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itsamuschargeshot.c File Reference
#include "itsamuschargeshot.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_SpecialLw_0.h"
#include "ft/chara/ftSamus/ftSs_SpecialN.h"
#include "ft/ftlib.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 <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_UnkMotion0_Anim (Item_GObj *gobj)
void itSamuschargeshot_UnkMotion0_Phys (Item_GObj *gobj)
bool itSamuschargeshot_UnkMotion0_Coll (Item_GObj *gobj)
void it_802B5CBC (Item_GObj *gobj, Fighter_GObj *unused)
bool itSamuschargeshot_UnkMotion8_Anim (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)

Variables

ItemStateTable it_803F7288 []

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_UnkMotion0_Anim()

bool itSamuschargeshot_UnkMotion0_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,
Fighter_GObj * unused )

◆ itSamuschargeshot_UnkMotion8_Anim()

bool itSamuschargeshot_UnkMotion8_Anim ( 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 )

Variable Documentation

◆ it_803F7288

ItemStateTable it_803F7288[]
Initial value:
= {
}
bool itSamuschargeshot_UnkMotion8_Anim(Item_GObj *gobj)
Definition itsamuschargeshot.c:311
void itSamuschargeshot_UnkMotion0_Phys(Item_GObj *gobj)
Definition itsamuschargeshot.c:282
bool itSamuschargeshot_UnkMotion8_Coll(Item_GObj *gobj)
Definition itsamuschargeshot.c:333
bool itSamuschargeshot_UnkMotion0_Anim(Item_GObj *gobj)
Definition itsamuschargeshot.c:220
void itSamuschargeshot_UnkMotion8_Phys(Item_GObj *gobj)
Definition itsamuschargeshot.c:324
bool itSamuschargeshot_UnkMotion0_Coll(Item_GObj *gobj)
Definition itsamuschargeshot.c:284