SSBM Decomp
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inlines.h File Reference
#include <math.h>
#include <dolphin/mtx.h>
#include <melee/cm/camera.h>
#include <melee/db/db.h>
#include <melee/ef/eflib.h>
#include <melee/it/inlines.h>
#include <melee/it/it_26B1.h>
#include <melee/it/it_2725.h>
#include <melee/it/itCharItems.h>
#include <melee/it/item.h>
#include <melee/it/ithitbox.h>
#include <melee/it/itmaplib.h>
#include <melee/it/itzako.h>
#include <melee/it/kinds/itlinkhookshot.h>
#include <melee/it/types.h>
#include <melee/lb/lbvector.h>
#include <sysdolphin/baselib/gobj.h>
#include <sysdolphin/baselib/jobj.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 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, const itGamewatchAttributes *attributes)
static void Item_StopAndEnterState (Item_GObj *gobj, Item *ip, s32 msid)
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_InitSpawnPosition (SpawnItem *spawn, Vec3 *pos, bool on_plane)
static void Item_InitSpawnCommonFields (SpawnItem *spawn, HSD_GObj *parent, f32 facing_dir, bool initial_collision)
static void Item_InitSpawnPositionFromParent (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_CopyJObjScale (HSD_JObj *dst, HSD_JObj *src, Vec3 *scale)
static void Item_NormalizeAngle (f32 *angle)
static void Item_ClearFlagsAndEnterState (Item_GObj *gobj, Item *ip, s32 msid)
static void Item_UpdateZakoVelocity (Item_GObj *gobj, Item *ip)
static void Item_ZakoDefeat (Item_GObj *gobj, Item *ip)
static void Item_InitLinkMtx (Mtx m, f32 z)
static void Item_InitZakoCollision (Item_GObj *gobj, Item *ip)

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_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,
const itGamewatchAttributes * attributes )
inlinestatic

◆ Item_StopAndEnterState()

void Item_StopAndEnterState ( Item_GObj * gobj,
Item * ip,
s32 msid )
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_InitSpawnPosition()

void Item_InitSpawnPosition ( SpawnItem * spawn,
Vec3 * pos,
bool on_plane )
inlinestatic

◆ Item_InitSpawnCommonFields()

void Item_InitSpawnCommonFields ( SpawnItem * spawn,
HSD_GObj * parent,
f32 facing_dir,
bool initial_collision )
inlinestatic

◆ Item_InitSpawnPositionFromParent()

void Item_InitSpawnPositionFromParent ( 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_CopyJObjScale()

void Item_CopyJObjScale ( HSD_JObj * dst,
HSD_JObj * src,
Vec3 * scale )
inlinestatic

◆ Item_NormalizeAngle()

void Item_NormalizeAngle ( f32 * angle)
inlinestatic

◆ Item_ClearFlagsAndEnterState()

void Item_ClearFlagsAndEnterState ( Item_GObj * gobj,
Item * ip,
s32 msid )
inlinestatic

◆ Item_UpdateZakoVelocity()

void Item_UpdateZakoVelocity ( Item_GObj * gobj,
Item * ip )
inlinestatic

◆ Item_ZakoDefeat()

void Item_ZakoDefeat ( Item_GObj * gobj,
Item * ip )
inlinestatic

◆ Item_InitLinkMtx()

void Item_InitLinkMtx ( Mtx m,
f32 z )
inlinestatic

◆ Item_InitZakoCollision()

void Item_InitZakoCollision ( Item_GObj * gobj,
Item * ip )
inlinestatic