16 float facing_dir,
float);
ItemStateTable ItemStateTable_ZeldaDinFire[]
Definition itzeldadinfire.c:25
void itZeldadinfire_UnkMotion1_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:286
void it_802C3D44(Item_GObj *gobj)
Definition itzeldadinfire.c:124
Item_GObj * it_802C3BAC(Item_GObj *gobj, Vec3 *vec, float facing_dir, float)
Definition itzeldadinfire.c:75
void it_802C3D74(Item_GObj *gobj)
Definition itzeldadinfire.c:136
bool itZeldaDinFire_Logic65_Absorbed(Item_GObj *gobj)
Definition itzeldadinfire.c:325
Fighter_GObj * itZeldaDinFire_GetOwner(Item_GObj *gobj)
Definition itzeldadinfire.c:47
void itZeldaDinFire_Logic65_EvtUnk(Item_GObj *, Item_GObj *gobj)
Definition itzeldadinfire.c:330
void itZeldaDinFire_Logic65_Destroyed(Item_GObj *gobj)
Definition itzeldadinfire.c:107
bool itZeldadinfire_UnkMotion0_Coll(Item_GObj *gobj)
Definition itzeldadinfire.c:292
bool it_802C3AFC(Item_GObj *gobj, CollData *cd)
Definition itzeldadinfire.c:53
bool itZeldadinfire_UnkMotion0_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:186
void itZeldadinfire_UnkMotion0_Phys(Item_GObj *gobj)
Definition itzeldadinfire.c:243
bool itZeldadinfire_UnkMotion1_Anim(Item_GObj *gobj)
Definition itzeldadinfire.c:215
bool itZeldaDinFire_Logic65_Reflected(Item_GObj *gobj)
Definition itzeldadinfire.c:307
bool itZeldaDinFire_Logic65_Clanked(Item_GObj *gobj)
Definition itzeldadinfire.c:320
HSD_GObj Item_GObj
Definition forward.h:55