SSBM Decomp
Loading...
Searching...
No Matches
itseakchain.c File Reference
#include "itseakchain.h"
#include "it/items/itseakchain.static.h"
#include "platform.h"
#include "baselib/forward.h"
#include "baselib/gobjplink.h"
#include "baselib/jobj.h"
#include "dolphin/mtx.h"
#include "ft/ftcoll.h"
#include "ft/ftlib.h"
#include "ft/inlines.h"
#include "ftSeak/forward.h"
#include "ftSeak/ftSk_SpecialS.h"
#include "it/forward.h"
#include "it/inlines.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/itCharItems.h"
#include "it/item.h"
#include "it/items/itlinkhookshot.h"
#include "lb/lbaudio_ax.h"
#include "lb/lbvector.h"
#include "mp/mpcoll.h"
#include "MSL/math.h"
#include <baselib/gobj.h>
#include <baselib/gobjgxlink.h>
#include <baselib/gobjobject.h>
#include <baselib/gobjuserdata.h>

Functions

void it_802BAEEC (Item_GObj *gobj)
void it_802BAF0C (Item_GObj *gobj)
static HSD_JObjit_802BAF2C_Load_x64 (Item *ip)
static HSD_JObjit_802BAF2C_Load_x68 (Item *ip)
int it_802BAF2C (Item *ip, HSD_JObj *jobj)
static void inlineA0 (Item_GObj *gobj)
void it_802BB20C (Item_GObj *gobj)
Item_GObjitSeakChain_Spawn (Fighter_GObj *parent_gobj, Point3d *arg1, f32 facing_dir)
void fn_802BB428 (Item_GObj *gobj)
void fn_802BB44C (Item_GObj *gobj)
void fn_802BB574 (Item_GObj *gobj)
void fn_802BB694 (Item_GObj *gobj)
void fn_802BB784 (Item_GObj *gobj)
static bool notInSpecialS (Fighter_GObj *gobj)
bool itSeakchain_UnkMotion4_Anim (Item_GObj *gobj)
int it_802BB938 (ItemLink *link, int arg1, float arg2)
s32 it_802BBAEC (ItemLink *link, s32 arg1, f32 arg2)
void it_802BBB0C (ItemLink *link, Vec3 *offset, itSeakChain_Attrs *sa, float scale)
void it_802BBC38 (ItemLink *link, Vec3 *offset, itSeakChain_Attrs *sa, f32 scale)
enum_t it_802BBD64 (ItemLink *link, Vec3 *arg1, itSeakChain_Attrs *sa)
enum_t it_802BBED0 (ItemLink *link, Point3d *arg1, itSeakChain_Attrs *sa)
static void itSeakChain_clamp_x10 (ItemLink *link, itSeakChain_Attrs *attrs)
static void itSeakChain_clamp_x14 (ItemLink *link, itSeakChain_Attrs *attrs)
void it_802BC080 (ItemLink *link, Vec3 *target, Item *ip)
int it_802BC94C (ItemLink *arg0, Vec3 *arg1, itSeakChain_Attrs *sa, f32 farg0)
void it_802BCA30 (Item *ip)
void it_802BCB88 (Item *ip, Vec3 *vec)
void it_2725_Logic54_PickedUp (Item_GObj *gobj)
void it_802BCED4 (Item_GObj *gobj)
void it_802BCF2C (Item_GObj *gobj)
void it_802BCF84 (Item_GObj *gobj)
void it_802BCFC4 (Item_GObj *gobj, Vec3 *vel)
void itSeakChain_Logic54_EvtUnk (Item_GObj *gobj, Fighter_GObj *ref_gobj)

Variables

ItemStateTable it_803F7438 []

Function Documentation

◆ it_802BAEEC()

void it_802BAEEC ( Item_GObj * gobj)

◆ it_802BAF0C()

void it_802BAF0C ( Item_GObj * gobj)

◆ it_802BAF2C_Load_x64()

