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itflipper.c File Reference
#include "itflipper.h"
#include <placeholder.h>
#include <platform.h>
#include "ft/ftlib.h"
#include "it/inlines.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/it_3F14.h"
#include "it/item.h"
#include "it/itgroundcoll.h"
#include "it/ithitbox.h"
#include "lb/lb_00B0.h"
#include "lb/lbcollision.h"
#include "lb/lbvector.h"
#include "MetroTRK/intrinsics.h"
#include <math.h>

Functions

void itFlipper_Logic20_Thrown (Item_GObj *gobj)
HSD_GObjit_80290938 (HSD_JObj *jobj)
void itFlipper_Logic20_Spawned (Item_GObj *gobj)
void it_80290A7C (Item_GObj *gobj)
void it_80290C38 (Item_GObj *gobj, Vec3 *pos, f32 angle)
static itFlipper_DatAttrsitFlipper_GetAttrs (Item *ip)
static void it_80290CE8_inline (Item_GObj *gobj, Vec3 *vel, Vec3 *pos, f32 speed)
void it_80290CE8 (Item_GObj *gobj)
static void it_80290DD4_inline (Item_GObj *gobj, s32 kind, Vec3 *pos, Vec3 *vec)
void it_80290DD4 (Item_GObj *gobj, s32 kind, Vec3 *pos)
void it_80290E78 (Item_GObj *gobj)
bool itFlipper_UnkMotion0_Anim (Item_GObj *gobj)
void itFlipper_UnkMotion0_Phys (Item_GObj *gobj)
bool itFlipper_UnkMotion0_Coll (Item_GObj *gobj)
void it_80290F00 (Item_GObj *gobj)
bool itFlipper_UnkMotion1_Anim (Item_GObj *gobj)
void itFlipper_UnkMotion1_Phys (Item_GObj *gobj)
bool itFlipper_UnkMotion1_Coll (Item_GObj *gobj)
void itFlipper_Logic20_PickedUp (Item_GObj *gobj)
bool itFlipper_UnkMotion2_Anim (Item_GObj *gobj)
void itFlipper_UnkMotion2_Phys (Item_GObj *gobj)
void itFlipper_Logic20_Dropped (Item_GObj *gobj)
bool itFlipper_UnkMotion3_Anim (Item_GObj *gobj)
void itFlipper_UnkMotion3_Phys (Item_GObj *gobj)
 itFlipper_UnkMotion3_Anim
bool itFlipper_UnkMotion3_Coll (Item_GObj *gobj)
void it_80291254 (Item_GObj *gobj)
void it_8029131C (Item_GObj *gobj)
static void it_80291344_inline (Item_GObj *gobj)
bool it_80291344 (Item_GObj *gobj)
bool itFlipper_UnkMotion5_Anim (Item_GObj *gobj)
bool itFlipper_UnkMotion6_Anim (Item_GObj *gobj)
void itFlipper_UnkMotion6_Phys (Item_GObj *gobj)
bool itFlipper_UnkMotion6_Coll (Item_GObj *gobj)
bool it_3F14_Logic20_DmgDealt (Item_GObj *gobj)
bool it_3F14_Logic20_Clanked (Item_GObj *gobj)
bool it_3F14_Logic20_HitShield (Item_GObj *gobj)
bool itFlipper_Logic20_Reflected (Item_GObj *gobj)
bool itFlipper_Logic20_ShieldBounced (Item_GObj *gobj)
static void it_3F14_DmgRecv_CE8 (Item_GObj *gobj, Vec3 *vel, Vec3 *pos, f32 speed)
bool it_3F14_Logic20_DmgReceived (Item_GObj *gobj)
void itFlipper_Logic20_EnteredAir (Item_GObj *gobj)
bool itFlipper_UnkMotion4_Anim (Item_GObj *gobj)
void itFlipper_UnkMotion4_Phys (Item_GObj *gobj)
bool itFlipper_UnkMotion4_Coll (Item_GObj *gobj)
void itFlipper_Logic20_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)

Function Documentation

◆ itFlipper_Logic20_Thrown()

void itFlipper_Logic20_Thrown ( Item_GObj * gobj)

◆ it_80290938()

HSD_GObj * it_80290938 ( HSD_JObj * jobj)

◆ itFlipper_Logic20_Spawned()

void itFlipper_Logic20_Spawned ( Item_GObj * gobj)

◆ it_80290A7C()

void it_80290A7C ( Item_GObj * gobj)

◆ it_80290C38()

void it_80290C38 ( Item_GObj * gobj,
Vec3 * pos,
f32 angle )

◆ itFlipper_GetAttrs()

itFlipper_DatAttrs * itFlipper_GetAttrs ( Item * ip)
inlinestatic

◆ it_80290CE8_inline()

void it_80290CE8_inline ( Item_GObj * gobj,
Vec3 * vel,
Vec3 * pos,
f32 speed )
inlinestatic
Todo
Eliminate this no-op branch (perturbs scheduling).

