New Super Mario Bros. U Headers
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Bomhei Member List

This is the complete list of members for Bomhei, including all inherited members.

_1774ActorCollisionprotected
_186cEnemyprotected
_186eEnemyprotected
_1870Enemyprotected
_187cEnemyprotected
_187dEnemyprotected
_187eEnemyprotected
_18a0CarryEnemyprotected
_18a4CarryEnemyprotected
_1918Bomheiprotected
_1928Bomheiprotected
_192dBomheiprotected
_1930Bomheiprotected
_1a44Bomheiprotected
_1b74Bomheiprotected
_1b75Bomheiprotected
_1b7cBomheiprotected
_211Actorprotected
_220Actorprotected
_270Actorprotected
activateFuse()Bomhei
Actor(const ActorCreateParam &param)Actorprotected
ActorBase(const ActorCreateParam &param)ActorBaseprotected
ActorCollision(const ActorCreateParam &param)ActorCollisionprotected
ActorMultiState(const ActorCreateParam &param)ActorMultiState
ActorType enum nameActor
adjustCarryCc(ActorCollisionCheck *cc, PlayerObject *player_obj)CarryEnemy
allEnemyDeathEffSet() overrideBomheivirtual
applyWaterRollDec(Angle ang)Enemy
awaCatchMove(Actor *awa)Enemyvirtual
beginFunsui_()ActorCollisioninlineprotectedvirtual
bgCheck_()ActorCollisionprotected
BgCheckFlag enum nameActorCollisionprotected
bgCheckFoot_() constActorCollisionprotected
bgCheckWall_() constActorCollisionprotected
blockHitInit_() overrideBomheiprotectedvirtual
Bomhei(const ActorCreateParam &param)Bomhei
bound(f32, f32, f32)Enemy
cActorCreateInfoBomheistatic
cActorType_ChibiYoshi enum valueActor
cActorType_Enemy enum valueActor
cActorType_Generic enum valueActor
cActorType_Player enum valueActor
cActorType_Yoshi enum valueActor
calcBgSpeed_()ActorCollisionprivate
calcCarryPos(sead::Vector3f *pos, PlayerObject *player_obj)CarryEnemy
calcComboPlFumiCnt(Actor *player)Enemy
calcFallSpeed_()ActorCollisionprotected
Actor::calcFallSpeed_(f32 accel_y, f32 max_fall_speed)Actorprotected
calcJumpSpeedF_()ActorCollisionprotected
calcMdl_()Bomheiprotected
calcMdl_Base() overrideBomheiinlinevirtual
calcMdl_Normal()Enemy
calcSpeedF_(f32 accelF, f32 max_speedF)Actorinlineprotected
calcSpeedF_()Actorinlineprotected
calcSpeedX_()Actorprotected
calcSpeedY_()ActorCollisionprotected
Actor::calcSpeedY_(f32 accel_y, f32 speed_max_y)Actorprotected
calcTottenToSrcDir_(const sead::BoundBox2f &src_range) constActorprivate
calcWater_()ActorCollisionprivate
cancelCarry()CarryEnemy
canPress_(const BgCollision *bg_collision)Actorprivate
canPressIfApproaching_(const BgCollision *bgcol_approaching_side, const BgCollision *bgcol_fixed_side)Actorprivate
carryCheck(Actor *player)CarryEnemy
carryCheckBg(Actor *player)CarryEnemy
CarryEnemy(const ActorCreateParam &param)CarryEnemy
CarryFlag enum nameActor
carryFukidashiCancel_(s32 action, s32 player_no)Actorprotected
carryFukidashiCheck_(s32 action)Actorprotected
carryFukidashiCheck_(s32 action, const sead::Vector2f &range)Actorprotected
cBaseAngleYEnemystatic
cBgCheckFlag_Foot enum valueActorCollisionprotected
cBgCheckFlag_Head enum valueActorCollisionprotected
cBgCheckFlag_None enum valueActorCollisionprotected
cBgCheckFlag_Wall enum valueActorCollisionprotected
cCarryFlag_All enum valueActor
cCarryFlag_None enum valueActor
cCarryFlag_Release enum valueActor
cCarryFlag_Throw enum valueActor
cCarryFlag_ThrowHard enum valueActor
cCullXLimitActorprotectedstatic
cCullYLimitActorprotectedstatic
cDefaultGravityEnemystatic
cDefaultMaxFallSpeedEnemystatic
cDieFallGravityEnemystatic
cDieFallInitSpeedXEnemystatic
cDieFallInitSpeedYEnemystatic
cDieFallMaxFallSpeedEnemystatic
ceilCheck(f32 pos_y, ActorCollisionCheck *cc)Enemystatic
cEnFlag_16 enum valueEnemy
cEnFlag_Carry enum valueEnemy
