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itzeldadinfireexplode.c File Reference

Functions

bool itZeldadinfireexplode_UnkMotion0_Coll (Item_GObj *gobj)
Item_GObjit_802C4580 (Item_GObj *parent_gobj, HSD_GObj *arg1, Vec3 *pos, f32 facing_dir, f32 scale)
void itZeldaDinFireExplode_Logic66_Destroyed (Item_GObj *gobj)
void it_802C46C4 (Item_GObj *gobj, Item *arg1)
bool itZeldadinfireexplode_UnkMotion0_Anim (Item_GObj *gobj)
void itZeldadinfireexplode_UnkMotion0_Phys (Item_GObj *gobj)
bool itZeldaDinFireExplode_Logic66_Clanked (Item_GObj *arg0)
bool itZeldaDinFireExplode_Logic66_Absorbed (Item_GObj *arg0)
bool itZeldaDinFireExplode_Logic66_ShieldBounced (Item_GObj *arg0)
bool itZeldaDinFireExplode_Logic66_HitShield (Item_GObj *arg0)
void itZeldaDinFireExplode_Logic66_EvtUnk (Item_GObj *gobj, Item_GObj *ref_gobj)

Variables

ItemStateTable it_803F7740 []

Function Documentation

◆ itZeldadinfireexplode_UnkMotion0_Coll()

bool itZeldadinfireexplode_UnkMotion0_Coll ( Item_GObj * gobj)

◆ it_802C4580()

Item_GObj * it_802C4580 ( Item_GObj * parent_gobj,
HSD_GObj * arg1,
Vec3 * pos,
f32 facing_dir,
f32 scale )

◆ itZeldaDinFireExplode_Logic66_Destroyed()

void itZeldaDinFireExplode_Logic66_Destroyed ( Item_GObj * gobj)

◆ it_802C46C4()

void it_802C46C4 ( Item_GObj * gobj,
Item * arg1 )

◆ itZeldadinfireexplode_UnkMotion0_Anim()

bool itZeldadinfireexplode_UnkMotion0_Anim ( Item_GObj * gobj)

◆ itZeldadinfireexplode_UnkMotion0_Phys()

void itZeldadinfireexplode_UnkMotion0_Phys ( Item_GObj * gobj)
Note
Faithful to retail: only y and z are cleared (the doubled z is the original's typo); x velocity is deliberately left untouched.

◆ itZeldaDinFireExplode_Logic66_Clanked()

bool itZeldaDinFireExplode_Logic66_Clanked ( Item_GObj * arg0)

◆ itZeldaDinFireExplode_Logic66_Absorbed()

bool itZeldaDinFireExplode_Logic66_Absorbed ( Item_GObj * arg0)

◆ itZeldaDinFireExplode_Logic66_ShieldBounced()

bool itZeldaDinFireExplode_Logic66_ShieldBounced ( Item_GObj * arg0)

◆ itZeldaDinFireExplode_Logic66_HitShield()

bool itZeldaDinFireExplode_Logic66_HitShield ( Item_GObj * arg0)

◆ itZeldaDinFireExplode_Logic66_EvtUnk()

void itZeldaDinFireExplode_Logic66_EvtUnk ( Item_GObj * gobj,
Item_GObj * ref_gobj )

Variable Documentation

◆ it_803F7740

ItemStateTable it_803F7740[]
Initial value:
bool itZeldadinfireexplode_UnkMotion0_Coll(Item_GObj *gobj)
Definition itzeldadinfireexplode.c:141
void itZeldadinfireexplode_UnkMotion0_Phys(Item_GObj *gobj)
Definition itzeldadinfireexplode.c:135
bool itZeldadinfireexplode_UnkMotion0_Anim(Item_GObj *gobj)
Definition itzeldadinfireexplode.c:100