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itlinkarrow.c File Reference

Functions

void it_802A7D8C (HSD_GObj *gobj, int arg1)
void it_802A7E40 (Item_GObj *gobj)
s32 itLinkArrow_802A81C4 (Item_GObj *gobj)
void it_802A8330 (HSD_GObj *gobj)
void it_802A8398 (Item_GObj *gobj, Vec3 *pos, Vec3 *pos2)
HSD_GObjit_802A83E0 (f32 facing_dir, Fighter_GObj *arg1, Vec3 *arg2, Fighter_Part arg3, s32 arg4)
static HSD_JObjitLinkArrow_802A850C_inline (HSD_Joint *joint)
static void itLinkArrow_802A850C_inline_2 (Item_GObj *gobj, Quaternion *quat)
bool itLinkArrow_802A850C (Item_GObj *gobj, Vec3 *arg1, Vec3 *arg2, f32 arg3, f32 arg4, f32 arg5)
void itLinkArrow_Logic98_Destroyed (Item_GObj *gobj)
void it_802A8A7C (Item_GObj *gobj)
void itLinkArrow_Logic98_PickedUp (Item_GObj *gobj)
static void itLinkarrow_UnkMotion1_Anim_inline_s_2 (HSD_GObj *gobj, Item *item)
 Item could be passed to influence stack.
bool itLinkarrow_UnkMotion0_Anim (HSD_GObj *gobj)
void itLinkarrow_UnkMotion0_Phys (HSD_GObj *gobj)
bool itLinkarrow_UnkMotion0_Coll (HSD_GObj *gobj)
void it_802A8C7C (HSD_GObj *gobj)
static bool it_802A8330_inline (Item_GObj *gobj)
static void itLinkarrow_UnkMotion1_Anim_inline (HSD_GObj *gobj, int i, Vec3 *scale)
static void itLinkarrow_UnkMotion1_Anim_inline2 (HSD_GObj *gobj, Vec3 *scale1, Vec3 *scale2)
bool itLinkarrow_UnkMotion1_Anim (HSD_GObj *gobj)
void itLinkarrow_UnkMotion1_Phys (HSD_GObj *gobj)
static bool itLinkarrow_UnkMotion1_Coll_inline (Item_GObj *gobj)
bool itLinkarrow_UnkMotion1_Coll (Item_GObj *gobj)
bool itLinkarrow_UnkMotion2_Anim (Item_GObj *gobj)
void itLinkarrow_UnkMotion2_Phys (HSD_GObj *gobj)
bool itLinkarrow_UnkMotion2_Coll (HSD_GObj *gobj)
bool itLinkarrow_UnkMotion3_Anim (HSD_GObj *gobj)
void itLinkarrow_UnkMotion3_Phys (HSD_GObj *gobj)
bool itLinkarrow_UnkMotion3_Coll (HSD_GObj *gobj)
void it_802A9458 (HSD_GObj *gobj)
static bool itlinkarrow_inline_bool (Item_GObj *gobj)
bool itLinkarrow_UnkMotion4_Anim (Item_GObj *gobj)
void itLinkarrow_UnkMotion4_Phys (HSD_GObj *gobj)
static bool itLinkarrow_UnkMotion4_Coll_inline (Item_GObj *gobj, Vec3 *v)
bool itLinkarrow_UnkMotion4_Coll (HSD_GObj *gobj)
bool itLinkArrow_Logic98_DmgDealt (Item_GObj *gobj)
static void itLinkArrow_Logic98_HitShield_inline (Item_GObj *gobj, Vec3 *scale)
bool itLinkArrow_Logic98_HitShield (Item_GObj *gobj)
bool itLinkArrow_Logic98_Clanked (Item_GObj *gobj)
bool itLinkArrow_Logic98_Reflected (Item_GObj *gobj)
void itLinkArrow_Logic98_EvtUnk (Item_GObj *gobj, Item_GObj *arg1)