cEnFlag_NoCeilCheckPlayer enum valueEnemy
cEnFlag_Shell enum valueEnemy
cEnMukiEnemystatic
cFumiJumpSpeedEnemystatic
cFumiSeType_NoEffect enum valueEnemy
cFumiSeType_Normal enum valueEnemy
cFumiSeType_Step enum valueEnemy
cFumiType_Fumi enum valueEnemy
cFumiType_Hit enum valueEnemy
cFumiType_MameFumi enum valueEnemy
cFumiType_SpinFumi enum valueEnemy
changeState(const StateID &state_id) overrideEnemyvirtual
chaseZero_(f32 value, f32 step) constActorCollisionprivate
checkCarried(s32 *player_no)Actor
checkComboClap(s32 combo_cnt)Enemyvirtual
checkDispIn()Enemyvirtual
checkEat() constActor
checkEnterWater_(f32 *surface_pos_y, const sead::Vector3f &check_pos)ActorCollisionprivate
checkForSuitableGround_(const sead::Vector2f &offset) constActorCollisioninlineprotected
checkPressD_(const ActorBgCollisionCheck &bc)Actorprivate
checkPressLR_(const ActorBgCollisionCheck &bc, DirType direction)Actorprivate
checkPressU_(const ActorBgCollisionCheck &bc)Actorprivate
checkSleepEnd() constCarryEnemy
checkSnapToGround_(f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor)ActorCollisionprotected
checkWater_(f32 *surface_pos_y)ActorCollisionprotected
chibiYoshiDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
clampMoveDistance_(BgCollision &bg_collision)ActorCollisionprotected
clampWaterSpeedY_()ActorCollisionprivate
clrComboCnt()Actor
cNoHitPlayerTimerDefaultEnemystatic
create() overrideBomheiprotectedvirtual
createIceActor() overrideBomheivirtual
cResult_Failed enum valueActorBase
cResult_Success enum valueActorBase
cResult_Wait enum valueActorBase
cScreenOutFlag_SkipCameraCheck enum valueActor
cScreenOutFlag_SkipDeletion enum valueActor
cScreenOutFlag_SkipNone enum valueActor
cScreenOutFlag_SkipRideCheck enum valueActor
cScreenOutFlag_SkipTottenCheck enum valueActor
cShellSlideNoHitTimerCarryEnemystatic
cState_Failed enum valueActorBase
cState_None enum valueActorBase
cState_Success enum valueActorBase
cState_Wait enum valueActorBase
cWaterCalcType_EnablePreCheck enum valueActorCollisionprotected
cWaterCalcType_ForceOut enum valueActorCollisionprotected
cWaterCalcType_Normal enum valueActorCollisionprotected
deleteActor(bool manual_deleted)Actor
deleteRequest()ActorBaseinline
doDelete() overrideBomheiprotectedvirtual
draw() overrideBomheiprotectedvirtual
drawCullCheck_()Actorprotectedvirtual
endFunsui_(f32 speed_y)ActorCollisioninlineprotectedvirtual
endSlide()CarryEnemy
Enemy(const ActorCreateParam &param)Enemy
enemyDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
enemyPreDamageCheck(bool *dead, ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
EnFlag enum nameEnemy
enterWater_()ActorCollisionprotected
etcDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
execute() overrideBomheiprotectedvirtual
executeState()ActorMultiStateinline
explode()Bomhei
finalUpdate()ActorBaseprotectedvirtual
fireballInvalid(ActorCollisionCheck *cc_other)Enemyinlinestatic
fumiCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other, FumiSeType se_type)Enemy
fumiEffect(Actor *)Enemyvirtual
fumiJumpSet(Actor *)Enemyvirtual
fumiProcCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemy
fumiScoreSet(Actor *) overrideBomheivirtual
fumiSE(Actor *)Enemyvirtual
FumiSeType enum nameEnemy
fumistepSE(Actor *)Enemyinline
FumiType enum nameEnemy
getAccelF() constActorinline
getAccelY() constActorinline
getActorHeap() constActorBaseinline
getActorType() constActorinline
getActorUniqueID() constActorBaseinline
getAngle()Actorinline
getAngle() constActorinline
getBgCheck() overrideActorCollisioninlinevirtual
getBox_(sead::BoundBox2f &box)ActorCollisioninlineprotectedvirtual
