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itsamuschargeshot.h
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1#ifndef GALE01_2B5518
2#define GALE01_2B5518
3
4#include <platform.h>
5
6#include "ft/forward.h"
7#include "it/forward.h"
8
9#include "it/items/types.h"
10
11#include <dolphin/mtx.h>
12
13/* 2B5518 */ bool it_802B5518(Item_GObj*, CollData*);
14/* 2B55C8 */ HSD_GObj* it_802B55C8(Item_GObj* owner, Vec3*, Fighter_Part, s32,
15 float facing_dir);
16/* 2B56E4 */ void it_802B56E4(Item_GObj*, Vec3*, float, float, float);
17/* 2B58D8 */ void it_2725_Logic108_Destroyed(Item_GObj*);
18/* 2B5974 */ void it_802B5974(Item_GObj*);
19/* 2B59C4 */ void it_2725_Logic108_PickedUp(Item_GObj*);
20/* 2B5A98 */ bool itSamuschargeshot_UnkMotion0_Anim(Item_GObj* gobj);
21/* 2B5CB0 */ void itSamuschargeshot_UnkMotion0_Phys(Item_GObj* gobj);
22/* 2B5CB4 */ bool itSamuschargeshot_UnkMotion0_Coll(Item_GObj* gobj);
23/* 2B5CBC */ void it_802B5CBC(Item_GObj* gobj, Fighter_GObj*);
24/* 2B5D54 */ bool itSamuschargeshot_UnkMotion8_Anim(Item_GObj* gobj);
25/* 2B5E50 */ void itSamuschargeshot_UnkMotion8_Phys(Item_GObj* gobj);
26/* 2B5EA0 */ bool itSamuschargeshot_UnkMotion8_Coll(Item_GObj* gobj);
27/* 2B5EDC */ void it_802B5EDC(Item_GObj* gobj);
31/* 2B5FF0 */ bool it_2725_Logic108_Reflected(Item_GObj*);
35/* 3F7288 */ extern ItemStateTable it_803F7288[];
36
37#endif
signed long s32
Definition hsd_3B2B.h:1
ItemStateTable it_803F7288[]
Definition itsamuschargeshot.c:19
bool itSamusChargeshot_Logic108_Absorbed(Item_GObj *)
Definition itsamuschargeshot.c:378
void it_2725_Logic108_PickedUp(Item_GObj *)
Definition itsamuschargeshot.c:202
bool itSamuschargeshot_UnkMotion8_Anim(Item_GObj *gobj)
Definition itsamuschargeshot.c:311
void it_802B56E4(Item_GObj *, Vec3 *, float, float, float)
void itSamuschargeshot_UnkMotion0_Phys(Item_GObj *gobj)
Definition itsamuschargeshot.c:282
void itSamusChargeshot_Logic108_EvtUnk(Item_GObj *, Item_GObj *)
Definition itsamuschargeshot.c:430
bool itSamuschargeshot_UnkMotion8_Coll(Item_GObj *gobj)
Definition itsamuschargeshot.c:333
HSD_GObj * it_802B55C8(Item_GObj *owner, Vec3 *, Fighter_Part, s32, float facing_dir)
bool itSamuschargeshot_UnkMotion0_Anim(Item_GObj *gobj)
Definition itsamuschargeshot.c:220
bool it_2725_Logic108_ShieldBounced(Item_GObj *)
Definition itsamuschargeshot.c:408
void it_2725_Logic108_Destroyed(Item_GObj *)
Definition itsamuschargeshot.c:159
void itSamuschargeshot_UnkMotion8_Phys(Item_GObj *gobj)
Definition itsamuschargeshot.c:324
void it_802B5CBC(Item_GObj *gobj, Fighter_GObj *)
Definition itsamuschargeshot.c:289
bool it_2725_Logic108_Reflected(Item_GObj *)
Definition itsamuschargeshot.c:383
void it_802B5EDC(Item_GObj *gobj)
Definition itsamuschargeshot.c:342
bool itSamusChargeshot_Logic108_HitShield(Item_GObj *)
Definition itsamuschargeshot.c:403
bool itSamusChargeshot_Logic108_Clanked(Item_GObj *)
Definition itsamuschargeshot.c:373
bool it_802B5518(Item_GObj *, CollData *)
Definition itsamuschargeshot.c:40
void it_802B5974(Item_GObj *)
Definition itsamuschargeshot.c:190
bool itSamusChargeshot_Logic108_DmgDealt(Item_GObj *)
Definition itsamuschargeshot.c:368
bool itSamuschargeshot_UnkMotion0_Coll(Item_GObj *gobj)
Definition itsamuschargeshot.c:284
Fighter_Part
Definition forward.h:248
HSD_GObj Item_GObj
Definition forward.h:55
Definition types.h:202
was using this to try and fix some matches, unsuccessfully
Definition gobj.h:26
Definition types.h:11