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itlgun.c File Reference
#include "itlgun.h"
#include "itlgunray.h"
#include "it/inlines.h"
#include "it/it_266F.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/types.h"
#include <stdbool.h>
#include <baselib/gobj.h>
#include <baselib/jobj.h>
#include <melee/it/item.h>

Functions

static void it_8028E7D8 (Item_GObj *)
 
static bool itLgun_UnkMotion0_Anim (Item_GObj *)
 
static void itLgun_UnkMotion0_Phys (Item_GObj *)
 
static bool itLgun_UnkMotion0_Coll (Item_GObj *)
 
static void it_8028E860 (Item_GObj *)
 
static bool itLgun_UnkMotion4_Anim (Item_GObj *)
 
static void itLgun_UnkMotion1_Phys (Item_GObj *)
 
static bool itLgun_UnkMotion4_Coll (Item_GObj *)
 
static bool itLgun_UnkMotion2_Anim (Item_GObj *)
 
static void itLgun_UnkMotion2_Phys (Item_GObj *)
 
static bool itLgun_UnkMotion3_Anim (Item_GObj *)
 
static void itLgun_UnkMotion3_Phys (Item_GObj *)
 
static void itLgun_UnkMotion4_Phys (Item_GObj *)
 
static bool itLgun_UnkMotion5_Anim (Item_GObj *)
 
static void itLgun_UnkMotion5_Phys (Item_GObj *)
 
static bool itLgun_UnkMotion5_Coll (Item_GObj *)
 
void it_3F14_Logic16_Spawned (Item_GObj *gobj)
 
void it_8028E774 (Item_GObj *gobj, Vec3 *arg1)
 
void it_8028E79C (Item_GObj *gobj, Vec3 *pos, f32 facing_dir)
 
void it_3F14_Logic16_PickedUp (Item_GObj *gobj)
 
void it_8028E938 (Item_GObj *gobj)
 
void it_3F14_Logic16_Dropped (Item_GObj *gobj)
 
void it_3F14_Logic16_Thrown (Item_GObj *gobj)
 
bool it_3F14_Logic16_DmgDealt (Item_GObj *gobj)
 
bool it_3F14_Logic16_Clanked (Item_GObj *gobj)
 
bool it_3F14_Logic16_HitShield (Item_GObj *gobj)
 
bool it_3F14_Logic16_Reflected (Item_GObj *gobj)
 
bool it_3F14_Logic16_ShieldBounced (Item_GObj *gobj)
 
void it_3F14_Logic16_EnteredAir (Item_GObj *gobj)
 
void it_3F14_Logic16_EvtUnk (Item_GObj *gobj, HSD_GObj *ref_gobj)
 

Variables

ItemStateTable it_803F5CC8 []
 

Function Documentation

◆ it_8028E7D8()

void it_8028E7D8 ( Item_GObj gobj)
static

◆ itLgun_UnkMotion0_Anim()

bool itLgun_UnkMotion0_Anim ( Item_GObj gobj)
static

◆ itLgun_UnkMotion0_Phys()

void itLgun_UnkMotion0_Phys ( Item_GObj gobj)
static

◆ itLgun_UnkMotion0_Coll()

bool itLgun_UnkMotion0_Coll ( Item_GObj gobj)
static

◆ it_8028E860()

void it_8028E860 ( Item_GObj gobj)
static

◆ itLgun_UnkMotion4_Anim()

bool itLgun_UnkMotion4_Anim ( Item_GObj gobj)
static

◆ itLgun_UnkMotion1_Phys()

void itLgun_UnkMotion1_Phys ( Item_GObj gobj)
static

◆ itLgun_UnkMotion4_Coll()

bool itLgun_UnkMotion4_Coll ( Item_GObj gobj)
static

◆ itLgun_UnkMotion2_Anim()

bool itLgun_UnkMotion2_Anim ( Item_GObj gobj)
static

◆ itLgun_UnkMotion2_Phys()

void itLgun_UnkMotion2_Phys ( Item_GObj gobj)
static

◆ itLgun_UnkMotion3_Anim()

