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itfreeze.h
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1#ifndef GALE01_28EB88
2#define GALE01_28EB88
3
4#include <platform.h>
5
6#include "it/forward.h"
7
8#include "it/items/types.h"
9
10/* 28EB88 */ Item_GObj* it_8028EB88(Item_GObj*, Vec3*, f32, f32);
11/* 28EC98 */ void it_8028EC98(Item_GObj* gobj, f32 vel);
12/* 28ECE0 */ void it_8028ECE0(Item_GObj* gobj);
13/* 28ECF0 */ Item* it_8028ECF0(Item_GObj* gobj, Vec3* v);
14/* 28ED10 */ void itFreeze_Logic17_Destroyed(Item_GObj*);
15/* 28ED50 */ void it_3F14_Logic17_Spawned(Item_GObj*);
16/* 28EDBC */ void it_8028EDBC(Item_GObj* gobj);
17/* 28EF34 */ void it_8028EF34(Item_GObj* gobj);
18/* 28EF88 */ bool itFreeze_UnkMotion0_Anim(Item_GObj* gobj);
19/* 28EF90 */ void itFreeze_UnkMotion0_Phys(Item_GObj* gobj);
20/* 28EFB0 */ bool itFreeze_UnkMotion0_Coll(Item_GObj* gobj);
21/* 28F1D8 */ void it_8028F1D8(Item_GObj* gobj);
22/* 28F200 */ bool itFreeze_UnkMotion3_Anim(Item_GObj* gobj);
23/* 28F208 */ void itFreeze_UnkMotion1_Phys(Item_GObj* gobj);
24/* 28F238 */ bool itFreeze_UnkMotion1_Coll(Item_GObj* gobj);
25/* 28F2B4 */ void itFreeze_Logic17_PickedUp(Item_GObj*);
26/* 28F310 */ bool itFreeze_UnkMotion2_Anim(Item_GObj* gobj);
27/* 28F318 */ void itFreeze_Logic17_Dropped(Item_GObj*);
28/* 28F340 */ void itFreeze_Logic17_Thrown(Item_GObj*);
29/* 28F368 */ void itFreeze_UnkMotion3_Phys(Item_GObj* gobj);
30/* 28F398 */ bool itFreeze_UnkMotion3_Coll(Item_GObj* gobj);
31/* 28F3CC */ bool itFreeze_Logic17_DmgDealt(Item_GObj*);
32/* 28F3D4 */ bool itFreeze_Logic17_Clanked(Item_GObj*);
33/* 28F3DC */ bool itFreeze_Logic17_HitShield(Item_GObj*);
34/* 28F3E4 */ bool itFreeze_Logic17_Absorbed(Item_GObj*);
35/* 28F3EC */ bool itFreeze_Logic17_Reflected(Item_GObj*);
37/* 28F42C */ bool itFreeze_Logic17_DmgReceived(Item_GObj*);
38/* 28F434 */ void it_8028F434(Item_GObj*, f32 vel, Item_GObj* ref_gobj);
39/* 28F4AC */ bool itFreeze_UnkMotion4_Anim(Item_GObj* gobj);
40/* 28F4B4 */ void itFreeze_UnkMotion4_Phys(Item_GObj* gobj);
41/* 28F560 */ bool itFreeze_UnkMotion4_Coll(Item_GObj* gobj);
42/* 28F7C8 */ void it_8028F7C8(Item_GObj* gobj);
43/* 28F828 */ bool itFreeze_UnkMotion5_Anim(Item_GObj* gobj);
44/* 28F830 */ void itFreeze_UnkMotion5_Phys(Item_GObj* gobj);
45/* 28F834 */ bool itFreeze_UnkMotion5_Coll(Item_GObj* gobj);
46/* 28F8C4 */ void itFreeze_Logic17_EvtUnk(Item_GObj*, Item_GObj*);
47/* 28F8E4 */ void it_8028F8E4(Item_GObj*);
48/* 28F968 */ void it_8028F968(Item_GObj*);
49/* 28F9B8 */ void it_8028F9B8(Item_GObj*);
50/* 3F5D28 */ extern ItemStateTable it_803F5D28[];
51
52#endif
ItemStateTable it_803F5D28[]
Definition itfreeze.c:21
bool itFreeze_UnkMotion0_Anim(Item_GObj *gobj)
Definition itfreeze.c:192
void it_8028F968(Item_GObj *)
