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itkusudama.h
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1#ifndef GALE01_2896CC
2#define GALE01_2896CC
3
4#include <melee/it/forward.h>
5
6#include <dolphin/mtx.h>
8
9/* 2896CC */ HSD_GObj* it_802896CC(Vec3*);
10/* 289784 */ void itKusudama_Logic4_Spawned(Item_GObj*);
11/* 2897C8 */ void it_802897C8(Item_GObj* gobj, float angle);
12/* 289910 */ void it_80289910(Item_GObj* gobj, f32 angle);
13/* 289A00 */ void it_80289A00(Item_GObj* gobj);
14/* 289B50 */ void it_80289B50(Item_GObj* gobj, s32 arg1);
15/* 289BE8 */ void it_80289BE8(Item_GObj* gobj, s32 arg1, s32 arg2, s32 arg3);
16/* 28A114 */ bool it_8028A114(Item_GObj* gobj, s32 arg1, s32 arg2, s32 arg3,
17 s32 arg4);
18/* 28A190 */ void it_8028A190(Item_GObj*);
19/* 28A298 */ bool itKusudama_UnkMotion0_Anim(Item_GObj* gobj);
20/* 28A2C0 */ void itKusudama_UnkMotion0_Phys(Item_GObj* gobj);
21/* 28A2C4 */ bool itKusudama_UnkMotion0_Coll(Item_GObj* gobj);
22/* 28A2F0 */ bool itKusudama_UnkMotion1_Anim(Item_GObj* gobj);
23/* 28A3A4 */ void itKusudama_UnkMotion1_Phys(Item_GObj* gobj);
24/* 28A3A8 */ bool itKusudama_UnkMotion1_Coll(Item_GObj* gobj);
25/* 28A3CC */ void it_8028A3CC(Item_GObj*);
26/* 28A4C0 */ bool itKusudama_UnkMotion2_Anim(Item_GObj* gobj);
27/* 28A4E8 */ void itKusudama_UnkMotion2_Phys(Item_GObj* gobj);
28/* 28A518 */ bool itKusudama_UnkMotion2_Coll(Item_GObj* gobj);
29/* 28A544 */ void it_8028A544(Item_GObj* gobj);
30/* 28A690 */ bool itKusudama_UnkMotion3_Anim(Item_GObj* gobj);
31/* 28A7F0 */ void itKusudama_UnkMotion3_Phys(Item_GObj* gobj);
32/* 28A7F4 */ bool itKusudama_UnkMotion3_Coll(Item_GObj* gobj);
33/* 28A93C */ void itKusudama_Logic4_PickedUp(Item_GObj*);
34/* 28A964 */ bool itKusudama_UnkMotion4_Anim(Item_GObj* gobj);
35/* 28A96C */ void itKusudama_UnkMotion4_Phys(Item_GObj* gobj);
36/* 28A970 */ void itKusudama_Logic4_Thrown(Item_GObj*);
37/* 28A9AC */ bool itKusudama_UnkMotion6_Anim(Item_GObj* gobj);
38/* 28A9B4 */ void itKusudama_UnkMotion6_Phys(Item_GObj* gobj);
39/* 28AA00 */ bool itKusudama_UnkMotion5_Coll(Item_GObj* gobj);
40/* 28AB28 */ void itKusudama_Logic4_Dropped(Item_GObj*);
41/* 28AB64 */ bool itKusudama_UnkMotion6_Coll(Item_GObj* gobj);
42/* 28AC74 */ void it_8028AC74(Item_GObj* gobj);
43/* 28AD18 */ bool itKusudama_UnkMotion7_Anim(Item_GObj* gobj);
44/* 28AD38 */ void itKusudama_UnkMotion7_Phys(Item_GObj* gobj);
45/* 28AD3C */ bool itKusudama_UnkMotion7_Coll(Item_GObj* gobj);
46/* 28AD44 */ void it_8028AD44(Item_GObj* gobj);
47/* 28ADD4 */ bool itKusudama_UnkMotion8_Anim(Item_GObj* gobj);
48/* 28AE98 */ void itKusudama_UnkMotion8_Phys(Item_GObj* gobj);
49/* 28AE9C */ bool itKusudama_UnkMotion8_Coll(Item_GObj* gobj);
50/* 28AEA4 */ bool itKusudama_Logic4_DmgDealt(Item_GObj*);
51/* 28AF1C */ bool itKusudama_Logic4_Clanked(Item_GObj*);
52/* 28AF54 */ bool itKusudama_Logic4_HitShield(Item_GObj*);
