SSBM Decomp
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itzeldadinfire.c File Reference
#include "itzeldadinfire.h"
#include "it/inlines.h"
#include "it/it_26B1.h"

Functions

static bool itZeldadinfire_UnkMotion1_Coll (Item_GObj *gobj)
 itZeldadinfire_UnkMotion0_Coll
 
Fighter_GObj * it_802C3AF0 (Item_GObj *arg0)
 Clones an entity?
 
void itZeldadinfire_UnkMotion1_Phys (Item_GObj *gobj)
 it_802C3AFC
 
bool it_2725_Logic65_Clanked (Item_GObj *arg0)
 it_2725_Logic65_Reflected
 
bool it_2725_Logic65_Absorbed (Item_GObj *arg0)
 
void it_2725_Logic65_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)
 

Function Documentation

◆ itZeldadinfire_UnkMotion1_Coll()

bool itZeldadinfire_UnkMotion1_Coll ( Item_GObj gobj)
static

◆ it_802C3AF0()

Fighter_GObj * it_802C3AF0 ( Item_GObj arg0)

Clones an entity?

◆ itZeldadinfire_UnkMotion1_Phys()

◆ it_2725_Logic65_Clanked()

bool it_2725_Logic65_Clanked ( Item_GObj arg0)

◆ it_2725_Logic65_Absorbed()

bool it_2725_Logic65_Absorbed ( Item_GObj arg0)

◆ it_2725_Logic65_EvtUnk()

void it_2725_Logic65_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)