Definition itfreeze.c:508
void it_8028F434(Item_GObj *, f32 vel, Item_GObj *ref_gobj)
Definition itfreeze.c:343
void it_8028F8E4(Item_GObj *)
Definition itfreeze.c:497
bool itFreeze_Logic17_ShieldBounced(Item_GObj *)
Definition itfreeze.c:333
void it_8028EDBC(Item_GObj *gobj)
Definition itfreeze.c:138
bool itFreeze_UnkMotion1_Coll(Item_GObj *gobj)
Definition itfreeze.c:250
void itFreeze_UnkMotion4_Phys(Item_GObj *gobj)
Definition itfreeze.c:365
void itFreeze_UnkMotion1_Phys(Item_GObj *gobj)
Definition itfreeze.c:243
bool itFreeze_Logic17_Absorbed(Item_GObj *)
Definition itfreeze.c:323
void itFreeze_UnkMotion5_Phys(Item_GObj *gobj)
Definition itfreeze.c:472
bool itFreeze_UnkMotion3_Coll(Item_GObj *gobj)
Definition itfreeze.c:300
void itFreeze_UnkMotion3_Phys(Item_GObj *gobj)
Definition itfreeze.c:290
void itFreeze_Logic17_Dropped(Item_GObj *)
Definition itfreeze.c:280
Item * it_8028ECF0(Item_GObj *gobj, Vec3 *v)
Definition itfreeze.c:103
void itFreeze_Logic17_Thrown(Item_GObj *)
Definition itfreeze.c:285
void it_8028ECE0(Item_GObj *gobj)
Definition itfreeze.c:98
void itFreeze_Logic17_EvtUnk(Item_GObj *, Item_GObj *)
Definition itfreeze.c:492
void it_8028EC98(Item_GObj *gobj, f32 vel)
Definition itfreeze.c:91
bool itFreeze_UnkMotion5_Coll(Item_GObj *gobj)
Definition itfreeze.c:474
bool itFreeze_UnkMotion5_Anim(Item_GObj *gobj)
Definition itfreeze.c:467
void itFreeze_Logic17_Destroyed(Item_GObj *)
Definition itfreeze.c:112
bool itFreeze_UnkMotion0_Coll(Item_GObj *gobj)
Definition itfreeze.c:202
bool itFreeze_UnkMotion3_Anim(Item_GObj *gobj)
Definition itfreeze.c:238
void it_3F14_Logic17_Spawned(Item_GObj *)
Definition itfreeze.c:121
void it_8028F7C8(Item_GObj *gobj)
Definition itfreeze.c:455
bool itFreeze_UnkMotion4_Coll(Item_GObj *gobj)
Definition itfreeze.c:425
bool itFreeze_UnkMotion4_Anim(Item_GObj *gobj)
Definition itfreeze.c:360
bool itFreeze_Logic17_DmgReceived(Item_GObj *)
Definition itfreeze.c:338
void itFreeze_Logic17_PickedUp(Item_GObj *)
Definition itfreeze.c:262
Item_GObj * it_8028EB88(Item_GObj *, Vec3 *, f32, f32)
Definition itfreeze.c:58
void it_8028EF34(Item_GObj *gobj)
Definition itfreeze.c:181
bool itFreeze_Logic17_Clanked(Item_GObj *)
Definition itfreeze.c:313
bool itFreeze_Logic17_Reflected(Item_GObj *)
Definition itfreeze.c:328
bool itFreeze_UnkMotion2_Anim(Item_GObj *gobj)
Definition itfreeze.c:275
void it_8028F9B8(Item_GObj *)
Definition itfreeze.c:516
bool itFreeze_Logic17_DmgDealt(Item_GObj *)
Definition itfreeze.c:308
bool itFreeze_Logic17_HitShield(Item_GObj *)
Definition itfreeze.c:318
void it_8028F1D8(Item_GObj *gobj)
Definition itfreeze.c:233
void itFreeze_UnkMotion0_Phys(Item_GObj *gobj)
Definition itfreeze.c:197
HSD_GObj Item_GObj
Definition forward.h:55
Definition types.h:11
Definition types.h:219