SSBM Decomp
Loading...
Searching...
No Matches
src/melee/it/items/it_27CF.dox File Reference
#include <platform.h>
#include "ft/forward.h"
#include <dolphin/mtx/forward.h>
#include <baselib/forward.h>
#include "ftSeak/types.h"
#include "it/types.h"
#include <placeholder.h>
#include <baselib/gobj.h>
#include <baselib/jobj.h>

Macros

#define GALE01_27CF30
 

Functions

void it_8027D730 (Item_GObj *)
 
HSD_GObjit_80283AE4 (s32, Vec3 *, s32)
 
HSD_GObjit_802841B4 (s32, Vec3 *, s32)
 
HSD_GObjit_802896CC (Vec3 *)
 
void it_8028FE90 (Item_GObj *)
 
void it_8028428C (Item_GObj *)
 
void it_80283BD4 (Item_GObj *)
 
HSD_GObjit_80286088 (s32)
 
HSD_GObjit_80290938 (HSD_JObj *)
 
HSD_GObjit_80291BE0 (Vec3 *)
 
HSD_GObjit_80292D48 (Vec3 *)
 
void it_8029D968 (Item_GObj *)
 
void it_802D09D0 (Item_GObj *)
 
void it_80294E78 (Item_GObj *, f32)
 
HSD_GObjit_8029A748 (Item_GObj *, Vec3 *, u8, f32)
 
void it_8029A89C (Item_GObj *, f32)
 
void it_8029A8F4 (Item_GObj *, Vec3 *, f32)
 
s32 it_802B1DEC (u32)
 
u32 it_802B1DF8 (Item_GObj *, Vec3 *, Vec3 *, s32, s32, s32)
 
s32 it_802B1FC8 (u32)
 
void it_802B1FE8 (u32, Vec3 *)
 
void it_802B56E4 (Item_GObj *, Vec3 *, f32, f32, f32)
 
HSD_GObjit_802C8B28 (Item_GObj *, Vec3 *, u32, f32)
 
void it_802D8618 (s32, Vec3 *, s32, s32)
 
u32 it_802F0340 (Item_GObj *, Vec3 *, Vec3 *, u32, u32, f32)
 
void it_802F046C (s32)
 
void it_802F0AE0 (Item_GObj *fighter_gobj, Vec3 *, Vec3 *, enum_t, bool, f32 facing_dir, f32, f32)
 
void it_802C0DBC (u32 arg0)
 
u32 it_802C0850 (Item_GObj *, Vec3 *, u32, s32, f32 facing_direction)
 
void it_802C8C34 (Item_GObj *)
 
void it_802AE1D0 (Item_GObj *)
 If item exists, set some blaster vars and accessory callback function.
 
void it_802AEAB4 (Item_GObj *)
 If item exists, then clear item and blaster vars and destroy item.
 
HSD_GObjit_802AE8A8 (f32, HSD_GObj *, Vec3 *, s32, s32)
 
void it_802ADDD0 (Item_GObj *, s32)
 Sets sfx and jobj flags based on if the blaster model is visible (and fox vs falco)
 
void it_802AE538 (Item_GObj *)
 If item exists and some blaster vars at specific values (possibly frame numbers?), then set sfx.
 
HSD_GObjit_802C61F4 (Item_GObj *, Vec3 *, s32, f32)
 
void it_802C6328 (Item_GObj *)
 
void it_802C6374 (Item_GObj *)
 
void it_802C6394 (Item_GObj *)
 
void it_802C6430 (Item_GObj *)
 
void it_802C6458 (Item_GObj *)
 
void it_802C6480 (Item_GObj *)
 
void it_802C64A8 (Item_GObj *)
 
HSD_GObjit_802C6C38 (Item_GObj *, Vec3 *, enum_t part, f32)
 
void it_802C7158 (Item_GObj *)
 
void it_802C7074 (Item_GObj *)
 
void it_802C7424 (Item_GObj *)
 
void it_802C6E50 (Item_GObj *)
 
void it_802C6D6C (Item_GObj *)
 
HSD_GObjit_802C6F40 (Item_GObj *, Vec3 *, s32, f32)
 
HSD_GObjit_802C65E4 (Item_GObj *, Vec3 *, s32, f32)
 
HSD_GObjit_802C68F8 (Item_GObj *, Vec3 *, s32, f32)
 
void it_802C6A2C (Item_GObj *)
 
void it_802C6A78 (Item_GObj *)
 
void it_802C6A98 (Item_GObj *)
 
