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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 *)
s32 fn_802A81C4 (Item_GObj *)
void it_802A8330 (HSD_GObj *)
void it_802A8398 (Item_GObj *, Vec3 *, Vec3 *)
HSD_GObjit_802A83E0 (f32, Fighter_GObj *, Vec3 *, Fighter_Part, s32)
void itLinkArrow_802A850C (Item_GObj *, Vec3 *, Vec3 *, f32, f32, f32)
void itLinkArrow_Logic98_Destroyed (Item_GObj *)
void it_802A8A7C (Item_GObj *)
void itLinkArrow_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 (Item_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 itLinkArrow_Logic98_DmgDealt (Item_GObj *)
bool itLinkArrow_Logic98_HitShield (Item_GObj *)
bool itLinkArrow_Logic98_Clanked (Item_GObj *)
bool itLinkArrow_Logic98_Reflected (Item_GObj *)
void itLinkArrow_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()

s32 fn_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 )

◆ itLinkArrow_802A850C()

void 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_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 ( Item_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)

<

Todo
replace with enum names

◆ 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)

◆ itLinkArrow_Logic98_DmgDealt()

bool itLinkArrow_Logic98_DmgDealt ( Item_GObj * gobj)

◆ 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[]
extern