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itfoxblaster.h File Reference
#include "ft/forward.h"
#include "it/forward.h"
#include "it/items/types.h"

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_GObjit_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_GObjit_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 []
 

Function Documentation

◆ 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_802ADEF0()

void it_802ADEF0 ( HSD_GObj item_gobj)

Redirects to another function (it_802ADF10)

Parameters
item_gobj

◆ 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.

Parameters
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_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_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_802AE8A8()

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.

Parameters
facing_dir
fighter_gobj
arg2
ft_part
it_kind
Returns
item_gobj (HSD_GObj* for the newly spawned item)

◆ it_802AE994()

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)

Parameters
owner_gobj
ft_part
it_kind
Returns
item_gobj (HSD_GObj* for the newly spawned item)

◆ it_802AEAB4()

void it_802AEAB4 ( Item_GObj item_gobj)

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

Parameters
item_gobj

◆ itFoxBlaster_Logic96_PickedUp()

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

Parameters
item_gobj

◆ itFoxBlaster_Logic96_EvtUnk()

void itFoxBlaster_Logic96_EvtUnk ( Item_GObj item_gobj,
HSD_GObj ref_gobj 
)

Calls function it_8026B894.

Parameters
item_gobj
ref_gobj

Variable Documentation

◆ it_803F6CA8

ItemStateTable it_803F6CA8[]
extern