HSD_GObjit_802C8038 (Item_GObj *, Vec3 *, s32, s32, f32, f32)
 
HSD_GObjit_802C7D60 (Item_GObj *, Vec3 *, s32, f32)
 
void it_802C7E94 (Item_GObj *)
 
void it_802C7EE0 (Item_GObj *)
 
void it_802C7F00 (Item_GObj *)
 
HSD_GObjit_802C837C (Item_GObj *, Vec3 *, enum_t, u32, f32)
 
HSD_GObjit_802C7774 (f32, HSD_GObj *, Vec3 *, s32, u32)
 
void it_8028FAF4 (Item_GObj *, Vec3 *)
 
void it_802C7A84 (Item_GObj *)
 
void it_802C7AD0 (Item_GObj *)
 
void it_802C7AF0 (Item_GObj *)
 
void it_802C0510 (Item_GObj *, Vec3 *, s32, s32, f32 facing_dir)
 
HSD_GObjit_802B2560 (Item_GObj *, f32, Vec3 *, long, u32)
 
void it_802B2674 (Item_GObj *)
 
void it_802B26C0 (Item_GObj *)
 
void it_802B26E0 (Item_GObj *)
 
void it_802C49E0 (Item_GObj *)
 
void it_802BFE5C (Item_GObj *, Vec3 *, f32)
 
void it_802C0010 (Item_GObj *, void *)
 
void it_802BE5D8 (void *, f32)
 
void it_802BE958 (void *)
 
void it_802BFEC4 (void *)
 
HSD_GObjit_802BE9D8 (f32, HSD_GObj *, Vec3 *, s32)
 
void it_802BE598 (Item_GObj *)
 
void it_802BE5B8 (Item_GObj *)
 
HSD_GObjit_802AD478 (Item_GObj *, Vec3 *, s32, f32)
 
void it_802AD6B8 (Item_GObj *)
 
void it_802AB3F0 (Item_GObj *, void *, s32)
 
HSD_GObjit_802AB58C (Item_GObj *owner, Vec3 *pos, f32 facing_dir)
 Spawn an item.
 
void it_802AB9C0 (Item_GObj *)
 
HSD_GObjit_802AB568 (Item_GObj *)
 
void it_802AAA50 (Item_GObj *)
 
HSD_GObjit_802AA8C0 (Item_GObj *, Vec3 *, s32, f32)
 
HSD_GObjit_802AA7E4 (Item_GObj *)
 
s32 it_802AA7F0 (Item_GObj *)
 
void it_802AA054 (Item_GObj *, Vec3 *, Vec3 *, f32, f32)
 
void it_802B338C (Item_GObj *, Vec3 *, f32 facing_dir, u32)
 
void it_802B5974 (Item_GObj *)
 
HSD_GObjit_802B55C8 (Item_GObj *owner, Vec3 *, s32, s32, f32 facing_dir)
 
void it_802B62D0 (Item_GObj *, Vec3 *pos, bool, f32 facing_dir)
 
void it_802C3D44 (Item_GObj *)
 Destroys an item?
 
HSD_GObjit_802C3BAC (Item_GObj *, Vec3 *, f32 facing_dir, f32)
 
HSD_GObjit_802C3AF0 (Item_GObj *)
 Clones an entity?
 
void it_802AE608 (Item_GObj *)
 If item exists and a blaster var at a specific values (possibly frame numbers?), then set other blaster vars.
 
HSD_GObjit_802C720C (Item_GObj *, Vec3 *, s32, f32)
 
void it_802C7340 (Item_GObj *)
 
void it_802C6DB8 (Item_GObj *)
 
void it_802C70C0 (Item_GObj *)
 
void it_802C738C (Item_GObj *)
 
void it_802C6DD8 (Item_GObj *)
 
void it_802C70E0 (Item_GObj *)
 
void it_802C73AC (Item_GObj *)
 
void it_802C6718 (Item_GObj *)
 
void it_802C6764 (Item_GObj *)
 
void it_802C6784 (Item_GObj *)
 
void it_802C8158 (Item_GObj *)
 
void it_802C81C8 (Item_GObj *)
 
void it_802C81E8 (Item_GObj *)
 
HSD_GObjit_802C4A40 (Item_GObj *, Vec3 *, f32)
 
void it_802C573C (Item_GObj *)
 
