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itsword.c File Reference
#include "itsword.h"
#include "types.h"
#include <placeholder.h>
#include <platform.h>
#include "ft/ftlib.h"
#include "it/inlines.h"
#include "it/it_266F.h"
#include "it/it_26B1.h"
#include "it/it_2725.h"
#include "it/it_3F14.h"
#include "it/itCommonItems.h"
#include "it/item.h"
#include "it/items/forward.h"
#include "it/types.h"
#include <common_structs.h>
#include <baselib/gobj.h>
#include <baselib/jobj.h>

Functions

static void it_80284E30 (Item_GObj *gobj)
static void it_80285084 (Item_GObj *gobj)
static void it_80285140 (Item_GObj *gobj)
static void it_802851FC (Item_GObj *gobj)
static void it_80285424 (Item_GObj *gobj)
static bool itSword_UnkMotion0_Anim (Item_GObj *gobj)
static void itSword_UnkMotion0_Phys (Item_GObj *gobj)
static bool itSword_UnkMotion0_Coll (Item_GObj *gobj)
static void it_802855F8 (Item_GObj *gobj)
static bool itSword_UnkMotion3_Anim (Item_GObj *gobj)
static void itSword_UnkMotion3_Phys (Item_GObj *gobj)
static bool itSword_UnkMotion3_Coll (Item_GObj *gobj)
static bool itSword_UnkMotion2_Anim (Item_GObj *gobj)
static void itSword_UnkMotion2_Phys (Item_GObj *gobj)
static bool itSword_UnkMotion2_Coll (Item_GObj *gobj)
static bool itSword_UnkMotion4_Anim (Item_GObj *gobj)
static void itSword_UnkMotion4_Phys (Item_GObj *gobj)
static bool itSword_UnkMotion4_Coll (Item_GObj *gobj)
Item_GObjitSword_Spawn (Vec3 *pos)
void it_80284E10 (HSD_GObj *gobj, int arg1)
void it_80284FC4 (Item_GObj *gobj, int arg1, float arg2)
void it_80285024 (Item_GObj *gobj, int arg1)
void it_802852B8 (Item_GObj *gobj, float *arg1, float *arg2)
itSword_UnkBytesit_80285300 (Item_GObj *gobj)
HSD_JObjit_80285314 (Item_GObj *gobj)
void itSword_Logic12_Spawned (Item_GObj *gobj)
static void inlineA0 (Item_GObj *gobj)
static void inlineB0 (Item_GObj *gobj)
static void inlineA1 (Item_GObj *gobj)
static void inlineA2 (Item_GObj *gobj)
static void inlineC1 (Item_GObj *gobj)
static void inlineA3 (Item_GObj *gobj)
static void inlineD1 (Item_GObj *gobj)
static void inlineA4 (Item_GObj *gobj)
void itSword_Logic12_PickedUp (Item_GObj *gobj)
void itSword_Logic12_Dropped (Item_GObj *gobj)
void itSword_Logic12_Thrown (Item_GObj *gobj)
void itSword_Logic12_EnteredAir (Item_GObj *gobj)
bool itSword_Logic12_DmgDealt (Item_GObj *gobj)
bool itSword_Logic12_Reflected (Item_GObj *gobj)
bool itSword_Logic12_Clanked (Item_GObj *gobj)
bool itSword_Logic12_HitShield (Item_GObj *gobj)
bool itSword_Logic12_ShieldBounced (Item_GObj *gobj)
void itSword_Logic12_EvtUnk (Item_GObj *gobj, HSD_GObj *ref_gobj)

Variables

ItemStateTable it_803F5800 []

Detailed Description

Todo
A lot of duplicate code here, can maybe be cleaned up with inlines.

Function Documentation

◆ it_80284E30()

void it_80284E30 ( Item_GObj * gobj)
static

◆ it_80285084()

void it_80285084 ( Item_GObj * gobj)
static
Todo
Shared code with it_802851FC.

◆ it_80285140()

void it_80285140 ( Item_GObj * gobj)
static
Todo
Shared code with it_802851FC.

◆ it_802851FC()

void it_802851FC ( Item_GObj * gobj)
static

◆ it_80285424()

void it_80285424 ( Item_GObj * gobj)
static

◆ itSword_UnkMotion0_Anim()

bool itSword_UnkMotion0_Anim ( Item_GObj * gobj)
static

◆ itSword_UnkMotion0_Phys()

void itSword_UnkMotion0_Phys ( Item_GObj * gobj)
static

◆ itSword_UnkMotion0_Coll()

bool itSword_UnkMotion0_Coll ( Item_GObj * gobj)
static

◆ it_802855F8()

void it_802855F8 ( Item_GObj * gobj)
static

◆ itSword_UnkMotion3_Anim()

bool itSword_UnkMotion3_Anim ( Item_GObj * gobj)
static

◆ itSword_UnkMotion3_Phys()

void itSword_UnkMotion3_Phys ( Item_GObj * gobj)
static

◆ itSword_UnkMotion3_Coll()

