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itlgunbeam.h
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1#ifndef GALE01_2993E0
2#define GALE01_2993E0
3
4#include <Runtime/platform.h>
5
6#include <melee/it/forward.h>
7
9
10/* 2996D0 */ Item_GObj* it_802996D0(HSD_GObj*, Vec3*, u32, f32);
11/* 299B6C */ bool itLGunBeam_Logic39_DmgDealt(Item_GObj*);
12/* 299B74 */ bool itLGunBeam_Logic39_Reflected(Item_GObj*);
13/* 299C08 */ bool itLGunBeam_Logic39_Clanked(Item_GObj*);
14/* 299C10 */ bool itLGunBeam_Logic39_Absorbed(Item_GObj*);
16/* 299C20 */ bool itLGunBeam_Logic39_HitShield(Item_GObj*);
17/* 299C28 */ void itLGunBeam_Logic39_EvtUnk(Item_GObj*, HSD_GObj*);
18/* 3F6630 */ extern ItemStateTable it_803F6630[];
19
20#endif
struct Vec Vec3
unsigned long u32
Definition types.h:9
float f32
Definition types.h:13
ItemStateTable it_803F6630[]
Definition itlgunbeam.c:28
bool itLGunBeam_Logic39_ShieldBounced(Item_GObj *)
Definition itlgunbeam.c:284
bool itLGunBeam_Logic39_Clanked(Item_GObj *)
Definition itlgunbeam.c:274
bool itLGunBeam_Logic39_Absorbed(Item_GObj *)
Definition itlgunbeam.c:279
bool itLGunBeam_Logic39_DmgDealt(Item_GObj *)
Definition itlgunbeam.c:258
Item_GObj * it_802996D0(HSD_GObj *, Vec3 *, u32, f32)
Definition itlgunbeam.c:102
bool itLGunBeam_Logic39_HitShield(Item_GObj *)
Definition itlgunbeam.c:289
bool itLGunBeam_Logic39_Reflected(Item_GObj *)
Definition itlgunbeam.c:263
void itLGunBeam_Logic39_EvtUnk(Item_GObj *, HSD_GObj *)
Definition itlgunbeam.c:294
HSD_GObj Item_GObj
Definition forward.h:62
Definition gobj.h:13
Definition types.h:12