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

Go to the source code of this file.

Functions

UNK_RET it_802B5518 (UNK_PARAMS)
 
HSD_GObjit_802B55C8 (Item_GObj *owner, Vec3 *, s32, 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)
 it_802B5518
 
bool itSamuschargeshot_UnkMotion0_Coll (Item_GObj *gobj)
 
UNK_RET it_802B5CBC (UNK_PARAMS)
 
bool itSamuschargeshot_UnkMotion8_Anim (Item_GObj *gobj)
 
void itSamuschargeshot_UnkMotion8_Phys (Item_GObj *gobj)
 
bool itSamuschargeshot_UnkMotion8_Coll (Item_GObj *gobj)
 
UNK_RET it_802B5EDC (UNK_PARAMS)
 
bool it_2725_Logic108_DmgDealt (Item_GObj *)
 it_802B5CBC
 
bool it_2725_Logic108_Clanked (Item_GObj *)
 
bool it_2725_Logic108_Absorbed (Item_GObj *)
 
bool it_2725_Logic108_Reflected (Item_GObj *)
 
bool it_2725_Logic108_HitShield (Item_GObj *)
 it_2725_Logic108_Reflected
 
bool it_2725_Logic108_ShieldBounced (Item_GObj *)
 
void it_2725_Logic108_EvtUnk (Item_GObj *, Item_GObj *)
 it_2725_Logic108_ShieldBounced
 
void it_802B62D0 (Item_GObj *, Vec3 *pos, bool, float facing_dir)
 

Variables

ItemStateTable it_803F7288 []
 

Function Documentation

◆ it_802B5518()

UNK_RET it_802B5518 ( UNK_PARAMS  )

◆ it_802B55C8()

HSD_GObj * it_802B55C8 ( Item_GObj owner,
Vec3 *  ,
s32  ,
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 )

◆ it_802B5974()

void it_802B5974 ( Item_GObj )

◆ it_2725_Logic108_PickedUp()

void it_2725_Logic108_PickedUp ( Item_GObj )

◆ itSamuschargeshot_UnkMotion0_Anim()

bool itSamuschargeshot_UnkMotion0_Anim ( Item_GObj gobj)

◆ itSamuschargeshot_UnkMotion0_Phys()

◆ itSamuschargeshot_UnkMotion0_Coll()

bool itSamuschargeshot_UnkMotion0_Coll ( Item_GObj gobj)

◆ it_802B5CBC()

UNK_RET it_802B5CBC ( UNK_PARAMS  )

◆ 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()

UNK_RET it_802B5EDC ( UNK_PARAMS  )

◆ it_2725_Logic108_DmgDealt()

◆ it_2725_Logic108_Clanked()

bool it_2725_Logic108_Clanked ( Item_GObj arg0)

◆ it_2725_Logic108_Absorbed()

bool it_2725_Logic108_Absorbed ( Item_GObj arg0)

◆ it_2725_Logic108_Reflected()

bool it_2725_Logic108_Reflected ( Item_GObj )

◆ it_2725_Logic108_HitShield()

bool it_2725_Logic108_HitShield ( Item_GObj arg0)

◆ it_2725_Logic108_ShieldBounced()

bool it_2725_Logic108_ShieldBounced ( Item_GObj )

◆ it_2725_Logic108_EvtUnk()

void it_2725_Logic108_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)

◆ it_802B62D0()

void it_802B62D0 ( Item_GObj ,
Vec3 *  pos,
bool  ,
float  facing_dir 
)

Variable Documentation

◆ it_803F7288

ItemStateTable it_803F7288[]
extern