HSD_GObjit_802C5000 (Item_GObj *, Vec3 *, s32, s32, f32)
 
void it_802C519C (Item_GObj *, Vec3 *, s32, s32, f32, f32)
 
void it_802B4AC8 (Item_GObj *gobj, Vec3 *, f32 facing_dir, f32 x)
 
void it_802C53F0 (Item_GObj *, Vec3 *, f32, f32, f32)
 
s32 it_802E5F8C (Item_GObj *, Vec3 *, s32, bool, f32, f32)
 
void it_802950D4 (Item_GObj *, bool)
 
void it_80294EB0 (Item_GObj *, Vec3 *, Vec3 *)
 
s32 it_802F2094 (s32, Vec3 *, s32, s32)
 
HSD_GObjit_80294DC0 (Vec3 *)
 
void it_8027D670 (Vec3 *const)
 
void it_802C17DC (uint)
 
void it_802C16F8 (Item_GObj *)
 
void it_802C1590 (Item_GObj *)
 
void it_802BB20C (Item_GObj *)
 
void it_802BAEEC (Item_GObj *)
 
void it_802BAF0C (Item_GObj *)
 
void it_802BCFC4 (Item_GObj *gobj, f32 *arg1, itChainSegment *chainSegment, Item *item_data, f32 arg4)
 
HSD_GObjit_802BB290 (Item_GObj *gobj, Vec3 *arg1, f32 facing_dir)
 
void it_802BCF84 (Item_GObj *)
 
void it_802BD158 (Item_GObj *gobj, Vec3 *, int, float)
 
HSD_GObjit_802BD4AC (Item_GObj *, Vec3 *, u8, s32, f32)
 
void it_802BD45C (Item_GObj *gobj)
 
void it_802BDB94 (Item_GObj *gobj)
 
void it_802BDBF8 (Item_GObj *gobj)
 
void it_802BDC18 (Item_GObj *gobj)
 
bool it_802BDC38 (Item_GObj *gobj)
 
HSD_GObjit_802BDE18 (Item_GObj *, Vec3 *, Fighter_Part, enum_t, float)
 
void it_802BE214 (Item_GObj *gobj, Vec3 *pos, enum_t, float facing_dir)
 
void it_802BDF40 (Item_GObj *gobj)
 
void it_802BDFA0 (Item_GObj *gobj)
 
void it_802BDFC0 (Item_GObj *gobj)
 
void it_802BE100 (Item_GObj *gobj)
 
void it_802A07B4 (Item_GObj *gobj)
 
void it_802A0534 (Item_GObj *gobj, Vec3 *)
 
bool it_8029FDBC (Item_GObj *gobj)
 
HSD_GObjit_802A013C (float facing_dir, Fighter_GObj *owner_gobj, Vec3 *pos, Fighter_Part, int)
 
void it_802A8A7C (Item_GObj *gobj)
 
void it_802AF304 (Item_GObj *gobj)
 
HSD_GObjit_8029DD58 (Item_GObj *fighter_gobj, Vec3 *, u8, int, float)
 
HSD_GObjit_802AF1A4 (float facing_dir, Fighter_GObj *owner_gobj, Vec3 *, Fighter_Part, int)
 
void it_802A8398 (Item_GObj *, Vec3 *)
 
HSD_GObjit_802A83E0 (float facing_dir, Fighter_GObj *, Vec3 *, Fighter_Part, int)
 
void it_802A850C (Item_GObj *, Vec3 *, Vec3 *, float, float, float)
 
bool it_802F3330 (Item_GObj *)
 
void it_802F3374 (Item_GObj *, Item_GObj *)
 

Variables

ItemStateTable it_803F94A0 []
 

Macro Definition Documentation

◆ GALE01_27CF30

#define GALE01_27CF30

Function Documentation

◆ it_8027D730()

void it_8027D730 ( Item_GObj )

◆ it_80283AE4()

HSD_GObj * it_80283AE4 ( s32  ,
Vec3 ,
s32   
)

◆ it_802841B4()

HSD_GObj * it_802841B4 ( s32  ,
Vec3 ,
s32   
)

◆ it_802896CC()

HSD_GObj * it_802896CC ( Vec3 )

◆ it_8028FE90()

void it_8028FE90 ( Item_GObj )

◆ it_8028428C()

void it_8028428C ( Item_GObj gobj)

