

void Item_InitSpawnOnPlane ( SpawnItem * spawn,
HSD_GObj * parent,
Vec3 * pos,
f32 dir )
inlinestatic

◆ Item_InitSpawnOnPlaneNoInitialCollision()

void Item_InitSpawnOnPlaneNoInitialCollision ( SpawnItem * spawn,
HSD_GObj * parent,
Vec3 * pos,
f32 dir )
inlinestatic