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itlgunray.h
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1#ifndef GALE01_298168
2#define GALE01_298168
3
4#include <Runtime/platform.h>
5
6#include <melee/it/forward.h>
7
8#include <dolphin/mtx.h>
10
11/* 298168 */ void it_80298168(HSD_GObj* owner_gobj, Vec3* pos, f32 facing_dir);
12/* 298634 */ bool itLGunRay_Logic35_DmgDealt(Item_GObj*);
13/* 29863C */ bool itLGunRay_Logic35_Clanked(Item_GObj*);
14/* 298644 */ bool itLGunRay_Logic35_HitShield(Item_GObj*);
15/* 29864C */ bool itLGunRay_Logic35_Absorbed(Item_GObj*);
16/* 298654 */ bool itLGunRay_Logic35_Reflected(Item_GObj*);
18/* 2988C4 */ void itLGunRay_Logic35_EvtUnk(Item_GObj*, HSD_GObj*);
19/* 3F64F8 */ extern ItemStateTable it_803F64F8[];
20
21#endif
struct Vec Vec3
float f32
Definition types.h:13
ItemStateTable it_803F64F8[]
Definition itlgunray.c:24
void it_80298168(HSD_GObj *owner_gobj, Vec3 *pos, f32 facing_dir)
Definition itlgunray.c:29
bool itLGunRay_Logic35_Absorbed(Item_GObj *)
Definition itlgunray.c:101
void itLGunRay_Logic35_EvtUnk(Item_GObj *, HSD_GObj *)
Definition itlgunray.c:124
bool itLGunRay_Logic35_ShieldBounced(Item_GObj *)
Definition itlgunray.c:118
bool itLGunRay_Logic35_Reflected(Item_GObj *)
Definition itlgunray.c:106
bool itLGunRay_Logic35_DmgDealt(Item_GObj *)
Definition itlgunray.c:86
bool itLGunRay_Logic35_Clanked(Item_GObj *)
Definition itlgunray.c:91
bool itLGunRay_Logic35_HitShield(Item_GObj *)
Definition itlgunray.c:96
HSD_GObj Item_GObj
Definition forward.h:62
Definition gobj.h:13
Definition types.h:12