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itkusudama.c File Reference
#include "itkusudama.h"
#include <Runtime/platform.h>
#include <melee/it/forward.h>
#include <placeholder.h>
#include "inlines.h"
#include <dolphin/mtx.h>
#include <melee/ef/efsync.h>
#include <melee/ft/ftlib.h>
#include <melee/it/inlines.h>
#include <melee/it/it_26B1.h>
#include <melee/it/it_2725.h>
#include <melee/it/itCommonItems.h>
#include <melee/it/itdrop.h>
#include <melee/it/item.h>
#include <melee/it/itgroundcoll.h>
#include <melee/it/ithitbox.h>
#include <melee/it/itmaplib.h>
#include <melee/it/itspawn.h>
#include <sysdolphin/baselib/random.h>

Functions

HSD_GObj * it_802896CC (Vec3 *arg0)
void itKusudama_Logic4_Spawned (Item_GObj *gobj)
void it_802897C8 (Item_GObj *gobj, f32 angle)
void it_80289910 (Item_GObj *gobj, f32 angle)
static void it_8028A544_inline (Item_GObj *gobj)
void it_80289A00 (Item_GObj *gobj)
void it_80289B50 (Item_GObj *gobj, s32 arg1)
static void it_80289BE8_inline (Item_GObj *gobj, f32 vel_scale, Vec3 *pos, Vec3 *vel)
static ItemKind it_80289BE8_spawn_random (Item_GObj *gobj, f32 vel_scale, Vec3 *pos, Vec3 *vel)
static void it_80289BE8_spawn (Item_GObj *gobj, ItemKind kind, f32 vel_scale, Vec3 *pos, Vec3 *vel, ItemKind *out_spawned)
void it_80289BE8 (Item_GObj *gobj, s32 arg1, s32 food_weight, s32 arg3)
bool it_8028A114 (Item_GObj *gobj, s32 arg1, s32 arg2, s32 arg3, s32 arg4)
static void it_8028A190_inline (Item_GObj *gobj)
void it_8028A190 (Item_GObj *gobj)
bool itKusudama_UnkMotion0_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion0_Phys (Item_GObj *gobj)
bool itKusudama_UnkMotion0_Coll (Item_GObj *gobj)
bool itKusudama_UnkMotion1_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion1_Phys (Item_GObj *gobj)
bool itKusudama_UnkMotion1_Coll (Item_GObj *gobj)
void it_8028A3CC (Item_GObj *gobj)
bool itKusudama_UnkMotion2_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion2_Phys (Item_GObj *gobj)
bool itKusudama_UnkMotion2_Coll (Item_GObj *gobj)
void it_8028A544 (Item_GObj *gobj)
static void itKusudama_UnkMotion3_inline (Item_GObj *gobj)
bool itKusudama_UnkMotion3_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion3_Phys (Item_GObj *gobj)
bool itKusudama_UnkMotion3_Coll (Item_GObj *gobj)
void itKusudama_Logic4_PickedUp (Item_GObj *gobj)
bool itKusudama_UnkMotion4_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion4_Phys (Item_GObj *gobj)
void itKusudama_Logic4_Thrown (Item_GObj *gobj)
bool itKusudama_UnkMotion6_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion6_Phys (Item_GObj *gobj)
static void itKusudama_UnkMotion5_Coll_inline (Item_GObj *gobj)
bool itKusudama_UnkMotion5_Coll (Item_GObj *gobj)
void itKusudama_Logic4_Dropped (Item_GObj *gobj)
static void itKusudama_UnkMotion6_Coll_inline2 (Item_GObj *gobj)
static void itKusudama_UnkMotion6_Coll_inline (Item_GObj *gobj)
bool itKusudama_UnkMotion6_Coll (Item_GObj *gobj)
void it_8028AC74 (Item_GObj *gobj)
bool itKusudama_UnkMotion7_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion7_Phys (Item_GObj *gobj)
bool itKusudama_UnkMotion7_Coll (Item_GObj *gobj)
void it_8028AD44 (Item_GObj *gobj)
static void itKusudama_UnkMotion8_Anim_inline (Item_GObj *gobj)
bool itKusudama_UnkMotion8_Anim (Item_GObj *gobj)
void itKusudama_UnkMotion8_Phys (Item_GObj *gobj)
bool itKusudama_UnkMotion8_Coll (Item_GObj *gobj)
static void itKusudama_Logic4_DmgDealt_inline (Item_GObj *gobj)
bool itKusudama_Logic4_DmgDealt (Item_GObj *gobj)
static void itKusudama_Logic4_Clanked_inline (Item_GObj *gobj)
bool itKusudama_Logic4_Clanked (Item_GObj *gobj)
bool itKusudama_Logic4_HitShield (Item_GObj *gobj)
bool itKusudama_Logic4_Reflected (Item_GObj *gobj)
bool itKusudama_Logic4_DmgReceived (Item_GObj *gobj)
void itKusudama_Logic4_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)

Variables

ItemStateTable it_803F59F8 []

Function Documentation

◆ it_802896CC()

HSD_GObj * it_802896CC ( Vec3 * arg0)