53/* 28AF8C */ bool itKusudama_Logic4_Reflected(Item_GObj*);
55/* 28B06C */ void itKusudama_Logic4_EvtUnk(Item_GObj*, Item_GObj*);
56/* 3F59F8 */ extern ItemStateTable it_803F59F8[];
57
58#endif
ItemStateTable it_803F59F8[]
Definition itkusudama.c:25
void it_802897C8(Item_GObj *gobj, float angle)
Definition itkusudama.c:71
bool itKusudama_UnkMotion3_Coll(Item_GObj *gobj)
Definition itkusudama.c:474
void it_8028A3CC(Item_GObj *)
Definition itkusudama.c:394
void itKusudama_UnkMotion4_Phys(Item_GObj *gobj)
Definition itkusudama.c:497
bool itKusudama_UnkMotion2_Coll(Item_GObj *gobj)
Definition itkusudama.c:415
bool itKusudama_Logic4_HitShield(Item_GObj *)
Definition itkusudama.c:695
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_Logic4_Clanked(Item_GObj *)
Definition itkusudama.c:686
void it_8028AC74(Item_GObj *gobj)
Definition itkusudama.c:582
void it_80289B50(Item_GObj *gobj, s32 arg1)
Definition itkusudama.c:154
void it_80289910(Item_GObj *gobj, f32 angle)
Definition itkusudama.c:101
bool itKusudama_UnkMotion7_Anim(Item_GObj *gobj)
Definition itkusudama.c:602
bool itKusudama_UnkMotion1_Coll(Item_GObj *gobj)
Definition itkusudama.c:388
bool itKusudama_Logic4_DmgDealt(Item_GObj *)
Definition itkusudama.c:672
void itKusudama_Logic4_PickedUp(Item_GObj *)
Definition itkusudama.c:487
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
bool it_8028A114(Item_GObj *gobj, s32 arg1, s32 arg2, s32 arg3, s32 arg4)
Definition itkusudama.c:317
void itKusudama_Logic4_EvtUnk(Item_GObj *, Item_GObj *)
Definition itkusudama.c:718
void itKusudama_UnkMotion8_Phys(Item_GObj *gobj)
Definition itkusudama.c:653
void itKusudama_Logic4_Thrown(Item_GObj *)
Definition itkusudama.c:499
void it_80289BE8(Item_GObj *gobj, s32 arg1, s32 arg2, s32 arg3)
Definition itkusudama.c:235
void it_8028A544(Item_GObj *gobj)
Definition itkusudama.c:421
void itKusudama_Logic4_Spawned(Item_GObj *)
Definition itkusudama.c:60
void it_8028AD44(Item_GObj *gobj)
Definition itkusudama.c:614
bool itKusudama_UnkMotion6_Anim(Item_GObj *gobj)
Definition itkusudama.c:505
void it_8028A190(Item_GObj *)
Definition itkusudama.c:345
void itKusudama_Logic4_Dropped(Item_GObj *)
Definition itkusudama.c:543
HSD_GObj * it_802896CC(Vec3 *)
Definition itkusudama.c:45
void itKusudama_UnkMotion6_Phys(Item_GObj *gobj)
Definition itkusudama.c:510
bool itKusudama_Logic4_DmgReceived(Item_GObj *)
Definition itkusudama.c:705
bool itKusudama_UnkMotion2_Anim(Item_GObj *gobj)
Definition itkusudama.c:402
bool itKusudama_Logic4_Reflected(Item_GObj *)
Definition itkusudama.c:700
bool itKusudama_UnkMotion1_Anim(Item_GObj *gobj)
Definition itkusudama.c:367
void it_80289A00(Item_GObj *gobj)
Definition itkusudama.c:129
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
struct Vec Vec3
signed int s32
Definition types.h:12
float f32
Definition types.h:18
HSD_GObj Item_GObj
Definition forward.h:62
Definition gobj.h:16
Definition types.h:10