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itlgunbeam.h
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1#ifndef GALE01_2993E0
2#define GALE01_2993E0
3
4#include <platform.h>
5
6#include "it/forward.h"
7
8#include "it/items/types.h"
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:32
bool itLGunBeam_Logic39_ShieldBounced(Item_GObj *)
Definition itlgunbeam.c:288
bool itLGunBeam_Logic39_Clanked(Item_GObj *)
Definition itlgunbeam.c:278
bool itLGunBeam_Logic39_Absorbed(Item_GObj *)
Definition itlgunbeam.c:283
bool itLGunBeam_Logic39_DmgDealt(Item_GObj *)
Definition itlgunbeam.c:262
Item_GObj * it_802996D0(HSD_GObj *, Vec3 *, u32, f32)
Definition itlgunbeam.c:106
bool itLGunBeam_Logic39_HitShield(Item_GObj *)
Definition itlgunbeam.c:293
bool itLGunBeam_Logic39_Reflected(Item_GObj *)
Definition itlgunbeam.c:267
void itLGunBeam_Logic39_EvtUnk(Item_GObj *, HSD_GObj *)
Definition itlgunbeam.c:298
HSD_GObj Item_GObj
Definition forward.h:55
Definition gobj.h:24
Definition types.h:11