◆ it_80283BD4()

void it_80283BD4 ( Item_GObj gobj)

◆ it_80286088()

HSD_GObj * it_80286088 ( s32  )

◆ it_80290938()

HSD_GObj * it_80290938 ( HSD_JObj )

◆ it_80291BE0()

HSD_GObj * it_80291BE0 ( Vec3 )

◆ it_80292D48()

HSD_GObj * it_80292D48 ( Vec3 vec)

◆ it_8029D968()

void it_8029D968 ( Item_GObj gobj)

◆ it_802D09D0()

void it_802D09D0 ( Item_GObj gobj)

◆ it_80294E78()

void it_80294E78 ( Item_GObj item_gobj,
f32  arg1 
)
Attention
Above this line, symbols are placed correctly.

◆ it_8029A748()

HSD_GObj * it_8029A748 ( Item_GObj ,
Vec3 ,
u8  ,
f32   
)

◆ it_8029A89C()

void it_8029A89C ( Item_GObj arg0,
f32  arg1 
)

◆ it_8029A8F4()

void it_8029A8F4 ( Item_GObj ,
Vec3 ,
f32   
)

◆ it_802B1DEC()

s32 it_802B1DEC ( u32  )

◆ it_802B1DF8()

u32 it_802B1DF8 ( Item_GObj ,
Vec3 ,
Vec3 ,
s32  ,
s32  ,
s32   
)

◆ it_802B1FC8()

s32 it_802B1FC8 ( u32  )

◆ it_802B1FE8()

void it_802B1FE8 ( u32  ,
Vec3  
)

◆ it_802B56E4()

void it_802B56E4 ( Item_GObj ,
Vec3 ,
f32  ,
f32  ,
f32   
)

◆ it_802C8B28()

HSD_GObj * it_802C8B28 ( Item_GObj ,
Vec3 ,
u32  ,
f32   
)

◆ it_802D8618()

void it_802D8618 ( s32  arg0,
Vec3 arg1,
s32  arg2,
s32  arg3 
)

◆ it_802F0340()

u32 it_802F0340 ( Item_GObj ,
Vec3 ,
Vec3 ,
u32  ,
u32  ,
f32   
)

◆ it_802F046C()

void it_802F046C ( s32  )

◆ it_802F0AE0()

void it_802F0AE0 ( Item_GObj fighter_gobj,
Vec3 ,
Vec3 ,
enum_t  ,
bool  ,
f32  facing_dir,
f32  ,
f32   
)

◆ it_802C0DBC()

void it_802C0DBC ( u32  arg0)
Todo:
arg0 is likely a HSD_GObj*.

◆ it_802C0850()

u32 it_802C0850 ( Item_GObj ,
Vec3 ,
u32  ,
s32  ,
f32  facing_direction 
)

◆ it_802C8C34()

void it_802C8C34 ( Item_GObj )

◆ it_802AE1D0()

void it_802AE1D0 ( Item_GObj item_gobj)

If item exists, set some blaster vars and accessory callback function.

Gets called from SpecialN funcs when a blaster shot should be created

Parameters
item_gobj

◆ it_802AEAB4()

void it_802AEAB4 ( Item_GObj item_gobj)

If item exists, then clear item and blaster vars and destroy item.

Parameters
item_gobj

◆ it_802AE8A8()

HSD_GObj * it_802AE8A8 ( f32  ,
HSD_GObj ,
Vec3 ,
s32  ,
s32   
)

◆ it_802ADDD0()

void it_802ADDD0 ( Item_GObj item_gobj,
s32  visibility 
)

Sets sfx and jobj flags based on if the blaster model is visible (and fox vs falco)

Parameters
item_gobj
visibilityalways 1 except when called during SpecialN end animations. Then it's set to 'fp->cmd_vars[1]', which is set in the action's scripts

◆ it_802AE538()

void it_802AE538 ( Item_GObj item_gobj)

If item exists and some blaster vars at specific values (possibly frame numbers?), then set sfx.

