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SSBM Decomp
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#include "itzeldadinfire.h"#include <melee/it/forward.h>#include <sysdolphin/baselib/forward.h>#include <math.h>#include "itzeldadinfireexplode.h"#include <melee/db/db.h>#include <melee/ef/eflib.h>#include <melee/ef/efsync.h>#include <melee/ft/ftlib.h>#include <melee/ft/kinds/ftZelda/ftzeldaspeciallw.h>#include <melee/it/inlines.h>#include <melee/it/it_26B1.h>#include <melee/it/it_2725.h>#include <melee/it/item.h>#include <melee/it/itgroundcoll.h>#include <sysdolphin/baselib/jobj.h>Data Structures | |
| struct | ItZeldaDinFire_ItemVars |
Functions | |
| static bool | itZeldadinfire_UnkMotion1_Coll (Item_GObj *gobj) |
| Fighter_GObj * | itZeldaDinFire_GetOwner (Item_GObj *gobj) |
| bool | it_802C3AFC (Item_GObj *gobj, CollData *cd) |
| Item_GObj * | it_802C3BAC (Item_GObj *gobj, Vec *vec, float facing_dir, float arg3) |
| void | itZeldaDinFire_Logic65_Destroyed (Item_GObj *gobj) |
| void | it_802C3D44 (Item_GObj *gobj) |
| void | it_802C3D74 (Item_GObj *gobj) |
| static void | itZeldadinfire_UnkMotion0_Anim_inline (Item_GObj *gobj) |
| bool | itZeldadinfire_UnkMotion0_Anim (Item_GObj *gobj) |
| bool | itZeldadinfire_UnkMotion1_Anim (Item_GObj *gobj) |
| void | itZeldadinfire_UnkMotion0_Phys (Item_GObj *gobj) |
| void | itZeldadinfire_UnkMotion1_Phys (Item_GObj *gobj) |
| bool | itZeldadinfire_UnkMotion0_Coll (Item_GObj *gobj) |
| bool | itZeldaDinFire_Logic65_Reflected (Item_GObj *gobj) |
| bool | itZeldaDinFire_Logic65_Clanked (Item_GObj *gobj) |
| bool | itZeldaDinFire_Logic65_Absorbed (Item_GObj *gobj) |
| void | itZeldaDinFire_Logic65_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj) |
Variables | |
| ItemStateTable | ItemStateTable_ZeldaDinFire [] |
| Fighter_GObj * itZeldaDinFire_GetOwner | ( | Item_GObj * | gobj | ) |
| void itZeldaDinFire_Logic65_Destroyed | ( | Item_GObj * | gobj | ) |
| void it_802C3D44 | ( | Item_GObj * | gobj | ) |
| void it_802C3D74 | ( | Item_GObj * | gobj | ) |
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inlinestatic |
| void itZeldadinfire_UnkMotion0_Phys | ( | Item_GObj * | gobj | ) |
| void itZeldadinfire_UnkMotion1_Phys | ( | Item_GObj * | gobj | ) |
| ItemStateTable ItemStateTable_ZeldaDinFire[] |