Variables

ItemStateTable it_803F6A28 [5]
f32 it_803F6A84 []

Function Documentation

◆ it_802A7D8C()

void it_802A7D8C ( HSD_GObj * gobj,
int arg1 )

◆ it_802A7E40()

void it_802A7E40 ( Item_GObj * gobj)

◆ itLinkArrow_802A81C4()

s32 itLinkArrow_802A81C4 ( Item_GObj * gobj)

◆ it_802A8330()

void it_802A8330 ( HSD_GObj * gobj)

◆ it_802A8398()

void it_802A8398 ( Item_GObj * gobj,
Vec3 * pos,
Vec3 * pos2 )

◆ it_802A83E0()

HSD_GObj * it_802A83E0 ( f32 facing_dir,
Fighter_GObj * arg1,
Vec3 * arg2,
Fighter_Part arg3,
s32 arg4 )
Todo
Use Item_AttachToParent when it inlines here without growing the stack frame.

◆ itLinkArrow_802A850C_inline()

HSD_JObj * itLinkArrow_802A850C_inline ( HSD_Joint * joint)
inlinestatic

◆ itLinkArrow_802A850C_inline_2()

void itLinkArrow_802A850C_inline_2 ( Item_GObj * gobj,
Quaternion * quat )
inlinestatic

◆ itLinkArrow_802A850C()

bool itLinkArrow_802A850C ( Item_GObj * gobj,
Vec3 * arg1,
Vec3 * arg2,
f32 arg3,
f32 arg4,
f32 arg5 )

◆ itLinkArrow_Logic98_Destroyed()

void itLinkArrow_Logic98_Destroyed ( Item_GObj * gobj)

◆ it_802A8A7C()

void it_802A8A7C ( Item_GObj * gobj)

◆ itLinkArrow_Logic98_PickedUp()

void itLinkArrow_Logic98_PickedUp ( Item_GObj * gobj)

◆ itLinkarrow_UnkMotion1_Anim_inline_s_2()

void itLinkarrow_UnkMotion1_Anim_inline_s_2 ( HSD_GObj * gobj,
Item * item )
inlinestatic

Item could be passed to influence stack.

◆ itLinkarrow_UnkMotion0_Anim()

bool itLinkarrow_UnkMotion0_Anim ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion0_Phys()

void itLinkarrow_UnkMotion0_Phys ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion0_Coll()

bool itLinkarrow_UnkMotion0_Coll ( HSD_GObj * gobj)

◆ it_802A8C7C()

void it_802A8C7C ( HSD_GObj * gobj)

◆ it_802A8330_inline()

bool it_802A8330_inline ( Item_GObj * gobj)
inlinestatic

◆ itLinkarrow_UnkMotion1_Anim_inline()

void itLinkarrow_UnkMotion1_Anim_inline ( HSD_GObj * gobj,
int i,
Vec3 * scale )
inlinestatic

◆ itLinkarrow_UnkMotion1_Anim_inline2()

void itLinkarrow_UnkMotion1_Anim_inline2 ( HSD_GObj * gobj,
Vec3 * scale1,
Vec3 * scale2 )
inlinestatic

◆ itLinkarrow_UnkMotion1_Anim()

bool itLinkarrow_UnkMotion1_Anim ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion1_Phys()

void itLinkarrow_UnkMotion1_Phys ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion1_Coll_inline()

bool itLinkarrow_UnkMotion1_Coll_inline ( Item_GObj * gobj)
inlinestatic

◆ itLinkarrow_UnkMotion1_Coll()

bool itLinkarrow_UnkMotion1_Coll ( Item_GObj * gobj)

◆ itLinkarrow_UnkMotion2_Anim()

bool itLinkarrow_UnkMotion2_Anim ( Item_GObj * gobj)

