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Boss Member List

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

_1774ActorCollisionprotected
_186cEnemyprotected
_186c_PreIceBossprotected
_186eEnemyprotected
_186e_PreIceBossprotected
_1870Enemyprotected
_187cEnemyprotected
_187dEnemyprotected
_187eEnemyprotected
_1884Bossprotected
_1888Bossprotected
_1890Bossprotected
_211Actorprotected
_220Actorprotected
_270Actorprotected
Actor(const ActorCreateParam &param)Actorprotected
ActorBase(const ActorCreateParam &param)ActorBaseprotected
ActorCollision(const ActorCreateParam &param)ActorCollisionprotected
ActorMultiState(const ActorCreateParam &param)ActorMultiState
ActorType enum nameActor
allEnemyDeathEffSet()Actorvirtual
applyWaterRollDec(Angle ang)Enemy
awaCatchMove(Actor *awa)Enemyvirtual
beginFunsui_()ActorCollisioninlineprotectedvirtual
bgCheck_()ActorCollisionprotected
BgCheckFlag enum nameActorCollisionprotected
bgCheckFoot_() constActorCollisionprotected
bgCheckWall_() constActorCollisionprotected
blockHitInit_() overrideEnemyprotectedvirtual
Boss(const ActorCreateParam &param)Boss
bound(f32, f32, f32)Enemy
cActorType_ChibiYoshi enum valueActor
cActorType_Enemy enum valueActor
cActorType_Generic enum valueActor
cActorType_Player enum valueActor
cActorType_Yoshi enum valueActor
calcBgSpeed_()ActorCollisionprivate
calcComboPlFumiCnt(Actor *player)Enemy
calcFallSpeed_()ActorCollisionprotected
Actor::calcFallSpeed_(f32 accel_y, f32 max_fall_speed)Actorprotected
calcJumpSpeedF_()ActorCollisionprotected
calcLookatPos()Bossinlinevirtual
calcMdl_Base() overrideBossinlineprotectedvirtual
calcMdl_Normal()Enemy
calcModel()Bossinlinevirtual
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
canPress_(const BgCollision *bg_collision)Actorprivate
canPressIfApproaching_(const BgCollision *bgcol_approaching_side, const BgCollision *bgcol_fixed_side)Actorprivate
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
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() overrideBossprotectedvirtual
createCBSmallScoreDamage(Actor *actor) constBossinlinevirtual
createCBSmallScoreDead(Actor *actor) constBossinlinevirtual
createCoinBattleSmallScore_(Actor *actor, const sead::Vector3f &pos, u32 type) constBossprotected
createIceActor() overrideBossprotectedvirtual
createInit()Bossinlinevirtual
createModel()Bossinlinevirtual
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
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
damageLVo()Bossinlinevirtual
damageProc()Bossinlinevirtual
damageSVo()Bossinlinevirtual
deadAllKill()Bossvirtual
deadProc()Bossinlinevirtual
deleteActor(bool manual_deleted)Actor
deleteRequest()ActorBaseinline
doDelete() overrideBossinlineprotectedvirtual
draw()ActorBaseprotectedvirtual
drawCullCheck_()Actorprotectedvirtual
endFunsui_(f32 speed_y)ActorCollisioninlineprotectedvirtual
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
enterDemo()Bossinlinevirtual
enterWater_()ActorCollisionprotected
etcDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
execute()ActorBaseprotectedvirtual
executeState()ActorMultiStateinline
exitDemo()Bossinlinevirtual
finalUpdate()ActorBaseprotectedvirtual
fireballInvalid(ActorCollisionCheck *cc_other)Enemyinlinestatic
firedeadSE()Bossinlinevirtual
firedeadSE_Drc()Bossinlinevirtual
firedmgSE()Bossinlinevirtual
firedmgSE_Drc()Bossinlinevirtual
fumiCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other, FumiSeType se_type)Enemy
fumideadEffect()Bossinlinevirtual
fumideadSE()Bossinlinevirtual
fumiDeadVo()Bossinlinevirtual
fumidmgEffect()Bossinlinevirtual
fumidmgSE()Bossinlinevirtual
fumiEffect(Actor *)Enemyvirtual
fumiJumpSet(Actor *)Enemyvirtual
fumiProc(Actor *)Bossvirtual
fumiScoreSet(Actor *) overrideBossinlineprotectedvirtual
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) overrideBossinlineprotectedvirtual
getCarryFlag() constActorinline
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
getScale()Actorinline
getScale() constActorinline
getSpeedF() constActorinline
getSpeedMaxVec()Actorinline
getSpeedMaxVec() constActorinline
getSpeedVec()Actorinline
