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itlgunray.h
Go to the documentation of this file.
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#ifndef GALE01_298168
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#define GALE01_298168
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#include <
Runtime/platform.h
>
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#include <
melee/it/forward.h
>
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#include <
dolphin/mtx.h
>
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#include <
melee/it/kinds/types.h
>
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/* 298168 */
void
it_80298168
(
HSD_GObj
* owner_gobj,
Vec3
* pos,
f32
facing_dir);
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/* 298634 */
bool
itLGunRay_Logic35_DmgDealt
(
Item_GObj
*);
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/* 29863C */
bool
itLGunRay_Logic35_Clanked
(
Item_GObj
*);
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/* 298644 */
bool
itLGunRay_Logic35_HitShield
(
Item_GObj
*);
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/* 29864C */
bool
itLGunRay_Logic35_Absorbed
(
Item_GObj
*);
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/* 298654 */
bool
itLGunRay_Logic35_Reflected
(
Item_GObj
*);
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/* 298828 */
bool
itLGunRay_Logic35_ShieldBounced
(
Item_GObj
*);
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/* 2988C4 */
void
itLGunRay_Logic35_EvtUnk
(
Item_GObj
*,
HSD_GObj
*);
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/* 3F64F8 */
extern
ItemStateTable
it_803F64F8
[];
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#endif
mtx.h
Vec3
struct Vec Vec3
f32
float f32
Definition
types.h:13
it_803F64F8
ItemStateTable it_803F64F8[]
Definition
itlgunray.c:24
it_80298168
void it_80298168(HSD_GObj *owner_gobj, Vec3 *pos, f32 facing_dir)
Definition
itlgunray.c:29
itLGunRay_Logic35_Absorbed
bool itLGunRay_Logic35_Absorbed(Item_GObj *)
Definition
itlgunray.c:101
itLGunRay_Logic35_EvtUnk
void itLGunRay_Logic35_EvtUnk(Item_GObj *, HSD_GObj *)
Definition
itlgunray.c:124
itLGunRay_Logic35_ShieldBounced
bool itLGunRay_Logic35_ShieldBounced(Item_GObj *)
Definition
itlgunray.c:118
itLGunRay_Logic35_Reflected
bool itLGunRay_Logic35_Reflected(Item_GObj *)
Definition
itlgunray.c:106
itLGunRay_Logic35_DmgDealt
bool itLGunRay_Logic35_DmgDealt(Item_GObj *)
Definition
itlgunray.c:86
itLGunRay_Logic35_Clanked
bool itLGunRay_Logic35_Clanked(Item_GObj *)
Definition
itlgunray.c:91
itLGunRay_Logic35_HitShield
bool itLGunRay_Logic35_HitShield(Item_GObj *)
Definition
itlgunray.c:96
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
itlgunray.h
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