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itfreeze.c File Reference
#include "itfreeze.h"
#include "it/inlines.h"
#include "it/it_266F.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/item.h"
#include "it/items/itwhitebea.h"

Functions

void it_8028ECE0 (Item_GObj *gobj)
 it_8028EB88
 
bool itFreeze_UnkMotion0_Anim (Item_GObj *gobj)
 it_8028ECF0
 
bool itFreeze_UnkMotion3_Anim (Item_GObj *gobj)
 itFreeze_UnkMotion0_Phys
 
void it_3F14_Logic17_PickedUp (Item_GObj *gobj)
 itFreeze_UnkMotion1_Phys
 
bool itFreeze_UnkMotion2_Anim (Item_GObj *gobj)
 
void it_3F14_Logic17_Dropped (Item_GObj *gobj)
 
void it_3F14_Logic17_Thrown (Item_GObj *gobj)
 
void itFreeze_UnkMotion3_Phys (Item_GObj *gobj)
 
bool itFreeze_UnkMotion3_Coll (Item_GObj *gobj)
 
bool it_3F14_Logic17_DmgDealt (Item_GObj *arg0)
 
bool it_3F14_Logic17_Clanked (Item_GObj *arg0)
 
bool it_3F14_Logic17_HitShield (Item_GObj *arg0)
 
bool it_3F14_Logic17_Absorbed (Item_GObj *arg0)
 
bool it_3F14_Logic17_Reflected (Item_GObj *gobj)
 
bool it_3F14_Logic17_ShieldBounced (Item_GObj *gobj)
 
bool it_3F14_Logic17_DmgReceived (Item_GObj *arg0)
 
bool itFreeze_UnkMotion4_Anim (Item_GObj *gobj)
 it_8028F434
 
bool itFreeze_UnkMotion5_Anim (Item_GObj *gobj)
 itFreeze_UnkMotion4_Phys
 
void itFreeze_UnkMotion5_Phys (Item_GObj *gobj)
 
void it_3F14_Logic17_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)
 itFreeze_UnkMotion5_Coll
 
void it_8028F9B8 (Item_GObj *gobj)
 it_8028F8E4
 

Function Documentation

◆ it_8028ECE0()

void it_8028ECE0 ( Item_GObj gobj)

◆ itFreeze_UnkMotion0_Anim()

◆ itFreeze_UnkMotion3_Anim()

◆ it_3F14_Logic17_PickedUp()

void it_3F14_Logic17_PickedUp ( Item_GObj gobj)

◆ itFreeze_UnkMotion2_Anim()

bool itFreeze_UnkMotion2_Anim ( Item_GObj gobj)

◆ it_3F14_Logic17_Dropped()

void it_3F14_Logic17_Dropped ( Item_GObj gobj)

◆ it_3F14_Logic17_Thrown()

void it_3F14_Logic17_Thrown ( Item_GObj gobj)

◆ itFreeze_UnkMotion3_Phys()

void itFreeze_UnkMotion3_Phys ( Item_GObj gobj)

◆ itFreeze_UnkMotion3_Coll()

bool itFreeze_UnkMotion3_Coll ( Item_GObj gobj)

◆ it_3F14_Logic17_DmgDealt()

bool it_3F14_Logic17_DmgDealt ( Item_GObj arg0)

◆ it_3F14_Logic17_Clanked()

bool it_3F14_Logic17_Clanked ( Item_GObj arg0)

◆ it_3F14_Logic17_HitShield()

bool it_3F14_Logic17_HitShield ( Item_GObj arg0)

◆ it_3F14_Logic17_Absorbed()

bool it_3F14_Logic17_Absorbed ( Item_GObj arg0)

◆ it_3F14_Logic17_Reflected()

bool it_3F14_Logic17_Reflected ( Item_GObj gobj)

◆ it_3F14_Logic17_ShieldBounced()

bool it_3F14_Logic17_ShieldBounced ( Item_GObj gobj)

◆ it_3F14_Logic17_DmgReceived()

bool it_3F14_Logic17_DmgReceived ( Item_GObj arg0)

◆ itFreeze_UnkMotion4_Anim()

bool itFreeze_UnkMotion4_Anim ( Item_GObj gobj)

◆ itFreeze_UnkMotion5_Anim()

◆ itFreeze_UnkMotion5_Phys()

void itFreeze_UnkMotion5_Phys ( Item_GObj gobj)

◆ it_3F14_Logic17_EvtUnk()

void it_3F14_Logic17_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)

◆ it_8028F9B8()

void it_8028F9B8 ( Item_GObj gobj)