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itzeldadinfireexplode.h File Reference
#include <platform.h>
#include "it/forward.h"
#include "it/items/types.h"

Go to the source code of this file.

Functions

Item_GObjit_802C4580 (Item_GObj *parent_gobj, HSD_GObj *arg1, Vec3 *pos, f32 facing_dir, f32 scale)
 
void it_2725_Logic66_Destroyed (Item_GObj *)
 
void it_802C46C4 (Item_GObj *, Item *)
 
bool itZeldadinfireexplode_UnkMotion0_Anim (Item_GObj *)
 
void itZeldadinfireexplode_UnkMotion0_Phys (Item_GObj *)
 
bool it_2725_Logic66_Clanked (Item_GObj *)
 
bool it_2725_Logic66_Absorbed (Item_GObj *)
 
bool it_2725_Logic66_ShieldBounced (Item_GObj *)
 
bool it_2725_Logic66_HitShield (Item_GObj *)
 
void it_2725_Logic66_EvtUnk (Item_GObj *, Item_GObj *)
 

Variables

ItemStateTable it_803F7740 []
 

Function Documentation

◆ it_802C4580()

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

◆ it_2725_Logic66_Destroyed()

void it_2725_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)

◆ it_2725_Logic66_Clanked()

bool it_2725_Logic66_Clanked ( Item_GObj arg0)

◆ it_2725_Logic66_Absorbed()

bool it_2725_Logic66_Absorbed ( Item_GObj arg0)

◆ it_2725_Logic66_ShieldBounced()

bool it_2725_Logic66_ShieldBounced ( Item_GObj arg0)

◆ it_2725_Logic66_HitShield()

bool it_2725_Logic66_HitShield ( Item_GObj arg0)

◆ it_2725_Logic66_EvtUnk()

void it_2725_Logic66_EvtUnk ( Item_GObj gobj,
Item_GObj ref_gobj 
)

Variable Documentation

◆ it_803F7740

ItemStateTable it_803F7740[]
extern