bool itLgun_UnkMotion3_Anim ( Item_GObj gobj)
static

◆ itLgun_UnkMotion3_Phys()

void itLgun_UnkMotion3_Phys ( Item_GObj gobj)
static

◆ itLgun_UnkMotion4_Phys()

void itLgun_UnkMotion4_Phys ( Item_GObj gobj)
static

◆ itLgun_UnkMotion5_Anim()

bool itLgun_UnkMotion5_Anim ( Item_GObj gobj)
static

◆ itLgun_UnkMotion5_Phys()

void itLgun_UnkMotion5_Phys ( Item_GObj gobj)
static

◆ itLgun_UnkMotion5_Coll()

bool itLgun_UnkMotion5_Coll ( Item_GObj gobj)
static

◆ it_3F14_Logic16_Spawned()

void it_3F14_Logic16_Spawned ( Item_GObj gobj)

◆ it_8028E774()

void it_8028E774 ( Item_GObj gobj,
Vec3 *  arg1 
)

◆ it_8028E79C()

void it_8028E79C ( Item_GObj gobj,
Vec3 *  pos,
f32  facing_dir 
)

◆ it_3F14_Logic16_PickedUp()

void it_3F14_Logic16_PickedUp ( Item_GObj gobj)

◆ it_8028E938()

void it_8028E938 ( Item_GObj gobj)

◆ it_3F14_Logic16_Dropped()

void it_3F14_Logic16_Dropped ( Item_GObj gobj)

◆ it_3F14_Logic16_Thrown()

void it_3F14_Logic16_Thrown ( Item_GObj gobj)

◆ it_3F14_Logic16_DmgDealt()

bool it_3F14_Logic16_DmgDealt ( Item_GObj gobj)

◆ it_3F14_Logic16_Clanked()

bool it_3F14_Logic16_Clanked ( Item_GObj gobj)

◆ it_3F14_Logic16_HitShield()

bool it_3F14_Logic16_HitShield ( Item_GObj gobj)

◆ it_3F14_Logic16_Reflected()

bool it_3F14_Logic16_Reflected ( Item_GObj gobj)

◆ it_3F14_Logic16_ShieldBounced()

bool it_3F14_Logic16_ShieldBounced ( Item_GObj gobj)

◆ it_3F14_Logic16_EnteredAir()

void it_3F14_Logic16_EnteredAir ( Item_GObj gobj)

◆ it_3F14_Logic16_EvtUnk()

void it_3F14_Logic16_EvtUnk ( Item_GObj gobj,
HSD_GObj ref_gobj 
)

Variable Documentation

◆ it_803F5CC8

ItemStateTable it_803F5CC8[]
Initial value:
= {
}
static void itLgun_UnkMotion2_Phys(Item_GObj *)
Definition itlgun.c:130
static void itLgun_UnkMotion0_Phys(Item_GObj *)
Definition itlgun.c:86
static bool itLgun_UnkMotion0_Coll(Item_GObj *)
Definition itlgun.c:88
static void itLgun_UnkMotion4_Phys(Item_GObj *)
Definition itlgun.c:160
static void itLgun_UnkMotion5_Phys(Item_GObj *)
Definition itlgun.c:206
static bool itLgun_UnkMotion2_Anim(Item_GObj *)
Definition itlgun.c:125
static bool itLgun_UnkMotion4_Coll(Item_GObj *)
Definition itlgun.c:111
static bool itLgun_UnkMotion5_Anim(Item_GObj *)
Definition itlgun.c:201
static void itLgun_UnkMotion1_Phys(Item_GObj *)
Definition itlgun.c:104
static bool itLgun_UnkMotion5_Coll(Item_GObj *)
Definition itlgun.c:208
static bool itLgun_UnkMotion0_Anim(Item_GObj *)
Definition itlgun.c:81
static bool itLgun_UnkMotion4_Anim(Item_GObj *)
Definition itlgun.c:99
static void itLgun_UnkMotion3_Phys(Item_GObj *)
Definition itlgun.c:148
static bool itLgun_UnkMotion3_Anim(Item_GObj *)
Definition itlgun.c:138
#define NULL
Definition stddef.h:19