◆ itKusudama_Logic4_Spawned()

void itKusudama_Logic4_Spawned ( Item_GObj * gobj)

◆ it_802897C8()

void it_802897C8 ( Item_GObj * gobj,
f32 angle )

◆ it_80289910()

void it_80289910 ( Item_GObj * gobj,
f32 angle )

◆ it_8028A544_inline()

void it_8028A544_inline ( Item_GObj * gobj)
static

◆ it_80289A00()

void it_80289A00 ( Item_GObj * gobj)

◆ it_80289B50()

void it_80289B50 ( Item_GObj * gobj,
s32 arg1 )

◆ it_80289BE8_inline()

void it_80289BE8_inline ( Item_GObj * gobj,
f32 vel_scale,
Vec3 * pos,
Vec3 * vel )
inlinestatic

◆ it_80289BE8_spawn_random()

ItemKind it_80289BE8_spawn_random ( Item_GObj * gobj,
f32 vel_scale,
Vec3 * pos,
Vec3 * vel )
inlinestatic

◆ it_80289BE8_spawn()

void it_80289BE8_spawn ( Item_GObj * gobj,
ItemKind kind,
f32 vel_scale,
Vec3 * pos,
Vec3 * vel,
ItemKind * out_spawned )
inlinestatic

◆ it_80289BE8()

void it_80289BE8 ( Item_GObj * gobj,
s32 arg1,
s32 food_weight,
s32 arg3 )
Todo
.sdata2 order hack

◆ it_8028A114()

bool it_8028A114 ( Item_GObj * gobj,
s32 arg1,
s32 arg2,
s32 arg3,
s32 arg4 )

◆ it_8028A190_inline()

void it_8028A190_inline ( Item_GObj * gobj)
inlinestatic

◆ it_8028A190()

void it_8028A190 ( Item_GObj * gobj)

◆ itKusudama_UnkMotion0_Anim()

bool itKusudama_UnkMotion0_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion0_Phys()

void itKusudama_UnkMotion0_Phys ( Item_GObj * gobj)

◆ itKusudama_UnkMotion0_Coll()

bool itKusudama_UnkMotion0_Coll ( Item_GObj * gobj)

◆ itKusudama_UnkMotion1_Anim()

bool itKusudama_UnkMotion1_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion1_Phys()

void itKusudama_UnkMotion1_Phys ( Item_GObj * gobj)

◆ itKusudama_UnkMotion1_Coll()

bool itKusudama_UnkMotion1_Coll ( Item_GObj * gobj)

◆ it_8028A3CC()

void it_8028A3CC ( Item_GObj * gobj)

◆ itKusudama_UnkMotion2_Anim()

bool itKusudama_UnkMotion2_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion2_Phys()

void itKusudama_UnkMotion2_Phys ( Item_GObj * gobj)

◆ itKusudama_UnkMotion2_Coll()

bool itKusudama_UnkMotion2_Coll ( Item_GObj * gobj)

◆ it_8028A544()

void it_8028A544 ( Item_GObj * gobj)

◆ itKusudama_UnkMotion3_inline()

void itKusudama_UnkMotion3_inline ( Item_GObj * gobj)
inlinestatic

◆ itKusudama_UnkMotion3_Anim()

bool itKusudama_UnkMotion3_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion3_Phys()

void itKusudama_UnkMotion3_Phys ( Item_GObj * gobj)

◆ itKusudama_UnkMotion3_Coll()

bool itKusudama_UnkMotion3_Coll ( Item_GObj * gobj)

◆ itKusudama_Logic4_PickedUp()

void itKusudama_Logic4_PickedUp ( Item_GObj * gobj)

◆ itKusudama_UnkMotion4_Anim()

bool itKusudama_UnkMotion4_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion4_Phys()

void itKusudama_UnkMotion4_Phys ( Item_GObj * gobj)

◆ itKusudama_Logic4_Thrown()

void itKusudama_Logic4_Thrown ( Item_GObj * gobj)

◆ itKusudama_UnkMotion6_Anim()

bool itKusudama_UnkMotion6_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion6_Phys()

void itKusudama_UnkMotion6_Phys ( Item_GObj * gobj)

◆ itKusudama_UnkMotion5_Coll_inline()

void itKusudama_UnkMotion5_Coll_inline ( Item_GObj * gobj)
inlinestatic

◆ itKusudama_UnkMotion5_Coll()

bool itKusudama_UnkMotion5_Coll ( Item_GObj * gobj)

◆ itKusudama_Logic4_Dropped()

void itKusudama_Logic4_Dropped ( Item_GObj * gobj)

◆ itKusudama_UnkMotion6_Coll_inline2()

void itKusudama_UnkMotion6_Coll_inline2 ( Item_GObj * gobj)
inlinestatic

◆ itKusudama_UnkMotion6_Coll_inline()

void itKusudama_UnkMotion6_Coll_inline ( Item_GObj * gobj)
inlinestatic

◆ itKusudama_UnkMotion6_Coll()

bool itKusudama_UnkMotion6_Coll ( Item_GObj * gobj)

