SSBM Decomp
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itsscopebeam.h File Reference
#include <platform.h>
#include "it/forward.h"
#include "it/items/types.h"
#include <dolphin/mtx.h>

Go to the source code of this file.

Functions

void it_80298DEC (Fighter_GObj *, Vec *, int, float)
void it_80298ED0 (Item_GObj *, Fighter_GObj *)
bool itSscopebeam_UnkMotion9_Anim (Item_GObj *gobj)
void itSscopebeam_UnkMotion9_Phys (Item_GObj *gobj)
bool itSscopebeam_UnkMotion9_Coll (Item_GObj *gobj)
bool itSScopeBeam_Logic38_DmgDealt (Item_GObj *)
bool itSScopeBeam_Logic38_Clanked (Item_GObj *)
bool itSScopeBeam_Logic38_HitShield (Item_GObj *)
bool itSScopeBeam_Logic38_Absorbed (Item_GObj *)
bool itSScopeBeam_Logic38_ShieldBounced (Item_GObj *)
bool itSScopeBeam_Logic38_Reflected (Item_GObj *)
void itSScopeBeam_Logic38_EvtUnk (Item_GObj *, Item_GObj *)

Variables

ItemStateTable it_803F6568 []

Function Documentation

◆ it_80298DEC()

void it_80298DEC ( Fighter_GObj * gobj,
Vec * vec,
int arg2,
float arg3 )

◆ it_80298ED0()

void it_80298ED0 ( Item_GObj * ,
Fighter_GObj *  )

◆ itSscopebeam_UnkMotion9_Anim()

bool itSscopebeam_UnkMotion9_Anim ( Item_GObj * gobj)

◆ itSscopebeam_UnkMotion9_Phys()

void itSscopebeam_UnkMotion9_Phys ( Item_GObj * gobj)

◆ itSscopebeam_UnkMotion9_Coll()

bool itSscopebeam_UnkMotion9_Coll ( Item_GObj * gobj)

◆ itSScopeBeam_Logic38_DmgDealt()

bool itSScopeBeam_Logic38_DmgDealt ( Item_GObj * arg0)

◆ itSScopeBeam_Logic38_Clanked()

bool itSScopeBeam_Logic38_Clanked ( Item_GObj * arg0)

◆ itSScopeBeam_Logic38_HitShield()

bool itSScopeBeam_Logic38_HitShield ( Item_GObj * arg0)

◆ itSScopeBeam_Logic38_Absorbed()

bool itSScopeBeam_Logic38_Absorbed ( Item_GObj * arg0)

◆ itSScopeBeam_Logic38_ShieldBounced()

bool itSScopeBeam_Logic38_ShieldBounced ( Item_GObj * gobj)

◆ itSScopeBeam_Logic38_Reflected()

bool itSScopeBeam_Logic38_Reflected ( Item_GObj * gobj)

◆ itSScopeBeam_Logic38_EvtUnk()

void itSScopeBeam_Logic38_EvtUnk ( Item_GObj * gobj,
Item_GObj * ref_gobj )

Variable Documentation

◆ it_803F6568

ItemStateTable it_803F6568[]
extern