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itsamusmissile.c File Reference
#include "itsamusmissile.h"
#include "baselib/jobj.h"
#include "baselib/mtx.h"
#include "db/db.h"
#include "ef/eflib.h"
#include "ef/efsync.h"
#include "ftSamus/ftSs_SpecialN.h"
#include "it/inlines.h"
#include "it/it_266F.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/itCharItems.h"
#include "it/item.h"
#include "lb/lbvector.h"
#include <math.h>
#include <trigf.h>

Functions

bool itSamusmissile_UnkMotion0_Coll (Item_GObj *gobj)
 
bool itSamusmissile_UnkMotion1_Coll (Item_GObj *gobj)
 
bool itSamusmissile_UnkMotion3_Anim (Item_GObj *gobj)
 
void it_802B63F8 (HSD_GObj *gobj)
 
Item_GObjit_802B62D0 (Item_GObj *gobj, Vec3 *pos, int arg2, f32 facing_dir)
 
Item_GObjit_802B64FC (Item_GObj *gobj)
 
void * it_802B66A8 (Item_GObj *gobj)
 
void isSamusmissile_MotionAnim (Item_GObj *gobj)
 
s32 itSamusmissile_UnkMotion0_Anim (Item_GObj *gobj)
 
static void inlineA0 (Item_GObj *gobj)
 
void itSamusmissile_UnkMotion0_Phys (Item_GObj *gobj)
 
void * it_802B6A60 (Item_GObj *gobj)
 
s32 itSamusmissile_UnkMotion1_Anim (Item_GObj *gobj)
 
void itSamusmissile_UnkMotion1_Phys (Item_GObj *gobj)
 
bool it_2725_Logic52_DmgDealt (Item_GObj *gobj)
 
bool it_2725_Logic52_Clanked (Item_GObj *gobj)
 
bool it_2725_Logic52_HitShield (Item_GObj *gobj)
 
bool it_2725_Logic52_ShieldBounced (Item_GObj *arg0)
 
bool it_2725_Logic52_Reflected (Item_GObj *gobj)
 
void it_802B701C (Item_GObj *gobj)
 
void it_802B70A0 (Item_GObj *gobj)
 
void it_2725_Logic52_EvtUnk (Item_GObj *gobj, Item_GObj *arg1)
 

Function Documentation

◆ itSamusmissile_UnkMotion0_Coll()

bool itSamusmissile_UnkMotion0_Coll ( Item_GObj gobj)

◆ itSamusmissile_UnkMotion1_Coll()

bool itSamusmissile_UnkMotion1_Coll ( Item_GObj gobj)

◆ itSamusmissile_UnkMotion3_Anim()

bool itSamusmissile_UnkMotion3_Anim ( Item_GObj gobj)

◆ it_802B63F8()

void it_802B63F8 ( HSD_GObj gobj)

◆ it_802B62D0()

Item_GObj * it_802B62D0 ( Item_GObj gobj,
Vec3 *  pos,
int  arg2,
f32  facing_dir 
)

◆ it_802B64FC()

Item_GObj * it_802B64FC ( Item_GObj gobj)

◆ it_802B66A8()

void * it_802B66A8 ( Item_GObj gobj)

◆ isSamusmissile_MotionAnim()

void isSamusmissile_MotionAnim ( Item_GObj gobj)
inline

◆ itSamusmissile_UnkMotion0_Anim()

s32 itSamusmissile_UnkMotion0_Anim ( Item_GObj gobj)

◆ inlineA0()

static void inlineA0 ( Item_GObj gobj)
static

◆ itSamusmissile_UnkMotion0_Phys()

void itSamusmissile_UnkMotion0_Phys ( Item_GObj gobj)

◆ it_802B6A60()

void * it_802B6A60 ( Item_GObj gobj)

◆ itSamusmissile_UnkMotion1_Anim()

s32 itSamusmissile_UnkMotion1_Anim ( Item_GObj gobj)

◆ itSamusmissile_UnkMotion1_Phys()

void itSamusmissile_UnkMotion1_Phys ( Item_GObj gobj)

◆ it_2725_Logic52_DmgDealt()

bool it_2725_Logic52_DmgDealt ( Item_GObj gobj)

◆ it_2725_Logic52_Clanked()

bool it_2725_Logic52_Clanked ( Item_GObj gobj)

◆ it_2725_Logic52_HitShield()

bool it_2725_Logic52_HitShield ( Item_GObj gobj)

◆ it_2725_Logic52_ShieldBounced()

bool it_2725_Logic52_ShieldBounced ( Item_GObj arg0)

◆ it_2725_Logic52_Reflected()

bool it_2725_Logic52_Reflected ( Item_GObj gobj)

◆ it_802B701C()

void it_802B701C ( Item_GObj gobj)

◆ it_802B70A0()

void it_802B70A0 ( Item_GObj gobj)

◆ it_2725_Logic52_EvtUnk()

void it_2725_Logic52_EvtUnk ( Item_GObj gobj,
Item_GObj arg1 
)