◆ it_8028AC74()

void it_8028AC74 ( Item_GObj * gobj)

◆ itKusudama_UnkMotion7_Anim()

bool itKusudama_UnkMotion7_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion7_Phys()

void itKusudama_UnkMotion7_Phys ( Item_GObj * gobj)

◆ itKusudama_UnkMotion7_Coll()

bool itKusudama_UnkMotion7_Coll ( Item_GObj * gobj)

◆ it_8028AD44()

void it_8028AD44 ( Item_GObj * gobj)

◆ itKusudama_UnkMotion8_Anim_inline()

void itKusudama_UnkMotion8_Anim_inline ( Item_GObj * gobj)
inlinestatic

◆ itKusudama_UnkMotion8_Anim()

bool itKusudama_UnkMotion8_Anim ( Item_GObj * gobj)

◆ itKusudama_UnkMotion8_Phys()

void itKusudama_UnkMotion8_Phys ( Item_GObj * gobj)

◆ itKusudama_UnkMotion8_Coll()

bool itKusudama_UnkMotion8_Coll ( Item_GObj * gobj)

◆ itKusudama_Logic4_DmgDealt_inline()

void itKusudama_Logic4_DmgDealt_inline ( Item_GObj * gobj)
inlinestatic

◆ itKusudama_Logic4_DmgDealt()

bool itKusudama_Logic4_DmgDealt ( Item_GObj * gobj)

◆ itKusudama_Logic4_Clanked_inline()

void itKusudama_Logic4_Clanked_inline ( Item_GObj * gobj)
inlinestatic

◆ itKusudama_Logic4_Clanked()

bool itKusudama_Logic4_Clanked ( Item_GObj * gobj)

◆ itKusudama_Logic4_HitShield()

bool itKusudama_Logic4_HitShield ( Item_GObj * gobj)

◆ itKusudama_Logic4_Reflected()

bool itKusudama_Logic4_Reflected ( Item_GObj * gobj)

◆ itKusudama_Logic4_DmgReceived()

bool itKusudama_Logic4_DmgReceived ( Item_GObj * gobj)

◆ itKusudama_Logic4_EvtUnk()

void itKusudama_Logic4_EvtUnk ( Item_GObj * gobj,
Item_GObj * ref_gobj )

Variable Documentation

◆ it_803F59F8

ItemStateTable it_803F59F8[]
Initial value:
= {
}
bool itKusudama_UnkMotion3_Coll(Item_GObj *gobj)
Definition itkusudama.c:474
void itKusudama_UnkMotion4_Phys(Item_GObj *gobj)
Definition itkusudama.c:497
bool itKusudama_UnkMotion2_Coll(Item_GObj *gobj)
Definition itkusudama.c:415
bool itKusudama_UnkMotion6_Coll(Item_GObj *gobj)
Definition itkusudama.c:561
bool itKusudama_UnkMotion8_Coll(Item_GObj *gobj)
Definition itkusudama.c:655
bool itKusudama_UnkMotion4_Anim(Item_GObj *gobj)
Definition itkusudama.c:492
void itKusudama_UnkMotion2_Phys(Item_GObj *gobj)
Definition itkusudama.c:408
bool itKusudama_UnkMotion7_Anim(Item_GObj *gobj)
Definition itkusudama.c:602
bool itKusudama_UnkMotion1_Coll(Item_GObj *gobj)
Definition itkusudama.c:388
bool itKusudama_UnkMotion5_Coll(Item_GObj *gobj)
Definition itkusudama.c:528
void itKusudama_UnkMotion1_Phys(Item_GObj *gobj)
Definition itkusudama.c:386
bool itKusudama_UnkMotion7_Coll(Item_GObj *gobj)
Definition itkusudama.c:609
void itKusudama_UnkMotion0_Phys(Item_GObj *gobj)
Definition itkusudama.c:359
void itKusudama_UnkMotion3_Phys(Item_GObj *gobj)
Definition itkusudama.c:472
void itKusudama_UnkMotion8_Phys(Item_GObj *gobj)
Definition itkusudama.c:653
bool itKusudama_UnkMotion6_Anim(Item_GObj *gobj)
Definition itkusudama.c:505
void itKusudama_UnkMotion6_Phys(Item_GObj *gobj)
Definition itkusudama.c:510
bool itKusudama_UnkMotion2_Anim(Item_GObj *gobj)
Definition itkusudama.c:402
bool itKusudama_UnkMotion1_Anim(Item_GObj *gobj)
Definition itkusudama.c:367
bool itKusudama_UnkMotion3_Anim(Item_GObj *gobj)
Definition itkusudama.c:458
void itKusudama_UnkMotion7_Phys(Item_GObj *gobj)
Definition itkusudama.c:607
bool itKusudama_UnkMotion0_Anim(Item_GObj *gobj)
Definition itkusudama.c:353
bool itKusudama_UnkMotion8_Anim(Item_GObj *gobj)
Definition itkusudama.c:636
bool itKusudama_UnkMotion0_Coll(Item_GObj *gobj)
Definition itkusudama.c:361
#define NULL
Definition stddef.h:19