11#include <dolphin/mtx.h>
16 float facing_dir,
float);
void itZeldadinfire_UnkMotion1_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:285
void it_802C3D44(Item_GObj *gobj)
Definition itzeldadinfire.c:123
Item_GObj * it_802C3BAC(Item_GObj *gobj, Vec3 *vec, float facing_dir, float)
void it_802C3D74(Item_GObj *gobj)
Definition itzeldadinfire.c:135
bool itZeldaDinFire_Logic65_Absorbed(Item_GObj *gobj)
Definition itzeldadinfire.c:324
void itZeldaDinFire_Logic65_EvtUnk(Item_GObj *, Item_GObj *gobj)
Definition itzeldadinfire.c:329
void itZeldaDinFire_Logic65_Destroyed(Item_GObj *gobj)
Definition itzeldadinfire.c:106
bool itZeldadinfire_UnkMotion0_Coll(Item_GObj *gobj)
Definition itzeldadinfire.c:291
Fighter_GObj * it_802C3AF0(Item_GObj *gobj)
Definition itzeldadinfire.c:47
bool it_802C3AFC(Item_GObj *gobj, CollData *cd)
Definition itzeldadinfire.c:52
bool itZeldadinfire_UnkMotion0_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:185
ItemStateTable ItemStateTable_ZeldaDinFire[]
Definition itzeldadinfire.c:25
void itZeldadinfire_UnkMotion0_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:242
bool itZeldadinfire_UnkMotion1_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:214
bool itZeldaDinFire_Logic65_Reflected(Item_GObj *gobj)
Definition itzeldadinfire.c:306
bool itZeldaDinFire_Logic65_Clanked(Item_GObj *gobj)
Definition itzeldadinfire.c:319
was using this to try and fix some matches, unsuccessfully
Definition gobj.h:26