SSBM Decomp
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itmasterhandbullet.c File Reference
#include "itmasterhandbullet.h"
#include <placeholder.h>
#include <platform.h>
#include "baselib/gobj.h"
#include "baselib/jobj.h"
#include "db/db.h"
#include "dolphin/mtx.h"
#include "ef/efsync.h"
#include "it/forward.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/item.h"

Functions

static void it_802F0D2C (Item_GObj *gobj)
 
static void it_802F0F04 (HSD_GObj *gobj)
 
void it_802F0BE8 (Item_GObj *gobj)
 
static void it_802F0AE0_sub (Item_GObj *gobj, enum_t msid, Item_GObj *parent_gobj)
 
void it_802F0AE0 (Item_GObj *gobj, Vec3 *prev_pos, Vec3 *pos, ItemKind kind, s32 msid, f32 facing_dir, f32 vel_x, f32 vel_y)
 
void it_2725_Logic85_EvtUnk (Item_GObj *gobj, Item_GObj *arg1)
 
bool itMasterhandbullet_UnkMotion1_Anim (Item_GObj *gobj)
 
void itMasterhandbullet_UnkMotion1_Phys (Item_GObj *gobj)
 
void it_802F0F08 (Item_GObj *gobj)
 
bool itMasterhandbullet_UnkMotion1_Coll (Item_GObj *gobj)
 
bool it_2725_Logic83_DmgDealt (Item_GObj *gobj)
 
bool it_2725_Logic83_Reflected (Item_GObj *gobj)
 
bool it_2725_Logic83_Clanked (Item_GObj *gobj)
 
bool it_2725_Logic83_Absorbed (Item_GObj *gobj)
 
bool it_2725_Logic83_ShieldBounced (Item_GObj *gobj)
 
bool it_2725_Logic83_HitShield (Item_GObj *gobj)
 

Function Documentation

◆ it_802F0D2C()

void it_802F0D2C ( Item_GObj gobj)
static

◆ it_802F0F04()

void it_802F0F04 ( HSD_GObj gobj)
static

◆ it_802F0BE8()

void it_802F0BE8 ( Item_GObj gobj)

◆ it_802F0AE0_sub()

static void it_802F0AE0_sub ( Item_GObj gobj,
enum_t  msid,
Item_GObj parent_gobj 
)
inlinestatic

◆ it_802F0AE0()

void it_802F0AE0 ( Item_GObj gobj,
Vec3 *  prev_pos,
Vec3 *  pos,
ItemKind  kind,
s32  msid,
f32  facing_dir,
f32  vel_x,
f32  vel_y 
)

◆ it_2725_Logic85_EvtUnk()

void it_2725_Logic85_EvtUnk ( Item_GObj gobj,
Item_GObj arg1 
)

◆ itMasterhandbullet_UnkMotion1_Anim()

bool itMasterhandbullet_UnkMotion1_Anim ( Item_GObj gobj)

◆ itMasterhandbullet_UnkMotion1_Phys()

void itMasterhandbullet_UnkMotion1_Phys ( Item_GObj gobj)

◆ it_802F0F08()

void it_802F0F08 ( Item_GObj gobj)

◆ itMasterhandbullet_UnkMotion1_Coll()

bool itMasterhandbullet_UnkMotion1_Coll ( Item_GObj gobj)

◆ it_2725_Logic83_DmgDealt()

bool it_2725_Logic83_DmgDealt ( Item_GObj gobj)

◆ it_2725_Logic83_Reflected()

bool it_2725_Logic83_Reflected ( Item_GObj gobj)

◆ it_2725_Logic83_Clanked()

bool it_2725_Logic83_Clanked ( Item_GObj gobj)

◆ it_2725_Logic83_Absorbed()

bool it_2725_Logic83_Absorbed ( Item_GObj gobj)

◆ it_2725_Logic83_ShieldBounced()

bool it_2725_Logic83_ShieldBounced ( Item_GObj gobj)

◆ it_2725_Logic83_HitShield()

bool it_2725_Logic83_HitShield ( Item_GObj gobj)