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itsamusbomb.h File Reference
#include <platform.h>
#include "it/forward.h"
#include "it/items/types.h"
#include <dolphin/mtx.h>

Go to the source code of this file.

Functions

void it_802B4AC8 (Item_GObj *gobj, Vec3 *, float facing_dir, float x)
 
UNK_RET it_802B4BA0 (UNK_PARAMS)
 
UNK_RET it_802B4C10 (UNK_PARAMS)
 
bool itSamusbomb_UnkMotion0_Anim (Item_GObj *gobj)
 
void itSamusbomb_UnkMotion0_Phys (Item_GObj *gobj)
 it_802B4AC8
 
bool itSamusbomb_UnkMotion0_Coll (Item_GObj *gobj)
 
UNK_RET it_802B4CF4 (UNK_PARAMS)
 
bool itSamusbomb_UnkMotion1_Anim (Item_GObj *gobj)
 
void itSamusbomb_UnkMotion1_Phys (Item_GObj *gobj)
 
bool itSamusbomb_UnkMotion1_Coll (Item_GObj *gobj)
 
void it_2725_Logic50_EnteredAir (Item_GObj *)
 
bool itSamusbomb_UnkMotion2_Anim (Item_GObj *gobj)
 
void itSamusbomb_UnkMotion2_Phys (Item_GObj *gobj)
 
bool itSamusbomb_UnkMotion2_Coll (Item_GObj *gobj)
 
bool it_2725_Logic50_DmgDealt (Item_GObj *)
 
bool it_2725_Logic50_Clanked (Item_GObj *)
 
bool it_2725_Logic50_HitShield (Item_GObj *)
 
bool it_2725_Logic50_ShieldBounced (Item_GObj *)
 
bool it_2725_Logic50_Reflected (Item_GObj *)
 
UNK_RET it_802B53CC (UNK_PARAMS)
 
bool itSamusbomb_UnkMotion3_Anim (Item_GObj *gobj)
 
UNK_RET it_802B5478 (UNK_PARAMS)
 
void it_2725_Logic50_EvtUnk (Item_GObj *, Item_GObj *)
 

Variables

ItemStateTable it_803F7220 []
 

Function Documentation

◆ it_802B4AC8()

void it_802B4AC8 ( Item_GObj gobj,
Vec3 *  ,
float  facing_dir,
float  x 
)

◆ it_802B4BA0()

UNK_RET it_802B4BA0 ( UNK_PARAMS  )

◆ it_802B4C10()

UNK_RET it_802B4C10 ( UNK_PARAMS  )

◆ itSamusbomb_UnkMotion0_Anim()

bool itSamusbomb_UnkMotion0_Anim ( Item_GObj gobj)

◆ itSamusbomb_UnkMotion0_Phys()

void itSamusbomb_UnkMotion0_Phys ( Item_GObj gobj)

◆ itSamusbomb_UnkMotion0_Coll()

bool itSamusbomb_UnkMotion0_Coll ( Item_GObj gobj)

◆ it_802B4CF4()

UNK_RET it_802B4CF4 ( UNK_PARAMS  )

◆ itSamusbomb_UnkMotion1_Anim()

bool itSamusbomb_UnkMotion1_Anim ( Item_GObj gobj)

◆ itSamusbomb_UnkMotion1_Phys()

void itSamusbomb_UnkMotion1_Phys ( Item_GObj gobj)

◆ itSamusbomb_UnkMotion1_Coll()

bool itSamusbomb_UnkMotion1_Coll ( Item_GObj gobj)

◆ it_2725_Logic50_EnteredAir()

void it_2725_Logic50_EnteredAir ( Item_GObj )

◆ itSamusbomb_UnkMotion2_Anim()

bool itSamusbomb_UnkMotion2_Anim ( Item_GObj gobj)

◆ itSamusbomb_UnkMotion2_Phys()

void itSamusbomb_UnkMotion2_Phys ( Item_GObj gobj)

◆ itSamusbomb_UnkMotion2_Coll()

bool itSamusbomb_UnkMotion2_Coll ( Item_GObj gobj)

◆ it_2725_Logic50_DmgDealt()

bool it_2725_Logic50_DmgDealt ( Item_GObj )

◆ it_2725_Logic50_Clanked()

bool it_2725_Logic50_Clanked ( Item_GObj )

◆ it_2725_Logic50_HitShield()

bool it_2725_Logic50_HitShield ( Item_GObj )

◆ it_2725_Logic50_ShieldBounced()

bool it_2725_Logic50_ShieldBounced ( Item_GObj )

◆ it_2725_Logic50_Reflected()

bool it_2725_Logic50_Reflected ( Item_GObj )

◆ it_802B53CC()

UNK_RET it_802B53CC ( UNK_PARAMS  )

◆ itSamusbomb_UnkMotion3_Anim()

bool itSamusbomb_UnkMotion3_Anim ( Item_GObj gobj)

◆ it_802B5478()

UNK_RET it_802B5478 ( UNK_PARAMS  )

◆ it_2725_Logic50_EvtUnk()

void it_2725_Logic50_EvtUnk ( Item_GObj ,
Item_GObj  
)

Variable Documentation

◆ it_803F7220

ItemStateTable it_803F7220[]
extern