getCarryFlag() constActorinline
getCarryPlayerObject() constCarryEnemy
getCarryPlayerObject2() constCarryEnemy
getCarryPlayerObject_() constCarryEnemyprivate
getCenterPos() constActorinline
getCenterPos2D() constActorinline
getCenterX() constActorinline
getCenterY() constActorinline
getCenterZ() constActorinline
getChildList() constActorBaseinline
getCollisionCheck()Actorinline
getCollisionCheck() constActorinline
getComboCnt() constActorinline
getDirection() constActorinline
getEffectZPos() constActor
getLayer() constActorinline
getManualDeletedFlag() constActorinline
getMaxFallSpeed() constActorinline
getMaxSpeedF() constActorinline
getParam0() constActorBaseinline
getParam1() constActorBaseinline
getParamEx() constActorBaseinline
getParent() constActorBaseinline
getParent() constActorBaseinline
getPlayerDirLR(const sead::Vector3f &position)Actor
getPlayerDirLR()Actorinline
getPlayerDirUD(const sead::Vector3f &position)Actor
getPlayerDirUD()Actorinline
getPlayerNo() constActorinline
getPos()Actorinline
getPos() constActorinline
getPos2D()Actorinline
getPos2D() constActorinline
getProfFlag() constActorinline
getProfile() constActorBaseinline
getProfileID() constActorBase
getRevisionDir(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemy
getScale()Actorinline
getScale() constActorinline
getSpeedF() constActorinline
getSpeedMaxVec()Actorinline
getSpeedMaxVec() constActorinline
getSpeedVec()Actorinline
getSpeedVec() constActorinline
getSwitchFlag0() constActorinline
getSwitchFlag1() constActorinline
hasamareBgCheck_()ActorCollisionprotected
hipatkEffect(const sead::Vector3f &effect_pos)Enemyvirtual
hitCallback_AttackUnk25(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_AttackUnk27(bool *dead, ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideCarryEnemyvirtual
hitCallback_Cannon(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_ChibiYoshiLight(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_ChibiYoshiStar(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_ChibiYoshiUnk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_Fire(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
hitCallback_HipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
hitCallback_Ice(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
hitCallback_PenguinSlide(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_Shell(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideCarryEnemyvirtual
hitCallback_Slip(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_Spin(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
hitCallback_Star(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_WireNet(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_YoshiBullet(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_YoshiFire(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
hitCallback_YoshiHipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
hitdamageEffect(const sead::Vector3f &effect_pos)Enemy
hitYoshiEat(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
iceballInvalid(ActorCollisionCheck *cc_other)Enemystatic
incComboCnt()Actor
isActive() constActorBaseinline
isCreatedImmediately() constActorBaseinline
isDead() constEnemy
isDrawEnable() constActorinline
isEnablePressLR_(const ActorBgCollisionCheck &bc)Actorprotected
isEnablePressUD_(const ActorBgCollisionCheck &bc)Actorprotected
isExecEnable() constActorinline
isFunsui_() constActorCollisioninlineprotectedvirtual
isHitBgCollision_(const BgCollision &bg_collision) constActorCollisionprotected
isJump_() constActorCollisionprivate
isMainState(const StateID &state_id) constActorMultiStateinline
