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itzeldadinfire.h
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1#ifndef GALE01_2C3AF0
2#define GALE01_2C3AF0
3
4#include <Runtime/platform.h>
5
6#include <melee/ft/forward.h>
7#include <melee/it/forward.h>
8
9#include <dolphin/mtx.h>
11
12/* 2C3AF0 */ Fighter_GObj* itZeldaDinFire_GetOwner(Item_GObj* gobj);
13/* 2C3AFC */ bool it_802C3AFC(Item_GObj* gobj, CollData* cd);
14/* 2C3BAC */ Item_GObj* it_802C3BAC(Item_GObj* gobj, Vec3* vec,
15 float facing_dir, float);
17/* 2C3D44 */ void it_802C3D44(Item_GObj* gobj);
18/* 2C3D74 */ void it_802C3D74(Item_GObj* gobj);
29
30#endif
struct Vec Vec3
HSD_GObj * gobj
Definition gm_19EF.c:73
ItemStateTable ItemStateTable_ZeldaDinFire[]
Definition itzeldadinfire.c:23
void itZeldadinfire_UnkMotion1_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:284
void it_802C3D44(Item_GObj *gobj)
Definition itzeldadinfire.c:122
Item_GObj * it_802C3BAC(Item_GObj *gobj, Vec3 *vec, float facing_dir, float)
Definition itzeldadinfire.c:73
void it_802C3D74(Item_GObj *gobj)
Definition itzeldadinfire.c:134
bool itZeldaDinFire_Logic65_Absorbed(Item_GObj *gobj)
Definition itzeldadinfire.c:323
Fighter_GObj * itZeldaDinFire_GetOwner(Item_GObj *gobj)
Definition itzeldadinfire.c:45
void itZeldaDinFire_Logic65_EvtUnk(Item_GObj *, Item_GObj *gobj)
Definition itzeldadinfire.c:328
void itZeldaDinFire_Logic65_Destroyed(Item_GObj *gobj)
Definition itzeldadinfire.c:105
bool itZeldadinfire_UnkMotion0_Coll(Item_GObj *gobj)
Definition itzeldadinfire.c:290
bool it_802C3AFC(Item_GObj *gobj, CollData *cd)
Definition itzeldadinfire.c:51
bool itZeldadinfire_UnkMotion0_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:184
void itZeldadinfire_UnkMotion0_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:241
bool itZeldadinfire_UnkMotion1_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:213
bool itZeldaDinFire_Logic65_Reflected(Item_GObj *gobj)
Definition itzeldadinfire.c:305
bool itZeldaDinFire_Logic65_Clanked(Item_GObj *gobj)
Definition itzeldadinfire.c:318
HSD_GObj Item_GObj
Definition forward.h:62
Definition types.h:202
Definition types.h:12