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itsamuschargeshot.c File Reference
#include "itsamuschargeshot.h"
#include <placeholder.h>
#include <platform.h>
#include "baselib/forward.h"
#include "baselib/gobj.h"
#include "baselib/mtx.h"
#include "ef/eflib.h"
#include "ef/efsync.h"
#include "ft/chara/ftKirby/ftKb_Init.h"
#include "ft/chara/ftSamus/ftSs_SpecialN.h"
#include "ft/ftlib.h"
#include "it/forward.h"
#include "it/inlines.h"
#include "it/it_266F.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/item.h"
#include "lb/lbvector.h"
#include <math.h>
#include <trigf.h>

Functions

bool it_802B5518 (Item_GObj *gobj, CollData *cd)
 
HSD_GObjit_802B55C8 (Fighter_GObj *gobj, Vec3 *pos, enum Fighter_Part arg2, s32 arg3, f32 facing_dir)
 
void it_802B56E4 (Item_GObj *gobj, Vec3 *vec, f32 farg0, f32 farg1, f32 farg2)
 
void it_2725_Logic108_Destroyed (Item_GObj *gobj)
 
void it_802B5974 (Item_GObj *gobj)
 
void it_2725_Logic108_PickedUp (Item_GObj *gobj)
 
bool itSamuschargeshot_UnkMotion8_Anim (Item_GObj *gobj)
 
void itSamuschargeshot_UnkMotion0_Phys (Item_GObj *gobj)
 
bool itSamuschargeshot_UnkMotion0_Coll (Item_GObj *gobj)
 
void it_802B5CBC (Item_GObj *gobj)
 
void itSamuschargeshot_UnkMotion8_Phys (Item_GObj *gobj)
 
bool itSamuschargeshot_UnkMotion8_Coll (Item_GObj *gobj)
 
void it_802B5EDC (Item_GObj *gobj)
 
bool itSamusChargeshot_Logic108_DmgDealt (Item_GObj *arg0)
 
bool itSamusChargeshot_Logic108_Clanked (Item_GObj *arg0)
 
bool itSamusChargeshot_Logic108_Absorbed (Item_GObj *arg0)
 
bool it_2725_Logic108_Reflected (Item_GObj *gobj)
 
bool itSamusChargeshot_Logic108_HitShield (Item_GObj *arg0)
 
bool it_2725_Logic108_ShieldBounced (Item_GObj *gobj)
 
void itSamusChargeshot_Logic108_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)
 

Function Documentation

◆ it_802B5518()

bool it_802B5518 ( Item_GObj gobj,
CollData cd 
)

◆ it_802B55C8()

HSD_GObj * it_802B55C8 ( Fighter_GObj *  gobj,
Vec3 *  pos,
enum Fighter_Part  arg2,
s32  arg3,
f32  facing_dir 
)

◆ it_802B56E4()

void it_802B56E4 ( Item_GObj gobj,
Vec3 *  vec,
f32  farg0,
f32  farg1,
f32  farg2 
)

◆ it_2725_Logic108_Destroyed()

void it_2725_Logic108_Destroyed ( Item_GObj gobj)

◆ it_802B5974()

void it_802B5974 ( Item_GObj gobj)

◆ it_2725_Logic108_PickedUp()

void it_2725_Logic108_PickedUp ( Item_GObj gobj)

◆ itSamuschargeshot_UnkMotion8_Anim()

bool itSamuschargeshot_UnkMotion8_Anim ( Item_GObj gobj)

◆ itSamuschargeshot_UnkMotion0_Phys()

void itSamuschargeshot_UnkMotion0_Phys ( Item_GObj gobj)

◆ itSamuschargeshot_UnkMotion0_Coll()

bool itSamuschargeshot_UnkMotion0_Coll ( Item_GObj gobj)

◆ it_802B5CBC()

void it_802B5CBC ( Item_GObj gobj)

◆ itSamuschargeshot_UnkMotion8_Phys()

void itSamuschargeshot_UnkMotion8_Phys ( Item_GObj gobj)

◆ itSamuschargeshot_UnkMotion8_Coll()

bool itSamuschargeshot_UnkMotion8_Coll ( Item_GObj gobj)

◆ it_802B5EDC()

void it_802B5EDC ( Item_GObj gobj)

◆ itSamusChargeshot_Logic108_DmgDealt()

bool itSamusChargeshot_Logic108_DmgDealt ( Item_GObj arg0)

◆ itSamusChargeshot_Logic108_Clanked()

bool itSamusChargeshot_Logic108_Clanked ( Item_GObj arg0)

◆ itSamusChargeshot_Logic108_Absorbed()

bool itSamusChargeshot_Logic108_Absorbed ( Item_GObj arg0)

◆ it_2725_Logic108_Reflected()

bool it_2725_Logic108_Reflected ( Item_GObj gobj)

◆ itSamusChargeshot_Logic108_HitShield()

bool itSamusChargeshot_Logic108_HitShield ( Item_GObj arg0)

◆ it_2725_Logic108_ShieldBounced()

bool it_2725_Logic108_ShieldBounced ( Item_GObj gobj)

◆ itSamusChargeshot_Logic108_EvtUnk()

void itSamusChargeshot_Logic108_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)