SSBM Decomp
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itmball.h File Reference
#include <platform.h>
#include "it/forward.h"
#include "it/items/types.h"

Go to the source code of this file.

Functions

void it_3F14_Logic34_Destroyed (Item_GObj *)
 
void it_3F14_Logic34_Spawned (Item_GObj *)
 
void it_80297944 (Item_GObj *arg0)
 
bool itMball_UnkMotion0_Anim (Item_GObj *gobj)
 
void itMball_UnkMotion0_Phys (Item_GObj *gobj)
 
bool itMball_UnkMotion0_Coll (Item_GObj *arg0)
 
void it_802979D4 (Item_GObj *arg0)
 
bool itMball_UnkMotion3_Anim (Item_GObj *gobj)
 
void itMball_UnkMotion1_Phys (Item_GObj *arg0)
 
bool itMball_UnkMotion1_Coll (Item_GObj *arg0)
 
void it_3F14_Logic34_PickedUp (Item_GObj *)
 
bool itMball_UnkMotion2_Anim (Item_GObj *gobj)
 
void itMball_UnkMotion2_Phys (Item_GObj *gobj)
 
void it_3F14_Logic34_Dropped (Item_GObj *)
 
void it_3F14_Logic34_Thrown (Item_GObj *)
 
void itMball_UnkMotion3_Phys (Item_GObj *arg0)
 
bool itMball_UnkMotion3_Coll (Item_GObj *arg0)
 
bool it_3F14_Logic34_DmgDealt (Item_GObj *arg0)
 
void it_3F14_Logic34_EnteredAir (Item_GObj *)
 
bool itMball_UnkMotion4_Anim (Item_GObj *gobj)
 it_3F14_Logic34_EnteredAir
 
void itMball_UnkMotion4_Phys (Item_GObj *gobj)
 
bool itMball_UnkMotion4_Coll (Item_GObj *gobj)
 
void it_80297CC4 (Item_GObj *arg0)
 itMball_UnkMotion4_Coll
 
void it_80297DD8 (Item_GObj *arg0)
 
bool itMball_UnkMotion5_Anim (Item_GObj *gobj)
 
void itMball_UnkMotion5_Phys (Item_GObj *gobj)
 itMball_UnkMotion5_Anim
 
bool itMball_UnkMotion5_Coll (Item_GObj *arg0)
 
UNK_RET it_80297E8C (UNK_PARAMS)
 
bool itMball_UnkMotion6_Anim (Item_GObj *gobj)
 
void itMball_UnkMotion6_Phys (Item_GObj *arg0)
 itMball_UnkMotion5_Coll
 
bool itMball_UnkMotion6_Coll (Item_GObj *arg0)
 
bool it_3F14_Logic34_Clanked (Item_GObj *)
 
bool it_3F14_Logic34_Reflected (Item_GObj *)
 
bool it_3F14_Logic34_HitShield (Item_GObj *arg0)
 
bool it_3F14_Logic34_ShieldBounced (Item_GObj *arg0)
 
void it_3F14_Logic34_EvtUnk (Item_GObj *, Item_GObj *)
 

Variables

ItemStateTable it_803F6488 []
 

Function Documentation

◆ it_3F14_Logic34_Destroyed()

void it_3F14_Logic34_Destroyed ( Item_GObj item_gobj)

◆ it_3F14_Logic34_Spawned()

void it_3F14_Logic34_Spawned ( Item_GObj arg0)

◆ it_80297944()

void it_80297944 ( Item_GObj arg0)

◆ itMball_UnkMotion0_Anim()

bool itMball_UnkMotion0_Anim ( Item_GObj gobj)

◆ itMball_UnkMotion0_Phys()

void itMball_UnkMotion0_Phys ( Item_GObj gobj)

◆ itMball_UnkMotion0_Coll()

bool itMball_UnkMotion0_Coll ( Item_GObj arg0)

◆ it_802979D4()

void it_802979D4 ( Item_GObj arg0)

◆ itMball_UnkMotion3_Anim()

bool itMball_UnkMotion3_Anim ( Item_GObj gobj)

◆ itMball_UnkMotion1_Phys()

void itMball_UnkMotion1_Phys ( Item_GObj arg0)

◆ itMball_UnkMotion1_Coll()

bool itMball_UnkMotion1_Coll ( Item_GObj arg0)

◆ it_3F14_Logic34_PickedUp()

void it_3F14_Logic34_PickedUp ( Item_GObj arg0)

◆ itMball_UnkMotion2_Anim()

bool itMball_UnkMotion2_Anim ( Item_GObj gobj)

◆ itMball_UnkMotion2_Phys()

void itMball_UnkMotion2_Phys ( Item_GObj gobj)

◆ it_3F14_Logic34_Dropped()

void it_3F14_Logic34_Dropped ( Item_GObj arg0)

◆ it_3F14_Logic34_Thrown()

void it_3F14_Logic34_Thrown ( Item_GObj arg0)

◆ itMball_UnkMotion3_Phys()

void itMball_UnkMotion3_Phys ( Item_GObj arg0)

◆ itMball_UnkMotion3_Coll()

bool itMball_UnkMotion3_Coll ( Item_GObj arg0)

◆ it_3F14_Logic34_DmgDealt()

bool it_3F14_Logic34_DmgDealt ( Item_GObj arg0)

◆ it_3F14_Logic34_EnteredAir()

void it_3F14_Logic34_EnteredAir ( Item_GObj )

◆ itMball_UnkMotion4_Anim()

bool itMball_UnkMotion4_Anim ( Item_GObj gobj)

◆ itMball_UnkMotion4_Phys()

void itMball_UnkMotion4_Phys ( Item_GObj gobj)

◆ itMball_UnkMotion4_Coll()

bool itMball_UnkMotion4_Coll ( Item_GObj gobj)

◆ it_80297CC4()

void it_80297CC4 ( Item_GObj arg0)

◆ it_80297DD8()

void it_80297DD8 ( Item_GObj arg0)

◆ itMball_UnkMotion5_Anim()

bool itMball_UnkMotion5_Anim ( Item_GObj gobj)

◆ itMball_UnkMotion5_Phys()

void itMball_UnkMotion5_Phys ( Item_GObj gobj)

◆ itMball_UnkMotion5_Coll()

bool itMball_UnkMotion5_Coll ( Item_GObj arg0)

◆ it_80297E8C()

UNK_RET it_80297E8C ( UNK_PARAMS  )

◆ itMball_UnkMotion6_Anim()

bool itMball_UnkMotion6_Anim ( Item_GObj gobj)

◆ itMball_UnkMotion6_Phys()

void itMball_UnkMotion6_Phys ( Item_GObj arg0)

◆ itMball_UnkMotion6_Coll()

bool itMball_UnkMotion6_Coll ( Item_GObj arg0)

◆ it_3F14_Logic34_Clanked()

bool it_3F14_Logic34_Clanked ( Item_GObj arg0)

◆ it_3F14_Logic34_Reflected()

bool it_3F14_Logic34_Reflected ( Item_GObj arg0)

◆ it_3F14_Logic34_HitShield()

bool it_3F14_Logic34_HitShield ( Item_GObj arg0)

◆ it_3F14_Logic34_ShieldBounced()

bool it_3F14_Logic34_ShieldBounced ( Item_GObj arg0)

◆ it_3F14_Logic34_EvtUnk()

void it_3F14_Logic34_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)

Variable Documentation

◆ it_803F6488

ItemStateTable it_803F6488[]
extern