SSBM Decomp
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itpikachutjoltground.h
Go to the documentation of this file.
1#ifndef GALE01_2B3368
2#define GALE01_2B3368
3
4#include <Runtime/platform.h>
5
6#include <melee/it/forward.h>
7
8#include <dolphin/mtx.h>
10
11/* 2B3368 */ Item_GObj* it_802B3368(Item_GObj* gobj);
12/* 2B338C */ Item_GObj* itPikachuThunderJolt_Spawn(Item_GObj* owner, Vec3* pos,
13 f32 facing_dir,
14 ItemKind kind);
15/* 2B34E4 */ void it_2725_Logic106_Destroyed(Item_GObj*);
16/* 2B3544 */ void it_802B3544(Item_GObj* gobj);
17/* 2B3554 */ void it_802B3554(Item_GObj* gobj, HSD_GObj* owner);
18/* 2B3680 */ bool itPikachutjoltground_UnkMotion0_Anim(Item_GObj* gobj);
19/* 2B36BC */ bool itPikachutjoltground_UnkMotion1_Anim(Item_GObj* gobj);
20/* 2B3790 */ void itPikachutjoltground_UnkMotion0_Phys(Item_GObj* gobj);
21/* 2B3808 */ bool itPikachutjoltground_UnkMotion0_Coll(Item_GObj* gobj);
22/* 2B397C */ bool itPikachutjoltground_UnkMotion1_Coll(Item_GObj* gobj);
23/* 2B3A94 */ bool it_2725_Logic106_DmgDealt(Item_GObj*);
24/* 2B3AF8 */ bool it_2725_Logic106_Reflected(Item_GObj*);
25/* 2B3C44 */ bool it_2725_Logic106_Clanked(Item_GObj*);
26/* 2B3CA8 */ bool it_2725_Logic106_Absorbed(Item_GObj*);
27/* 2B3D0C */ bool it_2725_Logic106_HitShield(Item_GObj*);
30/* 3F7190 */ extern ItemStateTable it_803F7190[];
31
32#endif
ItemStateTable it_803F7190[]
Definition itpikachutjoltground.c:22
Item_GObj * it_802B3368(Item_GObj *gobj)
Definition itpikachutjoltground.c:48
bool it_2725_Logic106_DmgDealt(Item_GObj *)
Definition itpikachutjoltground.c:301
bool it_2725_Logic106_Absorbed(Item_GObj *)
Definition itpikachutjoltground.c:345
void it_2725_Logic106_Destroyed(Item_GObj *)
Definition itpikachutjoltground.c:96
void it_802B3544(Item_GObj *gobj)
Definition itpikachutjoltground.c:108
bool it_2725_Logic106_HitShield(Item_GObj *)
Definition itpikachutjoltground.c:358
void itPikachutjoltground_UnkMotion0_Phys(Item_GObj *gobj)
Definition itpikachutjoltground.c:184
bool itPikachutjoltground_UnkMotion0_Anim(Item_GObj *gobj)
Definition itpikachutjoltground.c:148
void itPikachuTJoltGround_Logic106_EvtUnk(Item_GObj *, Item_GObj *)
Definition itpikachutjoltground.c:400
void it_802B3554(Item_GObj *gobj, HSD_GObj *owner)
Definition itpikachutjoltground.c:113
Item_GObj * itPikachuThunderJolt_Spawn(Item_GObj *owner, Vec3 *pos, f32 facing_dir, ItemKind kind)
Definition itpikachutjoltground.c:61
bool itPikachutjoltground_UnkMotion0_Coll(Item_GObj *gobj)
Definition itpikachutjoltground.c:199
bool it_2725_Logic106_Clanked(Item_GObj *)
Definition itpikachutjoltground.c:332
bool itPikachutjoltground_UnkMotion1_Anim(Item_GObj *gobj)
Definition itpikachutjoltground.c:168
bool it_2725_Logic106_Reflected(Item_GObj *)
Definition itpikachutjoltground.c:314
bool itPikachutjoltground_UnkMotion1_Coll(Item_GObj *gobj)
Definition itpikachutjoltground.c:249
bool it_2725_Logic106_ShieldBounced(Item_GObj *)
Definition itpikachutjoltground.c:371
struct Vec Vec3
float f32
Definition types.h:18
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 gobj.h:16
Definition types.h:10