Called from SpecialN funcs when cmd_var3 = 1 (when gun shooting starts)

Parameters
item_gobj

◆ it_802C61F4()

HSD_GObj * it_802C61F4 ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802C6328()

void it_802C6328 ( Item_GObj )

◆ it_802C6374()

void it_802C6374 ( Item_GObj )

◆ it_802C6394()

void it_802C6394 ( Item_GObj )

◆ it_802C6430()

void it_802C6430 ( Item_GObj )

◆ it_802C6458()

void it_802C6458 ( Item_GObj )

◆ it_802C6480()

void it_802C6480 ( Item_GObj )

◆ it_802C64A8()

void it_802C64A8 ( Item_GObj )

◆ it_802C6C38()

HSD_GObj * it_802C6C38 ( Item_GObj ,
Vec3 ,
enum_t  part,
f32   
)

◆ it_802C7158()

void it_802C7158 ( Item_GObj arg0)

◆ it_802C7074()

void it_802C7074 ( Item_GObj item_gobj)

◆ it_802C7424()

void it_802C7424 ( Item_GObj )

◆ it_802C6E50()

void it_802C6E50 ( Item_GObj )

◆ it_802C6D6C()

void it_802C6D6C ( Item_GObj )

◆ it_802C6F40()

HSD_GObj * it_802C6F40 ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802C65E4()

HSD_GObj * it_802C65E4 ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802C68F8()

HSD_GObj * it_802C68F8 ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802C6A2C()

void it_802C6A2C ( Item_GObj )

◆ it_802C6A78()

void it_802C6A78 ( Item_GObj )

◆ it_802C6A98()

void it_802C6A98 ( Item_GObj )

◆ it_802C8038()

HSD_GObj * it_802C8038 ( Item_GObj ,
Vec3 ,
s32  ,
s32  ,
f32  ,
f32   
)

◆ it_802C7D60()

HSD_GObj * it_802C7D60 ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802C7E94()

void it_802C7E94 ( Item_GObj gobj)

◆ it_802C7EE0()

void it_802C7EE0 ( Item_GObj gobj)

◆ it_802C7F00()

void it_802C7F00 ( Item_GObj gobj)

◆ it_802C837C()

HSD_GObj * it_802C837C ( Item_GObj ,
Vec3 ,
enum_t  ,
u32  ,
f32   
)

◆ it_802C7774()

HSD_GObj * it_802C7774 ( f32  ,
HSD_GObj ,
Vec3 ,
s32  ,
u32   
)

◆ it_8028FAF4()

void it_8028FAF4 ( Item_GObj arg0,
Vec3 arg1 
)

◆ it_802C7A84()

void it_802C7A84 ( Item_GObj )

◆ it_802C7AD0()

void it_802C7AD0 ( Item_GObj )

◆ it_802C7AF0()

void it_802C7AF0 ( Item_GObj )

◆ it_802C0510()

void it_802C0510 ( Item_GObj ,
Vec3 ,
s32  ,
s32  ,
f32  facing_dir 
)

◆ it_802B2560()

HSD_GObj * it_802B2560 ( Item_GObj ,
f32  ,
Vec3 ,
long  ,
u32   
)

◆ it_802B2674()

void it_802B2674 ( Item_GObj )

◆ it_802B26C0()

void it_802B26C0 ( Item_GObj )

◆ it_802B26E0()

void it_802B26E0 ( Item_GObj )

◆ it_802C49E0()

void it_802C49E0 ( Item_GObj )

◆ it_802BFE5C()

void it_802BFE5C ( Item_GObj ,
Vec3 ,
f32   
)

◆ it_802C0010()

void it_802C0010 ( Item_GObj ,
void *   
)

◆ it_802BE5D8()

void it_802BE5D8 ( void *  ,
f32   
)

◆ it_802BE958()

void it_802BE958 ( void *  )

◆ it_802BFEC4()

void it_802BFEC4 ( void *  )

◆ it_802BE9D8()

HSD_GObj * it_802BE9D8 ( f32  ,
HSD_GObj ,
Vec3 ,
s32   
)

◆ it_802BE598()

void it_802BE598 ( Item_GObj )

◆ it_802BE5B8()

void it_802BE5B8 ( Item_GObj )

◆ it_802AD478()

HSD_GObj * it_802AD478 ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802AD6B8()

void it_802AD6B8 ( Item_GObj )

◆ it_802AB3F0()

void it_802AB3F0 ( Item_GObj ,
void *  ,
s32   
)

◆ it_802AB58C()

HSD_GObj * it_802AB58C ( Item_GObj owner,
Vec3 pos,
f32  facing_dir 
)

Spawn an item.

