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itmasterhandbullet.h
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1#ifndef GALE01_2F0AE0
2#define GALE01_2F0AE0
3
4#include <Runtime/platform.h>
5
6#include <melee/it/forward.h>
7
8#include <dolphin/mtx.h>
10
11/* 2F0AE0 */ void it_802F0AE0(Item_GObj* gobj, Vec3* prev_pos, Vec3* pos,
12 ItemKind kind, s32 msid, f32 facing_dir,
13 f32 vel_x, f32 vel_y);
15/* 2F0BE8 */ void it_802F0BE8(Item_GObj*);
19/* 2F0F08 */ void it_802F0F08(Item_GObj*);
26/* 3F9388 */ extern ItemStateTable it_803F9388[];
27
28#endif
struct Vec Vec3
float f32
Definition types.h:13
signed long s32
Definition types.h:8
HSD_GObj * gobj
Definition gm_19EF.c:73
ItemStateTable it_803F9388[]
Definition itmasterhandbullet.c:18
bool itMasterhandbullet_UnkMotion1_Anim(Item_GObj *)
Definition itmasterhandbullet.c:97
void itMasterhandbullet_UnkMotion1_Phys(Item_GObj *)
Definition itmasterhandbullet.c:112
bool itMasterHandBullet_Logic83_DmgDealt(Item_GObj *)
Definition itmasterhandbullet.c:124
void itMasterHandBullet_Logic85_EvtUnk(Item_GObj *, Item_GObj *)
Definition itmasterhandbullet.c:62
void it_802F0BE8(Item_GObj *)
Definition itmasterhandbullet.c:67
bool itMasterHandBullet_Logic83_Reflected(Item_GObj *)
Definition itmasterhandbullet.c:129
bool itMasterHandBullet_Logic83_ShieldBounced(Item_GObj *)
Definition itmasterhandbullet.c:144
void it_802F0AE0(Item_GObj *gobj, Vec3 *prev_pos, Vec3 *pos, ItemKind kind, s32 msid, f32 facing_dir, f32 vel_x, f32 vel_y)
Definition itmasterhandbullet.c:40
bool itMasterHandBullet_Logic83_Clanked(Item_GObj *)
Definition itmasterhandbullet.c:134
void it_802F0F08(Item_GObj *)
Definition itmasterhandbullet.c:122
bool itMasterHandBullet_Logic83_Absorbed(Item_GObj *)
Definition itmasterhandbullet.c:139
bool itMasterhandbullet_UnkMotion1_Coll(Item_GObj *)
Definition itmasterhandbullet.c:114
bool itMasterHandBullet_Logic83_HitShield(Item_GObj *)
Definition itmasterhandbullet.c:149
ItemKind
Definition forward.h:132
HSD_GObj Item_GObj
Definition forward.h:62
Definition types.h:12