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

Go to the source code of this file.

Functions

bool it_802B5518 (Item_GObj *, CollData *)
HSD_GObjit_802B55C8 (Item_GObj *owner, Vec3 *, Fighter_Part, s32, float facing_dir)
void it_802B56E4 (Item_GObj *, Vec3 *, float, float, float)
void it_2725_Logic108_Destroyed (Item_GObj *)
void it_802B5974 (Item_GObj *)
void it_2725_Logic108_PickedUp (Item_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 *)
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 *)
bool itSamusChargeshot_Logic108_Clanked (Item_GObj *)
bool itSamusChargeshot_Logic108_Absorbed (Item_GObj *)
bool it_2725_Logic108_Reflected (Item_GObj *)
bool itSamusChargeshot_Logic108_HitShield (Item_GObj *)
bool it_2725_Logic108_ShieldBounced (Item_GObj *)
void itSamusChargeshot_Logic108_EvtUnk (Item_GObj *, Item_GObj *)

Variables

ItemStateTable it_803F7288 []

Function Documentation

◆ it_802B5518()

bool it_802B5518 ( Item_GObj * gobj,
CollData * cd )

◆ it_802B55C8()

HSD_GObj * it_802B55C8 ( Item_GObj * owner,
Vec3 * ,
Fighter_Part ,
s32 ,
float facing_dir )

◆ it_802B56E4()

void it_802B56E4 ( Item_GObj * ,
Vec3 * ,
float ,
float ,
float  )

◆ 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[]
extern