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itzeldadinfire.c File Reference
#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)
bool it_802C3AFC (Item_GObj *gobj, CollData *cd)
Item_GObjit_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 []

Function Documentation

◆ itZeldadinfire_UnkMotion1_Coll()

bool itZeldadinfire_UnkMotion1_Coll ( Item_GObj * gobj)
static

◆ it_802C3AF0()

Fighter_GObj * it_802C3AF0 ( Item_GObj * gobj)

◆ it_802C3AFC()

bool it_802C3AFC ( Item_GObj * gobj,
CollData * cd )

◆ it_802C3BAC()

Item_GObj * it_802C3BAC ( Item_GObj * gobj,
Vec * vec,
float facing_dir,
float arg3 )

◆ itZeldaDinFire_Logic65_Destroyed()

void itZeldaDinFire_Logic65_Destroyed ( Item_GObj * gobj)

◆ it_802C3D44()

void it_802C3D44 ( Item_GObj * gobj)

◆ it_802C3D74()

void it_802C3D74 ( Item_GObj * gobj)

◆ itZeldadinfire_UnkMotion0_Anim_inline()

void itZeldadinfire_UnkMotion0_Anim_inline ( Item_GObj * gobj)
inlinestatic

◆ itZeldadinfire_UnkMotion0_Anim()

bool itZeldadinfire_UnkMotion0_Anim ( Item_GObj * gobj)

◆ itZeldadinfire_UnkMotion1_Anim()

bool itZeldadinfire_UnkMotion1_Anim ( Item_GObj * gobj)

◆ itZeldadinfire_UnkMotion0_Phys()

void itZeldadinfire_UnkMotion0_Phys ( Item_GObj * gobj)

◆ itZeldadinfire_UnkMotion1_Phys()

void itZeldadinfire_UnkMotion1_Phys ( Item_GObj * gobj)

◆ itZeldadinfire_UnkMotion0_Coll()

bool itZeldadinfire_UnkMotion0_Coll ( Item_GObj * gobj)

◆ itZeldaDinFire_Logic65_Reflected()

bool itZeldaDinFire_Logic65_Reflected ( Item_GObj * gobj)

◆ itZeldaDinFire_Logic65_Clanked()

bool itZeldaDinFire_Logic65_Clanked ( Item_GObj * gobj)

◆ itZeldaDinFire_Logic65_Absorbed()

bool itZeldaDinFire_Logic65_Absorbed ( Item_GObj * gobj)

◆ itZeldaDinFire_Logic65_EvtUnk()

void itZeldaDinFire_Logic65_EvtUnk ( Item_GObj * gobj,
Item_GObj * ref_gobj )

Variable Documentation

◆ ItemStateTable_ZeldaDinFire

ItemStateTable ItemStateTable_ZeldaDinFire[]
Initial value:
= {
}
void itZeldadinfire_UnkMotion1_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:285
static bool itZeldadinfire_UnkMotion1_Coll(Item_GObj *gobj)
Definition itzeldadinfire.c:301
bool itZeldadinfire_UnkMotion0_Coll(Item_GObj *gobj)
Definition itzeldadinfire.c:291
bool itZeldadinfire_UnkMotion0_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:185
void itZeldadinfire_UnkMotion0_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:242
bool itZeldadinfire_UnkMotion1_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:214