HSD_JObj * it_802BAF2C_Load_x64 ( Item * ip)
inlinestatic

◆ it_802BAF2C_Load_x68()

HSD_JObj * it_802BAF2C_Load_x68 ( Item * ip)
inlinestatic

◆ it_802BAF2C()

int it_802BAF2C ( Item * ip,
HSD_JObj * jobj )

◆ inlineA0()

void inlineA0 ( Item_GObj * gobj)
static

◆ it_802BB20C()

void it_802BB20C ( Item_GObj * gobj)

◆ itSeakChain_Spawn()

Item_GObj * itSeakChain_Spawn ( Fighter_GObj * parent_gobj,
Point3d * arg1,
f32 facing_dir )

◆ fn_802BB428()

void fn_802BB428 ( Item_GObj * gobj)

◆ fn_802BB44C()

void fn_802BB44C ( Item_GObj * gobj)

◆ fn_802BB574()

void fn_802BB574 ( Item_GObj * gobj)

◆ fn_802BB694()

void fn_802BB694 ( Item_GObj * gobj)

◆ fn_802BB784()

void fn_802BB784 ( Item_GObj * gobj)

◆ notInSpecialS()

bool notInSpecialS ( Fighter_GObj * gobj)
static

◆ itSeakchain_UnkMotion4_Anim()

bool itSeakchain_UnkMotion4_Anim ( Item_GObj * gobj)

◆ it_802BB938()

int it_802BB938 ( ItemLink * link,
int arg1,
float arg2 )

◆ it_802BBAEC()

s32 it_802BBAEC ( ItemLink * link,
s32 arg1,
f32 arg2 )

◆ it_802BBB0C()

void it_802BBB0C ( ItemLink * link,
Vec3 * offset,
itSeakChain_Attrs * sa,
float scale )

◆ it_802BBC38()

void it_802BBC38 ( ItemLink * link,
Vec3 * offset,
itSeakChain_Attrs * sa,
f32 scale )

◆ it_802BBD64()

enum_t it_802BBD64 ( ItemLink * link,
Vec3 * arg1,
itSeakChain_Attrs * sa )

◆ it_802BBED0()

enum_t it_802BBED0 ( ItemLink * link,
Point3d * arg1,
itSeakChain_Attrs * sa )

◆ itSeakChain_clamp_x10()

void itSeakChain_clamp_x10 ( ItemLink * link,
itSeakChain_Attrs * attrs )
inlinestatic

◆ itSeakChain_clamp_x14()

void itSeakChain_clamp_x14 ( ItemLink * link,
itSeakChain_Attrs * attrs )
inlinestatic

◆ it_802BC080()

void it_802BC080 ( ItemLink * link,
Vec3 * target,
Item * ip )

◆ it_802BC94C()

int it_802BC94C ( ItemLink * arg0,
Vec3 * arg1,
itSeakChain_Attrs * sa,
f32 farg0 )

◆ it_802BCA30()

void it_802BCA30 ( Item * ip)

◆ it_802BCB88()

void it_802BCB88 ( Item * ip,
Vec3 * vec )

◆ it_2725_Logic54_PickedUp()

void it_2725_Logic54_PickedUp ( Item_GObj * gobj)

◆ it_802BCED4()

void it_802BCED4 ( Item_GObj * gobj)

◆ it_802BCF2C()

void it_802BCF2C ( Item_GObj * gobj)

◆ it_802BCF84()

void it_802BCF84 ( Item_GObj * gobj)

◆ it_802BCFC4()

void it_802BCFC4 ( Item_GObj * gobj,
Vec3 * vel )

◆ itSeakChain_Logic54_EvtUnk()

void itSeakChain_Logic54_EvtUnk ( Item_GObj * gobj,
Fighter_GObj * ref_gobj )

Variable Documentation

◆ it_803F7438

ItemStateTable it_803F7438[]
Initial value:
= {
}
bool itSeakchain_UnkMotion4_Anim(Item_GObj *gobj)
Definition itseakchain.c:336
#define NULL
Definition stddef.h:19