bool itSword_UnkMotion3_Coll ( Item_GObj * gobj)
static

◆ itSword_UnkMotion2_Anim()

bool itSword_UnkMotion2_Anim ( Item_GObj * gobj)
static

◆ itSword_UnkMotion2_Phys()

void itSword_UnkMotion2_Phys ( Item_GObj * gobj)
static

◆ itSword_UnkMotion2_Coll()

bool itSword_UnkMotion2_Coll ( Item_GObj * gobj)
static

◆ itSword_UnkMotion4_Anim()

bool itSword_UnkMotion4_Anim ( Item_GObj * gobj)
static

◆ itSword_UnkMotion4_Phys()

void itSword_UnkMotion4_Phys ( Item_GObj * gobj)
static

◆ itSword_UnkMotion4_Coll()

bool itSword_UnkMotion4_Coll ( Item_GObj * gobj)
static

◆ itSword_Spawn()

Item_GObj * itSword_Spawn ( Vec3 * pos)

◆ it_80284E10()

void it_80284E10 ( HSD_GObj * gobj,
int arg1 )

◆ it_80284FC4()

void it_80284FC4 ( Item_GObj * gobj,
int arg1,
float arg2 )

◆ it_80285024()

void it_80285024 ( Item_GObj * gobj,
int arg1 )

◆ it_802852B8()

void it_802852B8 ( Item_GObj * gobj,
float * arg1,
float * arg2 )

◆ it_80285300()

itSword_UnkBytes * it_80285300 ( Item_GObj * gobj)

◆ it_80285314()

HSD_JObj * it_80285314 ( Item_GObj * gobj)

◆ itSword_Logic12_Spawned()

void itSword_Logic12_Spawned ( Item_GObj * gobj)

◆ inlineA0()

void inlineA0 ( Item_GObj * gobj)
inlinestatic

◆ inlineB0()

void inlineB0 ( Item_GObj * gobj)
inlinestatic

◆ inlineA1()

void inlineA1 ( Item_GObj * gobj)
inlinestatic

◆ inlineA2()

void inlineA2 ( Item_GObj * gobj)
inlinestatic

◆ inlineC1()

void inlineC1 ( Item_GObj * gobj)
inlinestatic

◆ inlineA3()

void inlineA3 ( Item_GObj * gobj)
inlinestatic

◆ inlineD1()

void inlineD1 ( Item_GObj * gobj)
inlinestatic

◆ inlineA4()

void inlineA4 ( Item_GObj * gobj)
inlinestatic

◆ itSword_Logic12_PickedUp()

void itSword_Logic12_PickedUp ( Item_GObj * gobj)

◆ itSword_Logic12_Dropped()

void itSword_Logic12_Dropped ( Item_GObj * gobj)

◆ itSword_Logic12_Thrown()

void itSword_Logic12_Thrown ( Item_GObj * gobj)

◆ itSword_Logic12_EnteredAir()

void itSword_Logic12_EnteredAir ( Item_GObj * gobj)

◆ itSword_Logic12_DmgDealt()

bool itSword_Logic12_DmgDealt ( Item_GObj * gobj)

◆ itSword_Logic12_Reflected()

bool itSword_Logic12_Reflected ( Item_GObj * gobj)

◆ itSword_Logic12_Clanked()

bool itSword_Logic12_Clanked ( Item_GObj * gobj)

◆ itSword_Logic12_HitShield()

bool itSword_Logic12_HitShield ( Item_GObj * gobj)

◆ itSword_Logic12_ShieldBounced()

bool itSword_Logic12_ShieldBounced ( Item_GObj * gobj)

◆ itSword_Logic12_EvtUnk()

void itSword_Logic12_EvtUnk ( Item_GObj * gobj,
HSD_GObj * ref_gobj )

Variable Documentation

◆ it_803F5800

ItemStateTable it_803F5800[]
Initial value:
= {
}
static bool itSword_UnkMotion3_Coll(Item_GObj *gobj)
Definition itsword.c:413
static bool itSword_UnkMotion2_Coll(Item_GObj *gobj)
Definition itsword.c:455
static bool itSword_UnkMotion0_Coll(Item_GObj *gobj)
Definition itsword.c:385
static bool itSword_UnkMotion4_Coll(Item_GObj *gobj)
Definition itsword.c:505
static bool itSword_UnkMotion0_Anim(Item_GObj *gobj)
Definition itsword.c:377
static bool itSword_UnkMotion3_Anim(Item_GObj *gobj)
Definition itsword.c:400
static bool itSword_UnkMotion2_Anim(Item_GObj *gobj)
Definition itsword.c:432
static void itSword_UnkMotion3_Phys(Item_GObj *gobj)
Definition itsword.c:406
static void itSword_UnkMotion4_Phys(Item_GObj *gobj)
Definition itsword.c:503
static bool itSword_UnkMotion4_Anim(Item_GObj *gobj)
Definition itsword.c:497
static void itSword_UnkMotion0_Phys(Item_GObj *gobj)
Definition itsword.c:383
static void itSword_UnkMotion2_Phys(Item_GObj *gobj)
Definition itsword.c:453