isMapActor() constActorBaseinline
isOldState(const StateID &state_id) constActorMultiStateinline
isQuakeDamage()Enemyvirtual
isRequestedDelete() constActorBaseinline
isSpinLiftUpEnable() overrideCarryEnemyinlinevirtual
isState(const StateID &state_id) constActorMultiStateinline
isWaterFunsui_() constActorCollisioninlineprotectedvirtual
killIce()Enemyinline
List typedefActorBase
mAccelFActorprotected
mAccelYActorprotected
mActorHeapActorBaseprotected
mActorProfileActorBaseprotected
mActorTypeActorprotected
mActorUniqueIDActorBaseprotected
mAddSpeedFActorprotected
MainState enum nameActorBase
mamefumiEffect(Actor *)Enemyvirtual
mameFumiJumpSet(Actor *)Enemyvirtual
mamefumiSE()Enemyvirtual
mAngleActorprotected
mAnglePrevActorprotected
mAreaNoActorprotected
mBehaviorTypeBomheiprotected
mBgCheckObjActorCollisionprotected
mBgSpeedActorCollisionprotected
mBgSpeedPrevActorCollisionprotected
mBlendModelBomheiprotected
mBomHeiFlagBomheiprotected
mBoyoMgrBomheiprotected
mBumpDamageTimerActorprotected
mBumpDirectionActorprotected
mCannonDirectionBomheiprotected
mCarryBaseOffsetCarryEnemyprotected
mCarryChangePosZCarryEnemyprotected
mCarryDirectionActorprotected
mCarryFlagActorprotected
mCarryPlayerIDCarryEnemyprotected
mCarryPlayerNoCarryEnemyprotected
mCenterOffsetActorprotected
mCheckWaterNeededActorCollisionprotected
mChibiYoshiAwaDataEnemyprotected
mChibiYoshiAwaDataPtrActorprotected
mChibiYoshiEatDataBomheiprotected
mChibiYoshiEatDataPtrActorprotected
mChildListActorBaseprotected
mChildNodeActorBaseprotected
mCoinsLeftToSpawnBomheiprotected
mCollisionCheckActorprotected
mCollisionCheck2Bomheiprotected
mCollisionMaskActorprotected
mComboEnemyprotected
mComboCntActorprotected
mControllerLytPlayerNoActorprotected
mCreatedImmediatelyActorBaseprotected
mCreateFlagActorprotected
mCullLimitActorprotected
mCurrentSklAnimIndexBomheiprotected
mDeathInfoEnemyprotected
mDeleteRequestFlagActorBaseprotected
mDeleteTimerBomheiprotected
mDieFallDirectionEnemyprotected
mDirectionActorprotected
mDrawNodeActorBaseprotected
mDrcTouchCallbackBomheiprotected
mEatDataBomheiprotected
mEatDataPtrActorprotected
mEffectBomheiprotected
mEnFlagEnemyprotected
mExecuteNodeActorBaseprotected
mFlagActorBaseprotected
mForceSetShellDamageEffectCarryEnemyprotected
mFumiProcEnemyprotected
mFuseTimerBomheiprotected
mIceMgrEnemyprotected
mIsActiveActorBaseprotected
mIsDrawEnableActorprotected
mIsEffectCreatedBomheiprotected
mIsExecEnableActorprotected
mIsInQuicksandActorCollisionprotected
mIsLiftUpCarryEnemyprotected
mIsMapActorActorBaseprotected
mIsOnGroundActorCollisionprotected
mIsSubmergedActorCollisionprotected
mIsWaterFunsuiActorCollisionprotected
mJumpAccelFActorCollisionprotected
mJumpFrameActorCollisionprotected
mJumpSpeedFActorCollisionprotected
mKoopaJrBomheiprotected
mKoopaJrBombIdBomheiprotected
mLayerActorprotected
mLightBomheiprotected
mLightAttenuationBomheiprotected
mLightMaskBomheiprotected
mManualDeletedFlagActorprotected
mMaxFallSpeedActorprotected
mMaxSpeedFActorprotected
mModelResourceBomheiprotected
mNoHitPlayerTimerEnemyprotected
mNoLavaSplashTimerActorCollisionprotected
mNoWaterCalcActorCollisionprotected
mParam0ActorBaseprotected
mParam1ActorBaseprotected
mParamExActorBaseprotected
mParentActorBaseprotected
mPlayerNoActorprotected
mPosActorprotected
mPosDeltaActorprotected
mPosPrevActorprotected
mPosPrev2Actorprotected
mPosPrevPostExecActorprotected
mPreCarryCcCenterOffsetCarryEnemyprotected
mPreCarryCcHalfSizeCarryEnemyprotected
mPreIceDirectionEnemyprotected
mProfFlagActorprotected
mPropelPartsActorprotected
mScaleActorprotected
mSizeActorprotected
