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SSBM Decomp
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Go to the source code of this file.
Functions | |
| 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) | |
| void | it_802ADEF0 (HSD_GObj *item_gobj) |
| Redirects to another function (it_802ADF10) | |
| void | it_802ADF10 (HSD_GObj *item_gobj) |
| Sets item position relative to owner position and resets some blaster vars, then shifts blaster var values up their groups and resets the lowest var in each. | |
| void | it_802AE1D0 (Item_GObj *item_gobj) |
| If item exists, set some blaster vars and accessory callback function. | |
| void | it_802AE538 (Item_GObj *item_gobj) |
| If item exists and some blaster vars at specific values (possibly frame numbers?), then set sfx. | |
| 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. | |
| Item_GObj * | it_802AE8A8 (f32 facing_dir, Fighter_GObj *fighter_gobj, Vec3 *arg2, Fighter_Part ft_part, ItemKind it_kind) |
| Spawns blaster item at location arg2 and gives to fighter at specified fighter part. | |
| Item_GObj * | it_802AE994 (Fighter_GObj *, Fighter_Part, ItemKind) |
| Spawns blaster item at fighter's location and gives to them at specified part, as well as initializes cmd vars at 1 (different than other spawn function) | |
| void | it_802AEAB4 (Item_GObj *item_gobj) |
| If item exists, then clear item and blaster vars and destroy item. | |
| void | itFoxBlaster_Logic96_PickedUp (Item_GObj *) |
| If any cmd var is non-zero, change the item state to 10. | |
| void | itFoxBlaster_Logic96_EvtUnk (Item_GObj *, HSD_GObj *) |
| Calls function it_8026B894. | |
Variables | |
| ItemStateTable | it_803F6CA8 [] |
Sets sfx and jobj flags based on if the blaster model is visible (and fox vs falco)
| item_gobj | |
| visibility | always 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 |
| void it_802ADEF0 | ( | HSD_GObj * | item_gobj | ) |
Redirects to another function (it_802ADF10)
| item_gobj |
| void it_802ADF10 | ( | HSD_GObj * | item_gobj | ) |
Sets item position relative to owner position and resets some blaster vars, then shifts blaster var values up their groups and resets the lowest var in each.
| item_gobj |
| 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
| item_gobj |
| 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)
| item_gobj |
| 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)
| item_gobj |
| Item_GObj * it_802AE8A8 | ( | f32 | facing_dir, |
| Fighter_GObj * | fighter_gobj, | ||
| Vec3 * | arg2, | ||
| Fighter_Part | ft_part, | ||
| ItemKind | it_kind | ||
| ) |
Spawns blaster item at location arg2 and gives to fighter at specified fighter part.
| facing_dir | |
| fighter_gobj | |
| arg2 | |
| ft_part | |
| it_kind |
| Item_GObj * it_802AE994 | ( | Fighter_GObj * | owner_gobj, |
| Fighter_Part | ft_part, | ||
| ItemKind | it_kind | ||
| ) |
Spawns blaster item at fighter's location and gives to them at specified part, as well as initializes cmd vars at 1 (different than other spawn function)
| owner_gobj | |
| ft_part | |
| it_kind |
| void it_802AEAB4 | ( | Item_GObj * | item_gobj | ) |
If item exists, then clear item and blaster vars and destroy item.
| item_gobj |
| void itFoxBlaster_Logic96_PickedUp | ( | Item_GObj * | item_gobj | ) |
If any cmd var is non-zero, change the item state to 10.
Otherwise get the item state for the current fighter move, and set that. Then call Item_802694CC to do advance animation + script
| item_gobj |
Calls function it_8026B894.
| item_gobj | |
| ref_gobj |
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extern |