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itpikachutjoltground.h
Go to the documentation of this file.
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#ifndef GALE01_2B3368
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#define GALE01_2B3368
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#include <
Runtime/platform.h
>
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#include <
melee/it/forward.h
>
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#include <
dolphin/mtx.h
>
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#include <
melee/it/kinds/types.h
>
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/* 2B3368 */
Item_GObj
*
it_802B3368
(
Item_GObj
*
gobj
);
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/* 2B338C */
Item_GObj
*
itPikachuThunderJolt_Spawn
(
Item_GObj
* owner,
Vec3
* pos,
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f32
facing_dir,
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ItemKind
kind);
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/* 2B34E4 */
void
it_2725_Logic106_Destroyed
(
Item_GObj
*);
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/* 2B3544 */
void
it_802B3544
(
Item_GObj
*
gobj
);
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/* 2B3554 */
void
it_802B3554
(
Item_GObj
*
gobj
,
HSD_GObj
* owner);
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/* 2B3680 */
bool
itPikachutjoltground_UnkMotion0_Anim
(
Item_GObj
*
gobj
);
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/* 2B36BC */
bool
itPikachutjoltground_UnkMotion1_Anim
(
Item_GObj
*
gobj
);
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/* 2B3790 */
void
itPikachutjoltground_UnkMotion0_Phys
(
Item_GObj
*
gobj
);
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/* 2B3808 */
bool
itPikachutjoltground_UnkMotion0_Coll
(
Item_GObj
*
gobj
);
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/* 2B397C */
bool
itPikachutjoltground_UnkMotion1_Coll
(
Item_GObj
*
gobj
);
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/* 2B3A94 */
bool
it_2725_Logic106_DmgDealt
(
Item_GObj
*);
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/* 2B3AF8 */
bool
it_2725_Logic106_Reflected
(
Item_GObj
*);
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/* 2B3C44 */
bool
it_2725_Logic106_Clanked
(
Item_GObj
*);
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/* 2B3CA8 */
bool
it_2725_Logic106_Absorbed
(
Item_GObj
*);
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/* 2B3D0C */
bool
it_2725_Logic106_HitShield
(
Item_GObj
*);
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/* 2B3D70 */
bool
it_2725_Logic106_ShieldBounced
(
Item_GObj
*);
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/* 2B3EDC */
void
itPikachuTJoltGround_Logic106_EvtUnk
(
Item_GObj
*,
Item_GObj
*);
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/* 3F7190 */
extern
ItemStateTable
it_803F7190
[];
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#endif
mtx.h
Vec3
struct Vec Vec3
f32
float f32
Definition
types.h:13
gobj
HSD_GObj * gobj
Definition
gm_19EF.c:73
it_803F7190
ItemStateTable it_803F7190[]
Definition
itpikachutjoltground.c:21
it_802B3368
Item_GObj * it_802B3368(Item_GObj *gobj)
Definition
itpikachutjoltground.c:47
it_2725_Logic106_DmgDealt
bool it_2725_Logic106_DmgDealt(Item_GObj *)
Definition
itpikachutjoltground.c:315
it_2725_Logic106_Absorbed
bool it_2725_Logic106_Absorbed(Item_GObj *)
Definition
itpikachutjoltground.c:359
it_2725_Logic106_Destroyed
void it_2725_Logic106_Destroyed(Item_GObj *)
Definition
itpikachutjoltground.c:106
it_802B3544
void it_802B3544(Item_GObj *gobj)
Definition
itpikachutjoltground.c:118
it_2725_Logic106_HitShield
bool it_2725_Logic106_HitShield(Item_GObj *)
Definition
itpikachutjoltground.c:372
itPikachutjoltground_UnkMotion0_Phys
void itPikachutjoltground_UnkMotion0_Phys(Item_GObj *gobj)
Definition
itpikachutjoltground.c:199
itPikachutjoltground_UnkMotion0_Anim
bool itPikachutjoltground_UnkMotion0_Anim(Item_GObj *gobj)
Definition
itpikachutjoltground.c:161
itPikachuTJoltGround_Logic106_EvtUnk
void itPikachuTJoltGround_Logic106_EvtUnk(Item_GObj *, Item_GObj *)
Definition
itpikachutjoltground.c:414
it_802B3554
void it_802B3554(Item_GObj *gobj, HSD_GObj *owner)
Definition
itpikachutjoltground.c:123
itPikachuThunderJolt_Spawn
Item_GObj * itPikachuThunderJolt_Spawn(Item_GObj *owner, Vec3 *pos, f32 facing_dir, ItemKind kind)
Definition
itpikachutjoltground.c:60
itPikachutjoltground_UnkMotion0_Coll
bool itPikachutjoltground_UnkMotion0_Coll(Item_GObj *gobj)
Definition
itpikachutjoltground.c:214
it_2725_Logic106_Clanked
bool it_2725_Logic106_Clanked(Item_GObj *)
Definition
itpikachutjoltground.c:346
itPikachutjoltground_UnkMotion1_Anim
bool itPikachutjoltground_UnkMotion1_Anim(Item_GObj *gobj)
Definition
itpikachutjoltground.c:168
it_2725_Logic106_Reflected
bool it_2725_Logic106_Reflected(Item_GObj *)
Definition
itpikachutjoltground.c:328
itPikachutjoltground_UnkMotion1_Coll
bool itPikachutjoltground_UnkMotion1_Coll(Item_GObj *gobj)
Definition
itpikachutjoltground.c:264
it_2725_Logic106_ShieldBounced
bool it_2725_Logic106_ShieldBounced(Item_GObj *)
Definition
itpikachutjoltground.c:385
forward.h
ItemKind
ItemKind
Definition
forward.h:132
Item_GObj
HSD_GObj Item_GObj
Definition
forward.h:62
platform.h
types.h
HSD_GObj
Definition
gobj.h:13
ItemStateTable
Definition
types.h:12
src
melee
it
kinds
itpikachutjoltground.h
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