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itsscope.c File Reference
#include "itsscope.h"
#include <placeholder.h>
#include <platform.h>
#include "it/inlines.h"
#include "it/it_26B1.h"
#include "it/it_266F.h"
#include "it/it_2725.h"
#include "it/item.h"

Macros

#define GET_ATTRS(ip)    ((itSScopeAttributes*) (ip)->xC4_article_data->x4_specialAttributes)
 

Functions

void it_3F14_Logic21_Spawned (Item_GObj *gobj)
 it_80291BE0
 
itSScopeAttributesit_80291CCC (Item_GObj *gobj, Vec3 *pos)
 
bool itSscope_UnkMotion0_Anim (Item_GObj *gobj)
 it_80291CF4
 
void itSscope_UnkMotion0_Phys (Item_GObj *gobj)
 
bool itSscope_UnkMotion0_Coll (Item_GObj *gobj)
 
void it_802920B8 (Item_GObj *gobj)
 
bool itSscope_UnkMotion3_Anim (Item_GObj *gobj)
 
void itSscope_UnkMotion1_Phys (Item_GObj *gobj)
 
void it_3F14_Logic21_PickedUp (Item_GObj *gobj)
 itSscope_UnkMotion3_Coll
 
bool itSscope_UnkMotion2_Anim (Item_GObj *gobj)
 
void itSscope_UnkMotion2_Phys (Item_GObj *gobj)
 
void it_3F14_Logic21_Dropped (Item_GObj *gobj)
 
void it_3F14_Logic21_Thrown (Item_GObj *gobj)
 
bool it_3F14_Logic21_DmgDealt (Item_GObj *gobj)
 itSscope_UnkMotion3_Phys
 
bool it_3F14_Logic21_Clanked (Item_GObj *gobj)
 
bool it_3F14_Logic21_HitShield (Item_GObj *gobj)
 
bool it_3F14_Logic21_Reflected (Item_GObj *gobj)
 it_3F14_Logic21_Reflected
 
bool it_3F14_Logic21_ShieldBounced (Item_GObj *gobj)
 it_3F14_Logic21_ShieldBounced
 
void it_3F14_Logic21_EnteredAir (Item_GObj *gobj)
 
bool itSscope_UnkMotion4_Anim (Item_GObj *gobj)
 
void itSscope_UnkMotion4_Phys (Item_GObj *gobj)
 
bool itSscope_UnkMotion4_Coll (Item_GObj *gobj)
 
void it_3F14_Logic21_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)
 

Macro Definition Documentation

◆ GET_ATTRS

#define GET_ATTRS (   ip)     ((itSScopeAttributes*) (ip)->xC4_article_data->x4_specialAttributes)

Function Documentation

◆ it_3F14_Logic21_Spawned()

void it_3F14_Logic21_Spawned ( Item_GObj gobj)

◆ it_80291CCC()

itSScopeAttributes * it_80291CCC ( Item_GObj gobj,
Vec3 *  pos 
)

◆ itSscope_UnkMotion0_Anim()

◆ itSscope_UnkMotion0_Phys()

void itSscope_UnkMotion0_Phys ( Item_GObj gobj)

◆ itSscope_UnkMotion0_Coll()

bool itSscope_UnkMotion0_Coll ( Item_GObj gobj)

◆ it_802920B8()

void it_802920B8 ( Item_GObj gobj)

◆ itSscope_UnkMotion3_Anim()

bool itSscope_UnkMotion3_Anim ( Item_GObj gobj)

◆ itSscope_UnkMotion1_Phys()

void itSscope_UnkMotion1_Phys ( Item_GObj gobj)

◆ it_3F14_Logic21_PickedUp()

void it_3F14_Logic21_PickedUp ( Item_GObj gobj)

◆ itSscope_UnkMotion2_Anim()

bool itSscope_UnkMotion2_Anim ( Item_GObj gobj)

◆ itSscope_UnkMotion2_Phys()

void itSscope_UnkMotion2_Phys ( Item_GObj gobj)

◆ it_3F14_Logic21_Dropped()

void it_3F14_Logic21_Dropped ( Item_GObj gobj)

◆ it_3F14_Logic21_Thrown()

void it_3F14_Logic21_Thrown ( Item_GObj gobj)

◆ it_3F14_Logic21_DmgDealt()

bool it_3F14_Logic21_DmgDealt ( Item_GObj gobj)

◆ it_3F14_Logic21_Clanked()

bool it_3F14_Logic21_Clanked ( Item_GObj gobj)

◆ it_3F14_Logic21_HitShield()

bool it_3F14_Logic21_HitShield ( Item_GObj gobj)

◆ it_3F14_Logic21_Reflected()

bool it_3F14_Logic21_Reflected ( Item_GObj gobj)

◆ it_3F14_Logic21_ShieldBounced()

bool it_3F14_Logic21_ShieldBounced ( Item_GObj gobj)

◆ it_3F14_Logic21_EnteredAir()

void it_3F14_Logic21_EnteredAir ( Item_GObj gobj)

◆ itSscope_UnkMotion4_Anim()

bool itSscope_UnkMotion4_Anim ( Item_GObj gobj)

◆ itSscope_UnkMotion4_Phys()

void itSscope_UnkMotion4_Phys ( Item_GObj gobj)

◆ itSscope_UnkMotion4_Coll()

bool itSscope_UnkMotion4_Coll ( Item_GObj gobj)

◆ it_3F14_Logic21_EvtUnk()

void it_3F14_Logic21_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)