mSpawnTimerBomheiprotected
mSpeedActorprotected
mSpeedFActorprotected
mSpeedMaxActorprotected
mStateMgrActorMultiStateprotected
mSwitchFlag0Actorprotected
mSwitchFlag1Actorprotected
mThrowPlayerNoActorprotected
mUseWaterTypeOverrideActorCollisionprotected
mVisibleAreaOffsetActorprotected
mVisibleAreaSizeActorprotected
mWaterCalcTypeActorCollisionprotected
mWaterCheckPosActorCollisionprotected
mWaterGravityActorCollisionprotected
mWaterMaxFallSpeedActorCollisionprotected
mWaterSpeedMaxYActorCollisionprotected
mWaterTypeOverrideActorCollisionprotected
normal_collcheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemystatic
playerDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
playerHitCheck_Awake(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
playerHitCheck_Carry(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemyvirtual
playerHitCheck_Carry_Base(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemy
playerHitCheck_Sleep(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemyvirtual
playerHitCheck_Sleep_Base(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
poisonSplashEffect(const sead::Vector3f &) overrideBomheivirtual
posMove_()ActorCollisionprotected
Actor::posMove_(sead::Vector3f &delta)Actorinlineprotected
Actor::posMove_(sead::Vector2f &delta_xy, f32 delta_z)Actorinlineprotected
posMoveCalcJump_()ActorCollisionprotected
postCreate(MainState state) overrideActorCollisionprotectedvirtual
postDelete(MainState state)ActorBaseprotectedvirtual
postDraw(MainState state)ActorBaseprotectedvirtual
postExecute(MainState state) overrideActorCollisionprotectedvirtual
preCreate()ActorBaseprotectedvirtual
preDelete()ActorBaseprotectedvirtual
preDraw() overrideActorprotectedvirtual
preExecute() overrideCarryEnemyprotectedvirtual
reactFumiProc(Actor *) overrideBomheivirtual
reactMameFumiProc(Actor *player)CarryEnemyvirtual
reactSpinFumiProc(Actor *) overrideBomheivirtual
registerInGamescene_()ActorCollisionprotected
removeChild(ActorBase *child)ActorBase
removeCollisionCheck()Actorvirtual
resetSlideBc()CarryEnemy
resetSlideCc()CarryEnemy
Result enum nameActorBase
returnAnm_Ice()Enemyvirtual
returnState_Ice() overrideBomheivirtual
reviseCarryBgPosX_(ActorBgCollisionCheck &bc, const sead::Vector3f &player_pos)CarryEnemyinlineprivate
reviseCarryBgPosY_(ActorBgCollisionCheck &bc)CarryEnemyinlineprivate
reviveCollisionCheck()Actorvirtual
screenOutCheck(u16 flag)Actor
ScreenOutFlag enum nameActor
searchCarryFukidashiPlayer_(s32 action)Actorinlineprivate
searchNearPlayer(sead::Vector2f &out)Actor
setAccelF(f32 accelF)Actorinline
setAccelY(f32 accelY)Actorinline
setActive_(bool active)ActorBaseinlineprotected
setAreaNo_()Actorprotected
setAwaCatchEnd(Actor *awa)Enemyvirtual
setAwaHit(Actor *awa)Enemyvirtual
setAwaInvalid(Actor *awa)Enemyvirtual
setCarryActor_(Actor *player)CarryEnemyprivate
setCarryFall(Actor *, s32)Actorinlinevirtual
setCarryImpl_(Actor *player, CarryType type)CarryEnemyprivate
setDamage(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
setDeathInfo_CarryBgIn(Actor *player, bool eff_set)CarryEnemy
setDeathInfo_Fall(DirType direction, s32 player_no=-1, ScoreMgr::ScoreType score_type=ScoreMgr::cScoreType_Invalid)Enemy
setDeathInfo_Fall(const sead::Vector2f *speeds, DirType direction, s32 player_no=-1, ScoreMgr::ScoreType score_type=ScoreMgr::cScoreType_Invalid)Enemy
setDeathInfo_Fumi(Actor *player, const sead::Vector2f &speed, const StateID &state_id)Enemy
setDeathInfo_Fumi(Actor *player, const sead::Vector2f &speed)Enemyinline
setDeathInfo_FumiFall(Actor *player, const sead::Vector2f &speed)Enemyinline
