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itseakneedlethrown.c File Reference
#include "itseakneedlethrown.h"
#include "placeholder.h"
#include "db/db.h"
#include "ft/ftlib.h"
#include "it/forward.h"
#include "it/inlines.h"
#include "it/it_266F.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/item.h"
#include "lb/lbvector.h"
#include "mp/mpcoll.h"
#include "mp/mplib.h"
#include <baselib/jobj.h>
#include <baselib/random.h>
#include <MSL/math.h>
#include <MSL/trigf.h>

Functions

Item_GObjit_802AFD8C (Item_GObj *parent, Vec3 *pos, u32 kind, float facing_dir)
 
void it_802AFEA8 (Item_GObj *gobj, Fighter_GObj *owner_gobj, u32 arg2)
 
void itSeakNeedleThrown_Logic109_Destroyed (Item_GObj *gobj)
 
void it_802AFF08 (Item_GObj *gobj, Fighter_GObj *owner)
 
static void itSeakNeedleThrown_SetupBounce (Item_GObj *gobj, itSeakNeedleThrownData *data)
 
static void itSeakNeedleThrown_SetupDrop (Item_GObj *gobj, itSeakNeedleThrownData *data)
 
void it_802B00F4 (Item_GObj *gobj, Fighter_GObj *owner)
 
bool itSeakneedlethrown_UnkMotion0_Anim (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion1_Anim (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion2_Anim (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion3_Anim (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion4_Anim (Item_GObj *gobj)
 
void itSeakneedlethrown_UnkMotion0_Phys (Item_GObj *gobj)
 
void itSeakneedlethrown_UnkMotion1_Phys (Item_GObj *gobj)
 
void itSeakneedlethrown_UnkMotion2_Phys (Item_GObj *gobj)
 
void itSeakneedlethrown_UnkMotion3_Phys (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion3_Coll (Item_GObj *gobj)
 
void itSeakneedlethrown_UnkMotion4_Phys (Item_GObj *gobj)
 
static bool itSeakNeedleThrown_CheckGroundHit (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion0_Coll (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion1_Coll (Item_GObj *gobj)
 
static void itSeakNeedleThrown_Coll2_Inline (Item_GObj *gobj, HSD_JObj *child)
 
bool itSeakneedlethrown_UnkMotion2_Coll (Item_GObj *gobj)
 
bool itSeakneedlethrown_UnkMotion4_Coll (Item_GObj *gobj)
 
bool it_2725_Logic109_DmgDealt (Item_GObj *gobj)
 
bool it_2725_Logic109_Clanked (Item_GObj *gobj)
 
bool it_2725_Logic109_DmgReceived (Item_GObj *gobj)
 
bool it_2725_Logic109_Reflected (Item_GObj *gobj)
 
bool it_2725_Logic109_ShieldBounced (Item_GObj *gobj)
 
bool it_2725_Logic109_HitShield (Item_GObj *gobj)
 
void itSeakNeedleThrown_Logic109_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)
 

Function Documentation

◆ it_802AFD8C()

Item_GObj * it_802AFD8C ( Item_GObj parent,
Vec3 *  pos,
u32  kind,
float  facing_dir 
)

◆ it_802AFEA8()

void it_802AFEA8 ( Item_GObj gobj,
Fighter_GObj *  owner_gobj,
u32  arg2 
)

◆ itSeakNeedleThrown_Logic109_Destroyed()

void itSeakNeedleThrown_Logic109_Destroyed ( Item_GObj gobj)

◆ it_802AFF08()

void it_802AFF08 ( Item_GObj gobj,
Fighter_GObj *  owner 
)

◆ itSeakNeedleThrown_SetupBounce()

static void itSeakNeedleThrown_SetupBounce ( Item_GObj gobj,
itSeakNeedleThrownData data 
)
inlinestatic

◆ itSeakNeedleThrown_SetupDrop()

static void itSeakNeedleThrown_SetupDrop ( Item_GObj gobj,
itSeakNeedleThrownData data 
)
inlinestatic

◆ it_802B00F4()

void it_802B00F4 ( Item_GObj gobj,
Fighter_GObj *  owner 
)

◆ itSeakneedlethrown_UnkMotion0_Anim()

bool itSeakneedlethrown_UnkMotion0_Anim ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion1_Anim()

bool itSeakneedlethrown_UnkMotion1_Anim ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion2_Anim()

bool itSeakneedlethrown_UnkMotion2_Anim ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion3_Anim()

bool itSeakneedlethrown_UnkMotion3_Anim ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion4_Anim()

bool itSeakneedlethrown_UnkMotion4_Anim ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion0_Phys()

void itSeakneedlethrown_UnkMotion0_Phys ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion1_Phys()

void itSeakneedlethrown_UnkMotion1_Phys ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion2_Phys()

void itSeakneedlethrown_UnkMotion2_Phys ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion3_Phys()

void itSeakneedlethrown_UnkMotion3_Phys ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion3_Coll()

bool itSeakneedlethrown_UnkMotion3_Coll ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion4_Phys()

void itSeakneedlethrown_UnkMotion4_Phys ( Item_GObj gobj)

◆ itSeakNeedleThrown_CheckGroundHit()

static bool itSeakNeedleThrown_CheckGroundHit ( Item_GObj gobj)
inlinestatic

◆ itSeakneedlethrown_UnkMotion0_Coll()

bool itSeakneedlethrown_UnkMotion0_Coll ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion1_Coll()

bool itSeakneedlethrown_UnkMotion1_Coll ( Item_GObj gobj)

◆ itSeakNeedleThrown_Coll2_Inline()

static void itSeakNeedleThrown_Coll2_Inline ( Item_GObj gobj,
HSD_JObj child 
)
inlinestatic

◆ itSeakneedlethrown_UnkMotion2_Coll()

bool itSeakneedlethrown_UnkMotion2_Coll ( Item_GObj gobj)

◆ itSeakneedlethrown_UnkMotion4_Coll()

bool itSeakneedlethrown_UnkMotion4_Coll ( Item_GObj gobj)

◆ it_2725_Logic109_DmgDealt()

bool it_2725_Logic109_DmgDealt ( Item_GObj gobj)

◆ it_2725_Logic109_Clanked()

bool it_2725_Logic109_Clanked ( Item_GObj gobj)

◆ it_2725_Logic109_DmgReceived()

bool it_2725_Logic109_DmgReceived ( Item_GObj gobj)

◆ it_2725_Logic109_Reflected()

bool it_2725_Logic109_Reflected ( Item_GObj gobj)

◆ it_2725_Logic109_ShieldBounced()

bool it_2725_Logic109_ShieldBounced ( Item_GObj gobj)

◆ it_2725_Logic109_HitShield()

bool it_2725_Logic109_HitShield ( Item_GObj gobj)

◆ itSeakNeedleThrown_Logic109_EvtUnk()

void itSeakNeedleThrown_Logic109_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)