14#include <dolphin/mtx.h>
50 float facing_direction);
void it_802C6E50(Item_GObj *)
void it_802AEAB4(Item_GObj *)
If item exists, then clear item and blaster vars and destroy item.
Definition itfoxblaster.c:638
bool it_802F3078(HSD_GObj *)
Definition it_27CF.c:119
void it_802F3374(Item_GObj *, HSD_GObj *)
Definition it_27CF.c:241
HSD_GObj * it_802C61F4(Item_GObj *, Vec3 *, s32, float)
HSD_GObj * it_802C7774(float, HSD_GObj *, Vec3 *, s32, u32)
void it_802AE538(Item_GObj *)
If item exists and some blaster vars at specific values (possibly frame numbers?),...
Definition itfoxblaster.c:364
void it_802C6480(Item_GObj *)
Definition itgamewatchgreenhouse.c:87
void it_802C6718(Item_GObj *)
void it_802C6328(Item_GObj *)
Definition itgamewatchgreenhouse.c:46
void it_802F317C(HSD_GObj *)
Definition it_27CF.c:158
void it_802C738C(Item_GObj *)
Definition itgamewatchbreath.c:55
void it_802C7A84(Item_GObj *)
void it_802F3290(Item_GObj *)
Definition it_27CF.c:203
HSD_GObj * it_802841B4(HSD_GObj *, Vec3 *, s32)
Definition ittomato.c:41
u32 it_802C0850(Item_GObj *, Vec3 *, u32, s32, float facing_direction)
bool it_802F3330(Item_GObj *)
Definition it_27CF.c:230
HSD_GObj * it_802C720C(Item_GObj *, Vec3 *, s32, float)
void it_8029D968(Item_GObj *)
Definition itlinkbomb.c:52
void it_802F3020(HSD_GObj *)
Definition it_27CF.c:55
void it_802F3260(HSD_GObj *)
Definition it_27CF.c:191
void it_802C7AF0(Item_GObj *)
bool it_802BDC38(Item_GObj *gobj)
Definition itpeachparasol.c:89
void it_802C6A2C(Item_GObj *)
Definition itgamewatchfire.c:46
HSD_GObj * it_802C65E4(Item_GObj *, Vec3 *, s32, float)
bool it_802F3150(HSD_GObj *)
Definition it_27CF.c:151
void it_802B2674(Item_GObj *)
bool it_802F31B8(HSD_GObj *)
Definition it_27CF.c:168
void it_802C7424(Item_GObj *)
Definition itgamewatchbreath.c:74
void it_802A8A7C(Item_GObj *gobj)
Definition itlinkarrow.c:397
void it_802AE608(Item_GObj *)
If item exists and a blaster var at a specific values (possibly frame numbers?), then set other blast...
Definition itfoxblaster.c:394
void it_802C6430(Item_GObj *)
Definition itgamewatchgreenhouse.c:79
void it_802C6DD8(Item_GObj *)
void it_802C6DB8(Item_GObj *)
void it_802BAEEC(Item_GObj *)
void it_802AE1D0(Item_GObj *)
If item exists, set some blaster vars and accessory callback function.
Definition itfoxblaster.c:266
void it_802C73AC(Item_GObj *)
Definition itgamewatchbreath.c:59
void it_802C7AD0(Item_GObj *)
void it_802C6458(Item_GObj *)
Definition itgamewatchgreenhouse.c:83
Item_GObj * it_802F2094(int, Vec3 *, int, int)
Definition itcoin.c:370
void it_802BCF84(Item_GObj *)
bool it_802F32F8(HSD_GObj *)
Definition it_27CF.c:218
void it_802BAF0C(Item_GObj *)
bool it_802F3264(HSD_GObj *)
Definition it_27CF.c:197
void it_802C0DBC(u32 arg0)
void it_802F2F34(HSD_GObj *, it_27CF_DatAttrs *)
Definition it_27CF.c:26
HSD_GObj * it_802BB290(Item_GObj *gobj, Vec3 *arg1, float facing_dir)
void it_802B26E0(Item_GObj *)
void it_802B26C0(Item_GObj *)
void it_802C6764(Item_GObj *)
void it_802C6A98(Item_GObj *)
Definition itgamewatchfire.c:61
void it_802C6394(Item_GObj *)
Definition itgamewatchgreenhouse.c:60
void it_802F3120(HSD_GObj *)
Definition it_27CF.c:141
Item_GObj * it_802AE8A8(float, Fighter_GObj *, Vec3 *, Fighter_Part, ItemKind)
void it_802A850C(Item_GObj *, Vec3 *, Vec3 *, float, float, float)
HSD_GObj * it_802B2560(Item_GObj *, float, Vec3 *, long, u32)
ItemStateTable it_803F94A0[]
Definition it_27CF.c:20
void it_802BB20C(Item_GObj *)
void it_802C6D6C(Item_GObj *)
void it_802C6A78(Item_GObj *)
Definition itgamewatchfire.c:57
void it_802C6374(Item_GObj *)
Definition itgamewatchgreenhouse.c:56
void it_802C7340(Item_GObj *)
Definition itgamewatchbreath.c:44
void it_802BDC18(Item_GObj *gobj)
Definition itpeachparasol.c:84
void it_802C0510(Item_GObj *, Vec3 *, s32, s32, float facing_dir)
HSD_GObj * it_802C68F8(Item_GObj *, Vec3 *, s32, float)
Item_GObj * it_80283AE4(Item_GObj *, Vec3 *, s32)
Definition itheart.c:36
HSD_GObj * it_802C6C38(Item_GObj *, Vec3 *, enum_t part, float)
void it_802C64A8(Item_GObj *)
Definition itgamewatchgreenhouse.c:91
void it_802C6784(Item_GObj *)
void it_80283BD4(Item_GObj *)
Definition itheart.c:65
void it_802BDBF8(Item_GObj *gobj)
Definition itpeachparasol.c:79
HSD_GObj * it_8029DD58(Item_GObj *fighter_gobj, Vec3 *, u8, int, float)
void it_802ADDD0(Item_GObj *, s32)
Sets sfx and jobj flags based on if the blaster model is visible (and fox vs falco)
Definition itfoxblaster.c:71
void it_802BCFC4(Item_GObj *gobj, float *arg1, itChainSegment *chainSegment, Item *item_data, float arg4)
void it_8028428C(Item_GObj *)
Fighter_Part
Definition forward.h:237
ItemKind
Definition forward.h:110
Definition itCommonItems.h:627