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itzeldadinfire.h File Reference
#include <platform.h>
#include "ft/forward.h"
#include "it/forward.h"
#include "it/items/types.h"
#include <dolphin/mtx.h>

Go to the source code of this file.

Functions

Fighter_GObj * it_802C3AF0 (Item_GObj *gobj)
bool it_802C3AFC (Item_GObj *gobj, CollData *cd)
Item_GObjit_802C3BAC (Item_GObj *gobj, Vec3 *vec, float facing_dir, float)
void itZeldaDinFire_Logic65_Destroyed (Item_GObj *gobj)
void it_802C3D44 (Item_GObj *gobj)
void it_802C3D74 (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 *, Item_GObj *gobj)

Variables

ItemStateTable ItemStateTable_ZeldaDinFire []

Function Documentation

◆ 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,
Vec3 * vec,
float facing_dir,
float  )

◆ 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()

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 * gobj )

Variable Documentation

◆ ItemStateTable_ZeldaDinFire

ItemStateTable ItemStateTable_ZeldaDinFire[]
extern