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itlinkarrow.c File Reference
#include "itlinkarrow.h"
#include "baselib/mtx.h"
#include "db/db.h"
#include "ef/efsync.h"
#include "ft/chara/ftCommon/ftCo_Guard.h"
#include "ft/chara/ftKirby/ftKb_Init.h"
#include "ft/chara/ftLink/ftLk_SpecialN.h"
#include "ft/ft_0C31.h"
#include "ft/ftlib.h"
#include "it/inlines.h"
#include "it/it_266F.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/itCharItems.h"
#include "it/itcoll.h"
#include "it/item.h"
#include "lb/lbrefract.h"
#include "lb/lbvector.h"
#include "mp/mpcoll.h"
#include "mp/mplib.h"
#include "sysdolphin/baselib/random.h"
#include <math.h>

Macros

#define INLINE   0
 

Functions

static void fake_HSD_JObjSetRotation (HSD_JObj *jobj, Quaternion *rotate)
 
static void fake_HSD_JObjSetScale (HSD_JObj *jobj, Vec3 *scale)
 
static void fake_HSD_JObjSetTranslate (HSD_JObj *jobj, Vec3 *translate)
 
void it_802A7D8C (HSD_GObj *gobj, int arg1)
 
void it_802A7E40 (Item_GObj *gobj)
 
HSD_GObjit_802A83E0 (f32 facing_dir, Fighter_GObj *arg1, Vec3 *arg2, Fighter_Part arg3, s32 arg4)
 
static f32 fn_802A81C4_inline (Item *item)
 
void fn_802A81C4 (HSD_GObj *gobj)
 
void it_802A8330 (HSD_GObj *gobj)
 
void it_802A8398 (Item_GObj *gobj, Vec3 *pos, Vec3 *pos2)
 
HSD_JObjit_802A850C_inline (HSD_Joint *joint)
 
void it_802A850C_inline_2 (Item_GObj *gobj, Quaternion *quat)
 
void it_802A850C (Item_GObj *gobj, Vec3 *arg1, Vec3 *arg2, f32 arg3, f32 arg4, f32 arg5)
 
void it_2725_Logic98_Destroyed (Item_GObj *gobj)
 
void it_802A8A7C (Item_GObj *gobj)
 
void it_2725_Logic98_PickedUp (Item_GObj *gobj)
 
static void itLinkarrow_UnkMotion1_Anim_inline_s_2 (HSD_GObj *gobj, Item *item)
 
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 int it_802A8330_inline (Item_GObj *gobj)
 
static void itLinkarrow_UnkMotion1_Anim_inline (HSD_GObj *gobj, int i)
 
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)
 
bool itLinkarrow_UnkMotion4_Coll (HSD_GObj *gobj)
 
bool it_2725_Logic98_DmgDealt (Item_GObj *gobj)
 
bool it_2725_Logic98_Clanked (Item_GObj *gobj)
 
bool it_2725_Logic98_HitShield (Item_GObj *gobj)
 
bool it_2725_Logic98_Reflected (Item_GObj *gobj)
 
void it_2725_Logic98_EvtUnk (Item_GObj *gobj, Item_GObj *arg1)
 

Variables

ItemStateTable it_803F6A28 [5]
 
f32 numbers [] = { 2, 4, 6, 8, 10, 12, 14, 16 }
 
f32 numbers_l [] = { 2, 3, 4, 5, 6, 7, 8, 9 }
 

Macro Definition Documentation

◆ INLINE

#define INLINE   0

Function Documentation

◆ fake_HSD_JObjSetRotation()

static void fake_HSD_JObjSetRotation ( HSD_JObj jobj,
Quaternion *  rotate 
)
inlinestatic

◆ fake_HSD_JObjSetScale()

static void fake_HSD_JObjSetScale ( HSD_JObj jobj,
Vec3 *  scale 
)
inlinestatic

◆ fake_HSD_JObjSetTranslate()

static void fake_HSD_JObjSetTranslate ( HSD_JObj jobj,
Vec3 *  translate 
)
inlinestatic

◆ it_802A7D8C()

void it_802A7D8C ( HSD_GObj gobj,
int  arg1 
)

◆ it_802A7E40()

void it_802A7E40 ( Item_GObj gobj)

