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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);
16/* 2C3CBC */ void itZeldaDinFire_Logic65_Destroyed(Item_GObj* gobj);
17/* 2C3D44 */ void it_802C3D44(Item_GObj* gobj);
18/* 2C3D74 */ void it_802C3D74(Item_GObj* gobj);
19/* 2C3E94 */ bool itZeldadinfire_UnkMotion0_Anim(Item_GObj* gobj);
20/* 2C40A4 */ bool itZeldadinfire_UnkMotion1_Anim(Item_GObj* gobj);
21/* 2C4208 */ void itZeldadinfire_UnkMotion0_Phys(Item_GObj* gobj);
22/* 2C4364 */ void itZeldadinfire_UnkMotion1_Phys(Item_GObj* gobj);
23/* 2C437C */ bool itZeldadinfire_UnkMotion0_Coll(Item_GObj* gobj);
24/* 2C443C */ bool itZeldaDinFire_Logic65_Reflected(Item_GObj* gobj);
25/* 2C4550 */ bool itZeldaDinFire_Logic65_Clanked(Item_GObj* gobj);
26/* 2C4558 */ bool itZeldaDinFire_Logic65_Absorbed(Item_GObj* gobj);
27/* 2C4560 */ void itZeldaDinFire_Logic65_EvtUnk(Item_GObj*, Item_GObj* gobj);
29
30#endif
ItemStateTable ItemStateTable_ZeldaDinFire[]
Definition itzeldadinfire.c:24
void itZeldadinfire_UnkMotion1_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:258
void it_802C3D44(Item_GObj *gobj)
Definition itzeldadinfire.c:99
Item_GObj * it_802C3BAC(Item_GObj *gobj, Vec3 *vec, float facing_dir, float)
Definition itzeldadinfire.c:59
void it_802C3D74(Item_GObj *gobj)
Definition itzeldadinfire.c:111
bool itZeldaDinFire_Logic65_Absorbed(Item_GObj *gobj)
Definition itzeldadinfire.c:297
Fighter_GObj * itZeldaDinFire_GetOwner(Item_GObj *gobj)
Definition itzeldadinfire.c:31
void itZeldaDinFire_Logic65_EvtUnk(Item_GObj *, Item_GObj *gobj)
Definition itzeldadinfire.c:302
void itZeldaDinFire_Logic65_Destroyed(Item_GObj *gobj)
Definition itzeldadinfire.c:82
bool itZeldadinfire_UnkMotion0_Coll(Item_GObj *gobj)
Definition itzeldadinfire.c:264
bool it_802C3AFC(Item_GObj *gobj, CollData *cd)
Definition itzeldadinfire.c:37
bool itZeldadinfire_UnkMotion0_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:158
void itZeldadinfire_UnkMotion0_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:215
bool itZeldadinfire_UnkMotion1_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:187
bool itZeldaDinFire_Logic65_Reflected(Item_GObj *gobj)
Definition itzeldadinfire.c:279
bool itZeldaDinFire_Logic65_Clanked(Item_GObj *gobj)
Definition itzeldadinfire.c:292
struct Vec Vec3
HSD_GObj Item_GObj
Definition forward.h:64
Definition types.h:205
Definition types.h:10