◆ it_80290CE8()

void it_80290CE8 ( Item_GObj * gobj)

◆ it_80290DD4_inline()

void it_80290DD4_inline ( Item_GObj * gobj,
s32 kind,
Vec3 * pos,
Vec3 * vec )
inlinestatic

◆ it_80290DD4()

void it_80290DD4 ( Item_GObj * gobj,
s32 kind,
Vec3 * pos )

◆ it_80290E78()

void it_80290E78 ( Item_GObj * gobj)

◆ itFlipper_UnkMotion0_Anim()

bool itFlipper_UnkMotion0_Anim ( Item_GObj * gobj)

◆ itFlipper_UnkMotion0_Phys()

void itFlipper_UnkMotion0_Phys ( Item_GObj * gobj)

◆ itFlipper_UnkMotion0_Coll()

bool itFlipper_UnkMotion0_Coll ( Item_GObj * gobj)

◆ it_80290F00()

void it_80290F00 ( Item_GObj * gobj)

◆ itFlipper_UnkMotion1_Anim()

bool itFlipper_UnkMotion1_Anim ( Item_GObj * gobj)

◆ itFlipper_UnkMotion1_Phys()

void itFlipper_UnkMotion1_Phys ( Item_GObj * gobj)

◆ itFlipper_UnkMotion1_Coll()

bool itFlipper_UnkMotion1_Coll ( Item_GObj * gobj)

◆ itFlipper_Logic20_PickedUp()

void itFlipper_Logic20_PickedUp ( Item_GObj * gobj)

◆ itFlipper_UnkMotion2_Anim()

bool itFlipper_UnkMotion2_Anim ( Item_GObj * gobj)

◆ itFlipper_UnkMotion2_Phys()

void itFlipper_UnkMotion2_Phys ( Item_GObj * gobj)

◆ itFlipper_Logic20_Dropped()

void itFlipper_Logic20_Dropped ( Item_GObj * gobj)

◆ itFlipper_UnkMotion3_Anim()

bool itFlipper_UnkMotion3_Anim ( Item_GObj * gobj)

◆ itFlipper_UnkMotion3_Phys()

void itFlipper_UnkMotion3_Phys ( Item_GObj * gobj)

◆ itFlipper_UnkMotion3_Coll()

bool itFlipper_UnkMotion3_Coll ( Item_GObj * gobj)

◆ it_80291254()

void it_80291254 ( Item_GObj * gobj)

◆ it_8029131C()

void it_8029131C ( Item_GObj * gobj)

◆ it_80291344_inline()

void it_80291344_inline ( Item_GObj * gobj)
inlinestatic

◆ it_80291344()

bool it_80291344 ( Item_GObj * gobj)

◆ itFlipper_UnkMotion5_Anim()

bool itFlipper_UnkMotion5_Anim ( Item_GObj * gobj)

◆ itFlipper_UnkMotion6_Anim()

bool itFlipper_UnkMotion6_Anim ( Item_GObj * gobj)

◆ itFlipper_UnkMotion6_Phys()

void itFlipper_UnkMotion6_Phys ( Item_GObj * gobj)

◆ itFlipper_UnkMotion6_Coll()

bool itFlipper_UnkMotion6_Coll ( Item_GObj * gobj)

◆ it_3F14_Logic20_DmgDealt()

bool it_3F14_Logic20_DmgDealt ( Item_GObj * gobj)

◆ it_3F14_Logic20_Clanked()

bool it_3F14_Logic20_Clanked ( Item_GObj * gobj)

◆ it_3F14_Logic20_HitShield()

bool it_3F14_Logic20_HitShield ( Item_GObj * gobj)

◆ itFlipper_Logic20_Reflected()

bool itFlipper_Logic20_Reflected ( Item_GObj * gobj)

◆ itFlipper_Logic20_ShieldBounced()

bool itFlipper_Logic20_ShieldBounced ( Item_GObj * gobj)

◆ it_3F14_DmgRecv_CE8()

void it_3F14_DmgRecv_CE8 ( Item_GObj * gobj,
Vec3 * vel,
Vec3 * pos,
f32 speed )
inlinestatic
Todo
Eliminate this no-op branch (perturbs scheduling).

◆ it_3F14_Logic20_DmgReceived()

bool it_3F14_Logic20_DmgReceived ( Item_GObj * gobj)

◆ itFlipper_Logic20_EnteredAir()

void itFlipper_Logic20_EnteredAir ( Item_GObj * gobj)

◆ itFlipper_UnkMotion4_Anim()

bool itFlipper_UnkMotion4_Anim ( Item_GObj * gobj)

◆ itFlipper_UnkMotion4_Phys()

void itFlipper_UnkMotion4_Phys ( Item_GObj * gobj)

◆ itFlipper_UnkMotion4_Coll()

bool itFlipper_UnkMotion4_Coll ( Item_GObj * gobj)

◆ itFlipper_Logic20_EvtUnk()

void itFlipper_Logic20_EvtUnk ( Item_GObj * gobj,
Item_GObj * ref_gobj )