◆ it_802A83E0()

HSD_GObj * it_802A83E0 ( f32  facing_dir,
Fighter_GObj *  arg1,
Vec3 *  arg2,
Fighter_Part  arg3,
s32  arg4 
)

◆ fn_802A81C4_inline()

static f32 fn_802A81C4_inline ( Item item)
static

◆ fn_802A81C4()

void fn_802A81C4 ( HSD_GObj gobj)

◆ it_802A8330()

void it_802A8330 ( HSD_GObj gobj)

◆ it_802A8398()

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

◆ it_802A850C_inline()

HSD_JObj * it_802A850C_inline ( HSD_Joint joint)
inline

◆ it_802A850C_inline_2()

void it_802A850C_inline_2 ( Item_GObj gobj,
Quaternion *  quat 
)
inline

◆ it_802A850C()

void it_802A850C ( Item_GObj gobj,
Vec3 *  arg1,
Vec3 *  arg2,
f32  arg3,
f32  arg4,
f32  arg5 
)

◆ it_2725_Logic98_Destroyed()

void it_2725_Logic98_Destroyed ( Item_GObj gobj)

◆ it_802A8A7C()

void it_802A8A7C ( Item_GObj gobj)

◆ it_2725_Logic98_PickedUp()

void it_2725_Logic98_PickedUp ( Item_GObj gobj)

◆ itLinkarrow_UnkMotion1_Anim_inline_s_2()

static void itLinkarrow_UnkMotion1_Anim_inline_s_2 ( HSD_GObj gobj,
Item item 
)
inlinestatic

◆ 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()

static int it_802A8330_inline ( Item_GObj gobj)
inlinestatic

◆ itLinkarrow_UnkMotion1_Anim_inline()

static void itLinkarrow_UnkMotion1_Anim_inline ( HSD_GObj gobj,
int  i 
)
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()

static 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)

◆ itlinkarrow_inline_bool()

static 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()

bool itLinkarrow_UnkMotion4_Coll ( HSD_GObj gobj)

◆ it_2725_Logic98_DmgDealt()

bool it_2725_Logic98_DmgDealt ( Item_GObj gobj)

◆ it_2725_Logic98_Clanked()

bool it_2725_Logic98_Clanked ( Item_GObj gobj)

◆ it_2725_Logic98_HitShield()

bool it_2725_Logic98_HitShield ( Item_GObj gobj)

◆ it_2725_Logic98_Reflected()

bool it_2725_Logic98_Reflected ( Item_GObj gobj)

◆ it_2725_Logic98_EvtUnk()

void it_2725_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:464
bool itLinkarrow_UnkMotion1_Anim(HSD_GObj *gobj)
Definition itlinkarrow.c:506
void itLinkarrow_UnkMotion4_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:768
bool itLinkarrow_UnkMotion2_Coll(HSD_GObj *gobj)
Definition itlinkarrow.c:640
bool itLinkarrow_UnkMotion3_Coll(HSD_GObj *gobj)
Definition itlinkarrow.c:655
bool itLinkarrow_UnkMotion4_Coll(HSD_GObj *gobj)
Definition itlinkarrow.c:773
bool itLinkarrow_UnkMotion4_Anim(Item_GObj *gobj)
Definition itlinkarrow.c:713
void itLinkarrow_UnkMotion1_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:543
void itLinkarrow_UnkMotion3_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:650
bool itLinkarrow_UnkMotion3_Anim(HSD_GObj *gobj)
Definition itlinkarrow.c:645
bool itLinkarrow_UnkMotion2_Anim(Item_GObj *gobj)
Definition itlinkarrow.c:612
bool itLinkarrow_UnkMotion0_Anim(HSD_GObj *gobj)
Definition itlinkarrow.c:425
void itLinkarrow_UnkMotion0_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:459
void itLinkarrow_UnkMotion2_Phys(HSD_GObj *gobj)
Definition itlinkarrow.c:623
bool itLinkarrow_UnkMotion1_Coll(Item_GObj *gobj)
Definition itlinkarrow.c:576

◆ numbers

f32 numbers[] = { 2, 4, 6, 8, 10, 12, 14, 16 }

◆ numbers_l

f32 numbers_l[] = { 2, 3, 4, 5, 6, 7, 8, 9 }