setDeathInfo_FumiOther(Actor *player, const sead::Vector2f &speed)Enemyinline
setDeathInfo_IceBreak()Enemyvirtual
setDeathInfo_Quake(s32)Enemyvirtual
setDeathInfo_SpinFumi(Actor *)Enemy
setDeathInfo_Star(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
setDeathInfo_YoshiFumi(Actor *)Enemy
setDeathSound_Fire()Enemyvirtual
setDeathSound_HipAttk()Enemyvirtual
setDirection(DirType dir)Actorinline
setFunsuiPos_(sead::Vector2f dst)ActorCollisioninlineprotectedvirtual
setFunsuiSpeedY_(f32 speed)ActorCollisioninlineprotectedvirtual
setIceAnm()Enemyvirtual
setKind(ActorType type)Actorinline
setMaxFallSpeed(f32 maxFallSpeed)Actorinline
setMaxSpeedF(f32 maxSpeedF)Actorinline
setPlayerNo(s8 id)Actorinlinevirtual
setPressBreakBlockDRC_(const BgCollision *bg_collision)Actorprotected
setPressBreakIce_(const BgCollision *bg_collision)Actorprotected
setPressBreakLR_(const ActorBgCollisionCheck &bc)Actorprotected
setPressBreakUD_(const ActorBgCollisionCheck &bc)Actorprotected
setPressIceHeadBreak_(const ActorBgCollisionCheck &bc)Actorprotected
setPutOnChangeState(Actor *player) overrideBomheivirtual
setSlideBc()CarryEnemy
setSlideCc()CarryEnemy
setSlidePlayerParam(Actor *player)CarryEnemy
setSmokeDamage_(Actor *) overrideEnemyprotectedvirtual
setSpeedF(f32 speedF)Actorinline
setSpinLiftUpActor(Actor *player) overrideCarryEnemyvirtual
setThrowChangeState(Actor *player, bool hard) overrideBomheivirtual
setTouchDrcDamage_(const sead::Vector2f &pos) overrideEnemyprotectedvirtual
setWaterFunsui_(bool enable)ActorCollisioninlineprotectedvirtual
sleepSpinFumiProcCheck_(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemyprivate
slideComboSE(s32 combo_cnt, bool combo_type_2)Actor
smokeDamageEnable_Poison_(f32 surface_pos_y) overrideBomheiprotectedvirtual
smokeDamageEnable_Yogan_(f32 surface_pos_y)ActorCollisioninlineprotectedvirtual
snapToGround_(f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor, bool extended, bool force)ActorCollisionprotected
snapToGroundImpl_(f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor, bool extended, bool force)ActorCollisionprivate
spinfumiEffect(Actor *)Enemy
spinFumiJumpSet(Actor *actor)Enemyinline
spinFumiScoreSet(Actor *)Enemy
spinfumiSE(Actor *)Enemyvirtual
splashEffect_(const sead::Vector3f &pos, EffectID effect_id, u8 wave_scale, const char *sound_label)Actorprotected
startSlide()CarryEnemy
startSound(const char *name)Enemy
vf134(f32 speed)ActorCollisioninlineprotectedvirtual
vf13C()ActorCollisionprotectedvirtual
vf144(s32)ActorCollisionprotectedvirtual
vf18C() overrideBomheivirtual
vf1CC()Enemyvirtual
vf34C()Enemyvirtual
vf574(u32, f32 *)Bomheivirtual
vfC4()Actorinlinevirtual
vfCC()Actorinlinevirtual
vsChibiYoshiHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
vsEnemyHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
vsPlayerHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideCarryEnemyvirtual
vsYoshiHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
WaterCalcType enum nameActorCollisionprotected
waterSplashEffect(const sead::Vector3f &) overrideBomheivirtual
yoganSplashEffect(const sead::Vector3f &) overrideBomheivirtual
yoganWaveSplashEffect(const sead::Vector3f &pos)Actorvirtual
yoshiDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
yoshiFumiJumpSet(Actor *)Enemyvirtual
yoshiFumiScoreSet(Actor *)Enemyvirtual
yoshifumiSE(Actor *)Enemyvirtual
yoshifumistepSE(Actor *)Enemyinline
~Actor() overrideActorprotected
~ActorBase()ActorBaseprotectedvirtual
~ActorCollision() overrideActorCollisioninlineprotected
~ActorMultiState() overrideActorMultiStateinline
~Bomhei()Bomheiinlinevirtual
~Enemy() override=defaultEnemy