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itkusudama.h File Reference
#include "it/forward.h"
#include "it/items/types.h"
#include <dolphin/mtx.h>

Go to the source code of this file.

Functions

HSD_GObjit_802896CC (Vec3 *)
 
void it_3F14_Logic4_Spawned (Item_GObj *)
 
void it_802897C8 (Item_GObj *gobj, float angle)
 
void it_80289910 (Item_GObj *gobj, f32 angle)
 
void it_80289A00 (Item_GObj *gobj)
 
void it_80289B50 (Item_GObj *gobj, s32 arg1)
 
void it_80289BE8 (Item_GObj *gobj, s32 arg1, s32 arg2, s32 arg3)
 
bool it_8028A114 (Item_GObj *gobj, s32 arg1, s32 arg2, s32 arg3, s32 arg4)
 
void it_8028A190 (Item_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 *)
 
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)
 
bool itKusudama_UnkMotion3_Anim (Item_GObj *gobj)
 
void itKusudama_UnkMotion3_Phys (Item_GObj *gobj)
 
bool itKusudama_UnkMotion3_Coll (Item_GObj *gobj)
 
void it_3F14_Logic4_PickedUp (Item_GObj *)
 
bool itKusudama_UnkMotion4_Anim (Item_GObj *gobj)
 
void itKusudama_UnkMotion4_Phys (Item_GObj *gobj)
 
void it_3F14_Logic4_Thrown (Item_GObj *)
 
bool itKusudama_UnkMotion6_Anim (Item_GObj *gobj)
 
void itKusudama_UnkMotion6_Phys (Item_GObj *gobj)
 
bool itKusudama_UnkMotion5_Coll (Item_GObj *gobj)
 
void it_3F14_Logic4_Dropped (Item_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)
 
bool itKusudama_UnkMotion8_Anim (Item_GObj *gobj)
 
void itKusudama_UnkMotion8_Phys (Item_GObj *gobj)
 
bool itKusudama_UnkMotion8_Coll (Item_GObj *gobj)
 
bool it_3F14_Logic4_DmgDealt (Item_GObj *)
 
bool it_3F14_Logic4_Clanked (Item_GObj *)
 
bool it_3F14_Logic4_HitShield (Item_GObj *)
 
bool it_3F14_Logic4_Reflected (Item_GObj *)
 
bool it_3F14_Logic4_DmgReceived (Item_GObj *)
 
void it_3F14_Logic4_EvtUnk (Item_GObj *, Item_GObj *)
 

Variables

ItemStateTable it_803F59F8 []
 

Function Documentation

◆ it_802896CC()

HSD_GObj * it_802896CC ( Vec3 *  arg0)

◆ it_3F14_Logic4_Spawned()

void it_3F14_Logic4_Spawned ( Item_GObj gobj)

◆ it_802897C8()

void it_802897C8 ( Item_GObj gobj,
float  angle 
)

◆ it_80289910()

void it_80289910 ( Item_GObj gobj,
f32  angle 
)

◆ it_80289A00()

void it_80289A00 ( Item_GObj gobj)

◆ it_80289B50()

void it_80289B50 ( Item_GObj gobj,
s32  arg1 
)

◆ it_80289BE8()

void it_80289BE8 ( Item_GObj gobj,
s32  arg1,
s32  arg2,
s32  arg3 
)

◆ it_8028A114()

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

◆ 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_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)

◆ it_3F14_Logic4_PickedUp()

void it_3F14_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)

◆ it_3F14_Logic4_Thrown()

void it_3F14_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()

bool itKusudama_UnkMotion5_Coll ( Item_GObj gobj)

◆ it_3F14_Logic4_Dropped()

void it_3F14_Logic4_Dropped ( Item_GObj gobj)

◆ 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()

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)

◆ it_3F14_Logic4_DmgDealt()

bool it_3F14_Logic4_DmgDealt ( Item_GObj gobj)

◆ it_3F14_Logic4_Clanked()

bool it_3F14_Logic4_Clanked ( Item_GObj gobj)

◆ it_3F14_Logic4_HitShield()

bool it_3F14_Logic4_HitShield ( Item_GObj gobj)

◆ it_3F14_Logic4_Reflected()

bool it_3F14_Logic4_Reflected ( Item_GObj gobj)

◆ it_3F14_Logic4_DmgReceived()

bool it_3F14_Logic4_DmgReceived ( Item_GObj gobj)

◆ it_3F14_Logic4_EvtUnk()

void it_3F14_Logic4_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)

Variable Documentation

◆ it_803F59F8

ItemStateTable it_803F59F8[]
extern