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itlgunbeam.h
Go to the documentation of this file.
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#ifndef GALE01_2993E0
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#define GALE01_2993E0
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#include <
Runtime/platform.h
>
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#include <
melee/it/forward.h
>
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#include <
melee/it/kinds/types.h
>
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/* 2996D0 */
Item_GObj
*
it_802996D0
(
HSD_GObj
*,
Vec3
*,
u32
,
f32
);
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/* 299B6C */
bool
itLGunBeam_Logic39_DmgDealt
(
Item_GObj
*);
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/* 299B74 */
bool
itLGunBeam_Logic39_Reflected
(
Item_GObj
*);
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/* 299C08 */
bool
itLGunBeam_Logic39_Clanked
(
Item_GObj
*);
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/* 299C10 */
bool
itLGunBeam_Logic39_Absorbed
(
Item_GObj
*);
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/* 299C18 */
bool
itLGunBeam_Logic39_ShieldBounced
(
Item_GObj
*);
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/* 299C20 */
bool
itLGunBeam_Logic39_HitShield
(
Item_GObj
*);
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/* 299C28 */
void
itLGunBeam_Logic39_EvtUnk
(
Item_GObj
*,
HSD_GObj
*);
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/* 3F6630 */
extern
ItemStateTable
it_803F6630
[];
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#endif
Vec3
struct Vec Vec3
u32
unsigned long u32
Definition
types.h:9
f32
float f32
Definition
types.h:13
it_803F6630
ItemStateTable it_803F6630[]
Definition
itlgunbeam.c:28
itLGunBeam_Logic39_ShieldBounced
bool itLGunBeam_Logic39_ShieldBounced(Item_GObj *)
Definition
itlgunbeam.c:284
itLGunBeam_Logic39_Clanked
bool itLGunBeam_Logic39_Clanked(Item_GObj *)
Definition
itlgunbeam.c:274
itLGunBeam_Logic39_Absorbed
bool itLGunBeam_Logic39_Absorbed(Item_GObj *)
Definition
itlgunbeam.c:279
itLGunBeam_Logic39_DmgDealt
bool itLGunBeam_Logic39_DmgDealt(Item_GObj *)
Definition
itlgunbeam.c:258
it_802996D0
Item_GObj * it_802996D0(HSD_GObj *, Vec3 *, u32, f32)
Definition
itlgunbeam.c:102
itLGunBeam_Logic39_HitShield
bool itLGunBeam_Logic39_HitShield(Item_GObj *)
Definition
itlgunbeam.c:289
itLGunBeam_Logic39_Reflected
bool itLGunBeam_Logic39_Reflected(Item_GObj *)
Definition
itlgunbeam.c:263
itLGunBeam_Logic39_EvtUnk
void itLGunBeam_Logic39_EvtUnk(Item_GObj *, HSD_GObj *)
Definition
itlgunbeam.c:294
forward.h
Item_GObj
HSD_GObj Item_GObj
Definition
forward.h:62
platform.h
types.h
HSD_GObj
Definition
gobj.h:13
ItemStateTable
Definition
types.h:12
src
melee
it
kinds
itlgunbeam.h
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