SSBM Decomp
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#include "itzeldadinfire.h"
#include "baselib/forward.h"
#include "baselib/jobj.h"
#include "db/db.h"
#include "ef/eflib.h"
#include "ef/efsync.h"
#include "ft/chara/ftZelda/ftZd_SpecialLw.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 "it/items/itzeldadinfireexplode.h"
#include <MSL/math.h>
Data Structures | |
struct | ItZeldaDinFire_ItemVars |
Functions | |
static bool | itZeldadinfire_UnkMotion1_Coll (Item_GObj *gobj) |
Fighter_GObj * | it_802C3AF0 (Item_GObj *gobj) |
Clones an entity? | |
bool | it_802C3AFC (Item_GObj *gobj, CollData *cd) |
Item_GObj * | it_802C3BAC (Item_GObj *gobj, Vec *vec, float facing_dir, float arg3) |
void | it_2725_Logic65_Destroyed (Item_GObj *gobj) |
void | it_802C3D44 (Item_GObj *gobj) |
Destroys an item? | |
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 | it_2725_Logic65_Reflected (Item_GObj *gobj) |
bool | it_2725_Logic65_Clanked (Item_GObj *gobj) |
bool | it_2725_Logic65_Absorbed (Item_GObj *gobj) |
void | it_2725_Logic65_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj) |
Variables | |
ItemStateTable | ItemStateTable_ZeldaDinFire [] |
Fighter_GObj * it_802C3AF0 | ( | Item_GObj * | gobj | ) |
Clones an entity?
void it_2725_Logic65_Destroyed | ( | Item_GObj * | gobj | ) |
void it_802C3D44 | ( | Item_GObj * | gobj | ) |
Destroys an item?
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[] |