◆ itLinkarrow_UnkMotion2_Phys()

void itLinkarrow_UnkMotion2_Phys ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion2_Coll()

bool itLinkarrow_UnkMotion2_Coll ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion3_Anim()

bool itLinkarrow_UnkMotion3_Anim ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion3_Phys()

void itLinkarrow_UnkMotion3_Phys ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion3_Coll()

bool itLinkarrow_UnkMotion3_Coll ( HSD_GObj * gobj)

◆ it_802A9458()

void it_802A9458 ( HSD_GObj * gobj)

<

Todo
replace with enum names

◆ itlinkarrow_inline_bool()

bool itlinkarrow_inline_bool ( Item_GObj * gobj)
inlinestatic

◆ itLinkarrow_UnkMotion4_Anim()

bool itLinkarrow_UnkMotion4_Anim ( Item_GObj * gobj)

◆ itLinkarrow_UnkMotion4_Phys()

void itLinkarrow_UnkMotion4_Phys ( HSD_GObj * gobj)

◆ itLinkarrow_UnkMotion4_Coll_inline()

bool itLinkarrow_UnkMotion4_Coll_inline ( Item_GObj * gobj,
Vec3 * v )
inlinestatic

◆ itLinkarrow_UnkMotion4_Coll()

bool itLinkarrow_UnkMotion4_Coll ( HSD_GObj * gobj)

◆ itLinkArrow_Logic98_DmgDealt()

bool itLinkArrow_Logic98_DmgDealt ( Item_GObj * gobj)

◆ itLinkArrow_Logic98_HitShield_inline()

void itLinkArrow_Logic98_HitShield_inline ( Item_GObj * gobj,
Vec3 * scale )
inlinestatic

◆ itLinkArrow_Logic98_HitShield()

bool itLinkArrow_Logic98_HitShield ( Item_GObj * gobj)

◆ itLinkArrow_Logic98_Clanked()

bool itLinkArrow_Logic98_Clanked ( Item_GObj * gobj)

◆ itLinkArrow_Logic98_Reflected()

bool itLinkArrow_Logic98_Reflected ( Item_GObj * gobj)

◆ itLinkArrow_Logic98_EvtUnk()

void itLinkArrow_Logic98_EvtUnk ( Item_GObj * gobj,
Item_GObj * arg1 )

Variable Documentation

◆ it_803F6A28

ItemStateTable it_803F6A28[5]
Initial value:
= {
}
bool itLinkarrow_UnkMotion0_Coll(HSD_GObj *gobj)
Definition itlinkarrow.c:416
bool itLinkarrow_UnkMotion1_Anim(HSD_GObj *gobj)
Definition itlinkarrow.c:478
void itLinkarrow_UnkMotion4_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:718
bool itLinkarrow_UnkMotion2_Coll(HSD_GObj *gobj)
Definition itlinkarrow.c:588
bool itLinkarrow_UnkMotion3_Coll(HSD_GObj *gobj)
Definition itlinkarrow.c:603
bool itLinkarrow_UnkMotion4_Coll(HSD_GObj *gobj)
Definition itlinkarrow.c:744
bool itLinkarrow_UnkMotion4_Anim(Item_GObj *gobj)
Definition itlinkarrow.c:662
void itLinkarrow_UnkMotion1_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:502
void itLinkarrow_UnkMotion3_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:598
bool itLinkarrow_UnkMotion3_Anim(HSD_GObj *gobj)
Definition itlinkarrow.c:593
bool itLinkarrow_UnkMotion2_Anim(Item_GObj *gobj)
Definition itlinkarrow.c:560
bool itLinkarrow_UnkMotion0_Anim(HSD_GObj *gobj)
Definition itlinkarrow.c:375
void itLinkarrow_UnkMotion0_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:411
void itLinkarrow_UnkMotion2_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:571
bool itLinkarrow_UnkMotion1_Coll(Item_GObj *gobj)
Definition itlinkarrow.c:531

◆ it_803F6A84

f32 it_803F6A84[]
Initial value:
= {
2.0f, 4.0f, 6.0f, 8.0f, 10.0f, 12.0f, 14.0f, 16.0f,
2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f,
}