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itzeldadinfire.h
Go to the documentation of this file.
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#ifndef GALE01_2C3AF0
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#define GALE01_2C3AF0
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#include <
Runtime/platform.h
>
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#include <
melee/ft/forward.h
>
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#include <
melee/it/forward.h
>
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#include <
dolphin/mtx.h
>
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#include <
melee/it/kinds/types.h
>
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/* 2C3AF0 */
Fighter_GObj*
itZeldaDinFire_GetOwner
(
Item_GObj
*
gobj
);
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/* 2C3AFC */
bool
it_802C3AFC
(
Item_GObj
*
gobj
,
CollData
* cd);
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/* 2C3BAC */
Item_GObj
*
it_802C3BAC
(
Item_GObj
*
gobj
,
Vec3
* vec,
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float
facing_dir,
float
);
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/* 2C3CBC */
void
itZeldaDinFire_Logic65_Destroyed
(
Item_GObj
*
gobj
);
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/* 2C3D44 */
void
it_802C3D44
(
Item_GObj
*
gobj
);
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/* 2C3D74 */
void
it_802C3D74
(
Item_GObj
*
gobj
);
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/* 2C3E94 */
bool
itZeldadinfire_UnkMotion0_Anim
(
Item_GObj
*
gobj
);
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/* 2C40A4 */
bool
itZeldadinfire_UnkMotion1_Anim
(
Item_GObj
*
gobj
);
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/* 2C4208 */
void
itZeldadinfire_UnkMotion0_Phys
(
Item_GObj
*
gobj
);
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/* 2C4364 */
void
itZeldadinfire_UnkMotion1_Phys
(
Item_GObj
*
gobj
);
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/* 2C437C */
bool
itZeldadinfire_UnkMotion0_Coll
(
Item_GObj
*
gobj
);
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/* 2C443C */
bool
itZeldaDinFire_Logic65_Reflected
(
Item_GObj
*
gobj
);
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/* 2C4550 */
bool
itZeldaDinFire_Logic65_Clanked
(
Item_GObj
*
gobj
);
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/* 2C4558 */
bool
itZeldaDinFire_Logic65_Absorbed
(
Item_GObj
*
gobj
);
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/* 2C4560 */
void
itZeldaDinFire_Logic65_EvtUnk
(
Item_GObj
*,
Item_GObj
*
gobj
);
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/* 3F76F8 */
extern
ItemStateTable
ItemStateTable_ZeldaDinFire
[];
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#endif
mtx.h
Vec3
struct Vec Vec3
gobj
HSD_GObj * gobj
Definition
gm_19EF.c:73
ItemStateTable_ZeldaDinFire
ItemStateTable ItemStateTable_ZeldaDinFire[]
Definition
itzeldadinfire.c:23
itZeldadinfire_UnkMotion1_Phys
void itZeldadinfire_UnkMotion1_Phys(Item_GObj *gobj)
Definition
itzeldadinfire.c:284
it_802C3D44
void it_802C3D44(Item_GObj *gobj)
Definition
itzeldadinfire.c:122
it_802C3BAC
Item_GObj * it_802C3BAC(Item_GObj *gobj, Vec3 *vec, float facing_dir, float)
Definition
itzeldadinfire.c:73
it_802C3D74
void it_802C3D74(Item_GObj *gobj)
Definition
itzeldadinfire.c:134
itZeldaDinFire_Logic65_Absorbed
bool itZeldaDinFire_Logic65_Absorbed(Item_GObj *gobj)
Definition
itzeldadinfire.c:323
itZeldaDinFire_GetOwner
Fighter_GObj * itZeldaDinFire_GetOwner(Item_GObj *gobj)
Definition
itzeldadinfire.c:45
itZeldaDinFire_Logic65_EvtUnk
void itZeldaDinFire_Logic65_EvtUnk(Item_GObj *, Item_GObj *gobj)
Definition
itzeldadinfire.c:328
itZeldaDinFire_Logic65_Destroyed
void itZeldaDinFire_Logic65_Destroyed(Item_GObj *gobj)
Definition
itzeldadinfire.c:105
itZeldadinfire_UnkMotion0_Coll
bool itZeldadinfire_UnkMotion0_Coll(Item_GObj *gobj)
Definition
itzeldadinfire.c:290
it_802C3AFC
bool it_802C3AFC(Item_GObj *gobj, CollData *cd)
Definition
itzeldadinfire.c:51
itZeldadinfire_UnkMotion0_Anim
bool itZeldadinfire_UnkMotion0_Anim(Item_GObj *gobj)
Definition
itzeldadinfire.c:184
itZeldadinfire_UnkMotion0_Phys
void itZeldadinfire_UnkMotion0_Phys(Item_GObj *gobj)
Definition
itzeldadinfire.c:241
itZeldadinfire_UnkMotion1_Anim
bool itZeldadinfire_UnkMotion1_Anim(Item_GObj *gobj)
Definition
itzeldadinfire.c:213
itZeldaDinFire_Logic65_Reflected
bool itZeldaDinFire_Logic65_Reflected(Item_GObj *gobj)
Definition
itzeldadinfire.c:305
itZeldaDinFire_Logic65_Clanked
bool itZeldaDinFire_Logic65_Clanked(Item_GObj *gobj)
Definition
itzeldadinfire.c:318
forward.h
forward.h
Item_GObj
HSD_GObj Item_GObj
Definition
forward.h:62
platform.h
types.h
CollData
Definition
types.h:202
ItemStateTable
Definition
types.h:12
src
melee
it
kinds
itzeldadinfire.h
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