◆ it_802AB9C0()

void it_802AB9C0 ( Item_GObj )

◆ it_802AB568()

HSD_GObj * it_802AB568 ( Item_GObj )

◆ it_802AAA50()

void it_802AAA50 ( Item_GObj )

◆ it_802AA8C0()

HSD_GObj * it_802AA8C0 ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802AA7E4()

HSD_GObj * it_802AA7E4 ( Item_GObj arg0)

◆ it_802AA7F0()

s32 it_802AA7F0 ( Item_GObj )

◆ it_802AA054()

void it_802AA054 ( Item_GObj ,
Vec3 ,
Vec3 ,
f32  ,
f32   
)

◆ it_802B338C()

void it_802B338C ( Item_GObj ,
Vec3 ,
f32  facing_dir,
u32   
)

◆ it_802B5974()

void it_802B5974 ( Item_GObj )

◆ it_802B55C8()

HSD_GObj * it_802B55C8 ( Item_GObj owner,
Vec3 ,
s32  ,
s32  ,
f32  facing_dir 
)

◆ it_802B62D0()

void it_802B62D0 ( Item_GObj ,
Vec3 pos,
bool  ,
f32  facing_dir 
)

◆ it_802C3D44()

void it_802C3D44 ( Item_GObj )

Destroys an item?

◆ it_802C3BAC()

HSD_GObj * it_802C3BAC ( Item_GObj ,
Vec3 ,
f32  facing_dir,
f32   
)

◆ it_802C3AF0()

HSD_GObj * it_802C3AF0 ( Item_GObj arg0)

Clones an entity?

◆ it_802AE608()

void it_802AE608 ( Item_GObj item_gobj)

If item exists and a blaster var at a specific values (possibly frame numbers?), then set other blaster vars.

Called from SpecialN funcs when cmd_var3 = 2 (when gun is getting put away, but not yet invisible)

Parameters
item_gobj

◆ it_802C720C()

HSD_GObj * it_802C720C ( Item_GObj ,
Vec3 ,
s32  ,
f32   
)

◆ it_802C7340()

void it_802C7340 ( Item_GObj )

◆ it_802C6DB8()

void it_802C6DB8 ( Item_GObj )

◆ it_802C70C0()

void it_802C70C0 ( Item_GObj item_gobj)

◆ it_802C738C()

void it_802C738C ( Item_GObj )

◆ it_802C6DD8()

void it_802C6DD8 ( Item_GObj )

◆ it_802C70E0()

void it_802C70E0 ( Item_GObj item_gobj)

◆ it_802C73AC()

void it_802C73AC ( Item_GObj )

◆ it_802C6718()

void it_802C6718 ( Item_GObj )

◆ it_802C6764()

void it_802C6764 ( Item_GObj )

◆ it_802C6784()

void it_802C6784 ( Item_GObj )

◆ it_802C8158()

void it_802C8158 ( Item_GObj )

◆ it_802C81C8()

void it_802C81C8 ( Item_GObj )

◆ it_802C81E8()

void it_802C81E8 ( Item_GObj )

◆ it_802C4A40()

HSD_GObj * it_802C4A40 ( Item_GObj ,
Vec3 ,
f32   
)

◆ it_802C573C()

void it_802C573C ( Item_GObj )

◆ it_802C5000()

HSD_GObj * it_802C5000 ( Item_GObj ,
Vec3 ,
s32  ,
s32  ,
f32   
)

◆ it_802C519C()

void it_802C519C ( Item_GObj ,
Vec3 ,
s32  ,
s32  ,
f32  ,
f32   
)

◆ it_802B4AC8()

void it_802B4AC8 ( Item_GObj gobj,
Vec3 ,
f32  facing_dir,
f32  x 
)

◆ it_802C53F0()

void it_802C53F0 ( Item_GObj ,
Vec3 ,
f32  ,
f32  ,
f32   
)

◆ it_802E5F8C()

s32 it_802E5F8C ( Item_GObj ,
Vec3 ,
s32  ,
bool  ,
f32  ,
f32   
)

◆ it_802950D4()

void it_802950D4 ( Item_GObj item_gobj,
bool  arg1 
)

◆ it_80294EB0()

void it_80294EB0 ( Item_GObj item_gobj,
Vec3 input_pos1,
Vec3 input_pos2 
)

◆ it_802F2094()

s32 it_802F2094 ( s32  ,
Vec3 ,
s32  ,
s32   
)

◆ it_80294DC0()

