10#include <dolphin/mtx.h>
void it_802B4AC8(Item_GObj *gobj, Vec3 *, float facing_dir, float x)
UNK_RET it_802B4CF4(UNK_PARAMS)
void itSamusbomb_UnkMotion0_Phys(Item_GObj *gobj)
it_802B4AC8
Definition itsamusbomb.c:14
void it_2725_Logic50_EnteredAir(Item_GObj *)
bool it_2725_Logic50_HitShield(Item_GObj *)
bool itSamusbomb_UnkMotion1_Coll(Item_GObj *gobj)
bool itSamusbomb_UnkMotion0_Coll(Item_GObj *gobj)
bool itSamusbomb_UnkMotion0_Anim(Item_GObj *gobj)
UNK_RET it_802B4BA0(UNK_PARAMS)
void itSamusbomb_UnkMotion1_Phys(Item_GObj *gobj)
bool itSamusbomb_UnkMotion2_Anim(Item_GObj *gobj)
void it_2725_Logic50_EvtUnk(Item_GObj *, Item_GObj *)
ItemStateTable it_803F7220[]
bool itSamusbomb_UnkMotion1_Anim(Item_GObj *gobj)
bool it_2725_Logic50_ShieldBounced(Item_GObj *)
UNK_RET it_802B53CC(UNK_PARAMS)
bool itSamusbomb_UnkMotion2_Coll(Item_GObj *gobj)
bool it_2725_Logic50_Clanked(Item_GObj *)
bool it_2725_Logic50_DmgDealt(Item_GObj *)
bool itSamusbomb_UnkMotion3_Anim(Item_GObj *gobj)
UNK_RET it_802B5478(UNK_PARAMS)
void itSamusbomb_UnkMotion2_Phys(Item_GObj *gobj)
UNK_RET it_802B4C10(UNK_PARAMS)
bool it_2725_Logic50_Reflected(Item_GObj *)
#define UNK_PARAMS
Definition placeholder.h:48
#define UNK_RET
Definition placeholder.h:40
was using this to try and fix some matches, unsuccessfully
Definition gobj.h:26