SSBM Decomp
Loading...
Searching...
No Matches
itlinkarrow.h File Reference
#include <platform.h>
#include "ft/forward.h"
#include "it/forward.h"
#include "it/items/types.h"

Go to the source code of this file.

Functions

void it_802A7D8C (HSD_GObj *, int)
 
void it_802A7E40 (Item_GObj *)
 
void fn_802A81C4 (HSD_GObj *)
 
void it_802A8330 (HSD_GObj *)
 
void it_802A8398 (Item_GObj *, Vec3 *, Vec3 *)
 
HSD_GObjit_802A83E0 (f32, Fighter_GObj *, Vec3 *, Fighter_Part, s32)
 
void it_802A850C (Item_GObj *, Vec3 *, Vec3 *, f32, f32, f32)
 
void it_2725_Logic98_Destroyed (Item_GObj *)
 
void it_802A8A7C (Item_GObj *)
 
void it_2725_Logic98_PickedUp (Item_GObj *)
 
bool itLinkarrow_UnkMotion0_Anim (HSD_GObj *)
 
void itLinkarrow_UnkMotion0_Phys (HSD_GObj *)
 
bool itLinkarrow_UnkMotion0_Coll (HSD_GObj *)
 
void it_802A8C7C (HSD_GObj *)
 
bool itLinkarrow_UnkMotion1_Anim (HSD_GObj *)
 
void itLinkarrow_UnkMotion1_Phys (HSD_GObj *)
 
bool itLinkarrow_UnkMotion1_Coll (Item_GObj *)
 
bool itLinkarrow_UnkMotion2_Anim (Item_GObj *)
 
void itLinkarrow_UnkMotion2_Phys (HSD_GObj *)
 
bool itLinkarrow_UnkMotion2_Coll (HSD_GObj *)
 
bool itLinkarrow_UnkMotion3_Anim (HSD_GObj *)
 
void itLinkarrow_UnkMotion3_Phys (HSD_GObj *)
 
bool itLinkarrow_UnkMotion3_Coll (HSD_GObj *)
 
void it_802A9458 (HSD_GObj *)
 
bool itLinkarrow_UnkMotion4_Anim (Item_GObj *)
 
void itLinkarrow_UnkMotion4_Phys (HSD_GObj *)
 
bool itLinkarrow_UnkMotion4_Coll (HSD_GObj *)
 
bool it_2725_Logic98_DmgDealt (Item_GObj *)
 
bool it_2725_Logic98_HitShield (Item_GObj *)
 
bool it_2725_Logic98_Clanked (Item_GObj *)
 
bool it_2725_Logic98_Reflected (Item_GObj *)
 
void it_2725_Logic98_EvtUnk (Item_GObj *, Item_GObj *)
 

Variables

ItemStateTable it_803F6A28 []
 

Function Documentation

◆ it_802A7D8C()

void it_802A7D8C ( HSD_GObj gobj,
int  arg1 
)

◆ it_802A7E40()

void it_802A7E40 ( Item_GObj gobj)

◆ 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_802A83E0()

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

◆ 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_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)

◆ itLinkarrow_UnkMotion1_Anim()

bool itLinkarrow_UnkMotion1_Anim ( HSD_GObj gobj)

◆ itLinkarrow_UnkMotion1_Phys()

void itLinkarrow_UnkMotion1_Phys ( HSD_GObj gobj)

◆ 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_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_HitShield()

bool it_2725_Logic98_HitShield ( Item_GObj gobj)

◆ it_2725_Logic98_Clanked()

bool it_2725_Logic98_Clanked ( 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[]
extern