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itsamusbomb.h
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1#ifndef GALE01_2B4AC8
2#define GALE01_2B4AC8
3
4#include <platform.h>
5
6#include "it/forward.h"
7
8#include "it/items/types.h"
9
10#include <dolphin/mtx.h>
11
12/* 2B4AC8 */ Item_GObj* it_802B4AC8(Item_GObj* gobj, Vec3* pos,
13 float facing_dir);
14/* 2B4BA0 */ void it_802B4BA0(Item_GObj* arg0);
15/* 2B4C10 */ void it_802B4C10(Item_GObj* gobj);
16/* 2B4C38 */ bool itSamusbomb_UnkMotion0_Anim(Item_GObj* gobj);
17/* 2B4CC4 */ void itSamusbomb_UnkMotion0_Phys(Item_GObj* gobj);
18/* 2B4CC8 */ bool itSamusbomb_UnkMotion0_Coll(Item_GObj* gobj);
19/* 2B4CF4 */ void it_802B4CF4(Item_GObj* gobj);
20/* 2B4D1C */ bool itSamusbomb_UnkMotion1_Anim(Item_GObj* gobj);
21/* 2B4F1C */ void itSamusbomb_UnkMotion1_Phys(Item_GObj* gobj);
22/* 2B4F4C */ bool itSamusbomb_UnkMotion1_Coll(Item_GObj* gobj);
24/* 2B4FA0 */ bool itSamusbomb_UnkMotion2_Anim(Item_GObj* gobj);
25/* 2B51A0 */ void itSamusbomb_UnkMotion2_Phys(Item_GObj* gobj);
26/* 2B5284 */ bool itSamusbomb_UnkMotion2_Coll(Item_GObj* gobj);
27/* 2B52B8 */ bool itSamusBomb_Logic50_DmgDealt(Item_GObj*);
28/* 2B52EC */ bool itSamusBomb_Logic50_Clanked(Item_GObj*);
31/* 2B5374 */ bool it_2725_Logic50_Reflected(Item_GObj*);
32/* 2B53CC */ void it_802B53CC(Item_GObj*);
33/* 2B5458 */ bool itSamusbomb_UnkMotion3_Anim(Item_GObj* gobj);
34/* 2B5478 */ void it_802B5478(Item_GObj* gobj);
36/* 3F7220 */ extern ItemStateTable it_803F7220[];
37
38#endif
void itSamusbomb_UnkMotion0_Phys(Item_GObj *gobj)
Definition itsamusbomb.c:114
void itSamusBomb_Logic50_EvtUnk(Item_GObj *, Item_GObj *)
Definition itsamusbomb.c:285
bool itSamusbomb_UnkMotion1_Coll(Item_GObj *gobj)
Definition itsamusbomb.c:142
bool itSamusBomb_Logic50_Clanked(Item_GObj *)
Definition itsamusbomb.c:210
void it_802B4C10(Item_GObj *gobj)
Definition itsamusbomb.c:72
bool itSamusbomb_UnkMotion0_Coll(Item_GObj *gobj)
Definition itsamusbomb.c:116
bool itSamusbomb_UnkMotion0_Anim(Item_GObj *gobj)
Definition itsamusbomb.c:108
void itSamusbomb_UnkMotion1_Phys(Item_GObj *gobj)
Definition itsamusbomb.c:135
bool itSamusbomb_UnkMotion2_Anim(Item_GObj *gobj)
Definition itsamusbomb.c:153
ItemStateTable it_803F7220[]
Definition itsamusbomb.c:24
void itSamusBomb_Logic50_EnteredAir(Item_GObj *)
Definition itsamusbomb.c:148
bool itSamusbomb_UnkMotion1_Anim(Item_GObj *gobj)
Definition itsamusbomb.c:127
bool itSamusbomb_UnkMotion2_Coll(Item_GObj *gobj)
Definition itsamusbomb.c:195
bool itSamusbomb_UnkMotion3_Anim(Item_GObj *gobj)
Definition itsamusbomb.c:263
void it_802B5478(Item_GObj *gobj)
Definition itsamusbomb.c:268
bool itSamusBomb_Logic50_HitShield(Item_GObj *)
Definition itsamusbomb.c:219
void it_802B4BA0(Item_GObj *arg0)
Definition itsamusbomb.c:59
void itSamusbomb_UnkMotion2_Phys(Item_GObj *gobj)
Definition itsamusbomb.c:181
Item_GObj * it_802B4AC8(Item_GObj *gobj, Vec3 *pos, float facing_dir)
bool itSamusBomb_Logic50_ShieldBounced(Item_GObj *)
Definition itsamusbomb.c:228
bool it_2725_Logic50_Reflected(Item_GObj *)
Definition itsamusbomb.c:233
void it_802B53CC(Item_GObj *)
Definition itsamusbomb.c:247
void it_802B4CF4(Item_GObj *gobj)
Definition itsamusbomb.c:122
bool itSamusBomb_Logic50_DmgDealt(Item_GObj *)
Definition itsamusbomb.c:201
was using this to try and fix some matches, unsuccessfully
Definition gobj.h:26
Definition types.h:11