HSD_GObj * it_80294DC0 ( Vec3 pos)

◆ it_8027D670()

void it_8027D670 ( Vec3 * const  )

◆ it_802C17DC()

void it_802C17DC ( uint  )

◆ it_802C16F8()

void it_802C16F8 ( Item_GObj )

◆ it_802C1590()

void it_802C1590 ( Item_GObj )

◆ it_802BB20C()

void it_802BB20C ( Item_GObj )

◆ it_802BAEEC()

void it_802BAEEC ( Item_GObj )

◆ it_802BAF0C()

void it_802BAF0C ( Item_GObj )

◆ it_802BCFC4()

void it_802BCFC4 ( Item_GObj gobj,
f32 arg1,
itChainSegment chainSegment,
Item item_data,
f32  arg4 
)

◆ it_802BB290()

HSD_GObj * it_802BB290 ( Item_GObj gobj,
Vec3 arg1,
f32  facing_dir 
)

◆ it_802BCF84()

void it_802BCF84 ( Item_GObj )

◆ it_802BD158()

void it_802BD158 ( Item_GObj gobj,
Vec3 ,
int  ,
float   
)

◆ it_802BD4AC()

HSD_GObj * it_802BD4AC ( Item_GObj ,
Vec3 ,
u8  ,
s32  ,
f32   
)
Returns
An Item HSD_GObj.

◆ it_802BD45C()

void it_802BD45C ( Item_GObj gobj)

◆ it_802BDB94()

void it_802BDB94 ( Item_GObj gobj)

◆ it_802BDBF8()

void it_802BDBF8 ( Item_GObj gobj)

◆ it_802BDC18()

void it_802BDC18 ( Item_GObj gobj)

◆ it_802BDC38()

bool it_802BDC38 ( Item_GObj gobj)

◆ it_802BDE18()

HSD_GObj * it_802BDE18 ( Item_GObj ,
Vec3 ,
Fighter_Part  ,
enum_t  ,
float   
)

◆ it_802BE214()

void it_802BE214 ( Item_GObj gobj,
Vec3 pos,
enum_t  ,
float  facing_dir 
)

◆ it_802BDF40()

void it_802BDF40 ( Item_GObj gobj)

◆ it_802BDFA0()

void it_802BDFA0 ( Item_GObj gobj)

◆ it_802BDFC0()

void it_802BDFC0 ( Item_GObj gobj)

◆ it_802BE100()

void it_802BE100 ( Item_GObj gobj)

◆ it_802A07B4()

void it_802A07B4 ( Item_GObj gobj)

◆ it_802A0534()

void it_802A0534 ( Item_GObj gobj,
Vec3  
)

◆ it_8029FDBC()

bool it_8029FDBC ( Item_GObj gobj)

◆ it_802A013C()

HSD_GObj * it_802A013C ( float  facing_dir,
Fighter_GObj *  owner_gobj,
Vec3 pos,
Fighter_Part  ,
int   
)
Returns
An Item HSD_GObj.

◆ it_802A8A7C()

void it_802A8A7C ( Item_GObj gobj)

◆ it_802AF304()

void it_802AF304 ( Item_GObj gobj)

◆ it_8029DD58()

HSD_GObj * it_8029DD58 ( Item_GObj fighter_gobj,
Vec3 arg1,
u8  arg2,
int  arg3,
float  arg4 
)
Returns
An Item HSD_GObj.

◆ it_802AF1A4()

HSD_GObj * it_802AF1A4 ( float  facing_dir,
Fighter_GObj *  owner_gobj,
Vec3 vec,
Fighter_Part  arg3,
int  arg4 
)

◆ it_802A8398()

void it_802A8398 ( Item_GObj ,
Vec3  
)

◆ it_802A83E0()

HSD_GObj * it_802A83E0 ( float  facing_dir,
Fighter_GObj *  ,
Vec3 ,
Fighter_Part  ,
int   
)

◆ it_802A850C()

void it_802A850C ( Item_GObj gobj,
Vec3 arg1,
Vec3 arg2,
float  arg3,
float  arg4,
float  arg5 
)

◆ it_802F3330()

bool it_802F3330 ( Item_GObj item_gobj)

◆ it_802F3374()

void it_802F3374 ( Item_GObj item_gobj,
Item_GObj ref_gobj 
)

Variable Documentation

◆ it_803F94A0

ItemStateTable it_803F94A0[]
extern