SSBM Decomp
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itmasterhandlaser.h
Go to the documentation of this file.
1#ifndef GALE01_2F0340
2#define GALE01_2F0340
3
4#include <melee/it/forward.h>
5
6#include <dolphin/mtx.h>
8
9/* 2F0340 */ Item_GObj* it_802F0340(Item_GObj* gobj, Vec3* prev_pos, Vec3* pos,
10 Fighter_Part part, ItemKind kind,
11 f32 facing_dir);
13/* 2F046C */ void it_802F046C(Item_GObj*);
14/* 2F0484 */ void it_802F0484(Item_GObj*);
16/* 2F059C */ void itMasterhandlaser_UnkMotion0_Phys(Item_GObj* gobj);
17/* 2F05A0 */ bool itMasterhandlaser_UnkMotion0_Coll(Item_GObj* gobj);
18/* 2F05A8 */ void it_802F05A8(Item_GObj*);
19/* 2F063C */ void it_802F063C(Item_GObj*, Item_GObj*);
20/* 3F9378 */ extern ItemStateTable it_803F9378[];
21
22#endif
ItemStateTable it_803F9378[]
Definition itmasterhandlaser.c:26
void itMasterHandLaser_Logic84_EvtUnk(Item_GObj *, Item_GObj *)
Definition itmasterhandlaser.c:77
void it_802F063C(Item_GObj *, Item_GObj *)
Definition itmasterhandlaser.c:136
void it_802F046C(Item_GObj *)
Definition itmasterhandlaser.c:82
bool itMasterhandlaser_UnkMotion0_Anim(Item_GObj *)
Definition itmasterhandlaser.c:100
Item_GObj * it_802F0340(Item_GObj *gobj, Vec3 *prev_pos, Vec3 *pos, Fighter_Part part, ItemKind kind, f32 facing_dir)
Definition itmasterhandlaser.c:51
void it_802F0484(Item_GObj *)
Definition itmasterhandlaser.c:89
bool itMasterhandlaser_UnkMotion0_Coll(Item_GObj *gobj)
Definition itmasterhandlaser.c:115
void itMasterhandlaser_UnkMotion0_Phys(Item_GObj *gobj)
Definition itmasterhandlaser.c:113
void it_802F05A8(Item_GObj *)
Definition itmasterhandlaser.c:120
struct Vec Vec3
float f32
Definition types.h:18
Fighter_Part
Definition forward.h:264
ItemKind
Based on "ID Lists" from the SSBM datasheet, in-game references, and further research by VetriTheRetr...
Definition forward.h:130
HSD_GObj Item_GObj
Definition forward.h:64
Definition types.h:10