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itlgunbeam.c File Reference
#include "itlgunbeam.h"
#include <placeholder.h>
#include "db/db.h"
#include "ef/eflib.h"
#include "ef/efsync.h"
#include "it/forward.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 "lb/lbvector.h"
#include <math.h>
#include <baselib/gobj.h>
#include <baselib/random.h>
#include <melee/it/item.h>
#include <melee/lb/lbrefract.h>

Functions

static void it_802993E0 (Item_GObj *gobj, s32 flags)
 
static void it_80299528 (Item_GObj *gobj, s32 arg1)
 
static void it_802998A0 (Item_GObj *, HSD_GObj *, s32)
 
static bool itLgunbeam_UnkMotion0_Anim (Item_GObj *)
 
static void itLgunbeam_UnkMotion0_Phys (Item_GObj *)
 
static bool itLgunbeam_UnkMotion0_Coll (Item_GObj *)
 
void it_802996D0 (HSD_GObj *owner_gobj, Vec3 *pos, u32 arg2, f32 facing_dir)
 
bool it_3F14_Logic39_DmgDealt (Item_GObj *gobj)
 
bool it_3F14_Logic39_Reflected (Item_GObj *gobj)
 
bool it_3F14_Logic39_Clanked (Item_GObj *gobj)
 
bool it_3F14_Logic39_Absorbed (Item_GObj *gobj)
 
bool it_3F14_Logic39_ShieldBounced (Item_GObj *gobj)
 
bool it_3F14_Logic39_HitShield (Item_GObj *gobj)
 
void it_3F14_Logic39_EvtUnk (Item_GObj *gobj, HSD_GObj *ref_gobj)
 

Variables

ItemStateTable it_803F6630 []
 

Function Documentation

◆ it_802993E0()

void it_802993E0 ( Item_GObj gobj,
s32  flags 
)
static

◆ it_80299528()

void it_80299528 ( Item_GObj gobj,
s32  arg1 
)
static

◆ it_802998A0()

void it_802998A0 ( Item_GObj gobj,
HSD_GObj fighter_gobj,
s32  arg2 
)
static

◆ itLgunbeam_UnkMotion0_Anim()

bool itLgunbeam_UnkMotion0_Anim ( Item_GObj gobj)
static

◆ itLgunbeam_UnkMotion0_Phys()

void itLgunbeam_UnkMotion0_Phys ( Item_GObj gobj)
static

◆ itLgunbeam_UnkMotion0_Coll()

bool itLgunbeam_UnkMotion0_Coll ( Item_GObj gobj)
static

◆ it_802996D0()

void it_802996D0 ( HSD_GObj owner_gobj,
Vec3 *  pos,
u32  arg2,
f32  facing_dir 
)

◆ it_3F14_Logic39_DmgDealt()

bool it_3F14_Logic39_DmgDealt ( Item_GObj gobj)

◆ it_3F14_Logic39_Reflected()

bool it_3F14_Logic39_Reflected ( Item_GObj gobj)

◆ it_3F14_Logic39_Clanked()

bool it_3F14_Logic39_Clanked ( Item_GObj gobj)

◆ it_3F14_Logic39_Absorbed()

bool it_3F14_Logic39_Absorbed ( Item_GObj gobj)

◆ it_3F14_Logic39_ShieldBounced()

bool it_3F14_Logic39_ShieldBounced ( Item_GObj gobj)

◆ it_3F14_Logic39_HitShield()

bool it_3F14_Logic39_HitShield ( Item_GObj gobj)

◆ it_3F14_Logic39_EvtUnk()

void it_3F14_Logic39_EvtUnk ( Item_GObj gobj,
HSD_GObj ref_gobj 
)

Variable Documentation

◆ it_803F6630

ItemStateTable it_803F6630[]
Initial value:
= {
}
static bool itLgunbeam_UnkMotion0_Coll(Item_GObj *)
Definition itlgunbeam.c:241
static void itLgunbeam_UnkMotion0_Phys(Item_GObj *)
Definition itlgunbeam.c:221
static bool itLgunbeam_UnkMotion0_Anim(Item_GObj *)
Definition itlgunbeam.c:211