getSpeedVec() constActorinline
getSwitchFlag0() constActorinline
getSwitchFlag1() constActorinline
getTenmetsuTime_Fire()Bossinlinevirtual
getTenmetsuTime_Press()Bossinlinevirtual
getTenmetsuTime_Shell()Bossinlinevirtual
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)Enemyvirtual
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) overrideBossprotectedvirtual
hitCallback_HipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
hitCallback_Ice(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
hitCallback_PenguinSlide(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
hitCallback_Shell(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
hitCallback_Slip(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossinlineprotectedvirtual
hitCallback_Spin(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
hitCallback_Star(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
hitCallback_WireNet(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossinlineprotectedvirtual
hitCallback_YoshiBullet(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_YoshiFire(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_YoshiHipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitdamageEffect(const sead::Vector3f &effect_pos)Enemy
hitFireEffect()Bossinlinevirtual
hitShellEffect()Bossinlinevirtual
hitYoshiEat(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
iceballInvalid(ActorCollisionCheck *cc_other)Enemystatic
iceBreak()Bossinlinevirtual
incComboCnt()Actor
initCcDrcTouch()Bossvirtual
isActive() constActorBaseinline
isCreatedImmediately() constActorBaseinline
isDead() constEnemy
isDrawEnable() constActorinline
isEnablePressLR_(const ActorBgCollisionCheck &bc)Actorprotected
isEnablePressUD_(const ActorBgCollisionCheck &bc)Actorprotected
isExecEnable() constActorinline
isFireInvalid() constBossinlinevirtual
isFreezeable() constBossinlinevirtual
isFumiDmgInvalid() constBossinlinevirtual
isFumiInvalid() constBossinlinevirtual
isFunsui_() constActorCollisioninlineprotectedvirtual
isHitBgCollision_(const BgCollision &bg_collision) constActorCollisionprotected
isIceInvalid() constBossinlinevirtual
isJump_() constActorCollisionprivate
isMainState(const StateID &state_id) constActorMultiStateinline
isMapActor() constActorBaseinline
isOldState(const StateID &state_id) constActorMultiStateinline
isQuakeDamage() overrideBossprotectedvirtual
isRequestedDelete() constActorBaseinline
isShellInvalid() constBossinlinevirtual
isSlideInvalid() constBossinlinevirtual
isSpinLiftUpEnable()Actorinlinevirtual
isStarInvalid() constBossinlinevirtual
isState(const StateID &state_id) constActorMultiStateinline
isWaterFunsui_() constActorCollisioninlineprotectedvirtual
killIce()Enemyinline
life_DamageRev(s32 damage)Bossinlinevirtual
life_GetDamage_BlockHit() const =0Bosspure virtual
life_GetDamage_Fire() const =0Bosspure virtual
life_GetDamage_Fumi() const =0Bosspure virtual
life_GetDamage_HipAtk() const =0Bosspure virtual
life_GetDamage_PenguinSlide() const =0Bosspure virtual
life_GetDamage_Quake() const =0Bosspure virtual
life_GetDamage_Shell() const =0Bosspure virtual
life_GetDamage_Star() const =0Bosspure virtual
life_IsDmgSection() constBossinlinevirtual
life_IsNonDamage() constBossinlinevirtual
life_IsOneDamage() constBossinlinevirtual
life_IsTwoDamage() constBossinlinevirtual
List typedefActorBase
mAccelFActorprotected
mAccelF_PreIceBossprotected
mAccelYActorprotected
mAccelY_PreIceBossprotected
mActorHeapActorBaseprotected
mActorProfileActorBaseprotected
mActorTypeActorprotected
mActorUniqueIDActorBaseprotected
mAddSpeedFActorprotected
MainState enum nameActorBase
mamefumiEffect(Actor *)Enemyvirtual
mameFumiJumpSet(Actor *)Enemyvirtual
mamefumiSE()Enemyvirtual
mAngleActorprotected
mAnglePrevActorprotected
mAreaNoActorprotected
mAttentionLookatBossprotected
mAudioObjBossprotected
mAudioObjSeqVarBossprotected
mBgCheckObjActorCollisionprotected
mBgSpeedActorCollisionprotected
mBgSpeedPrevActorCollisionprotected
mBoyoMgrBossprotected
mBumpDamageTimerActorprotected
mBumpDirectionActorprotected
mCarryDirectionActorprotected
mCarryFlagActorprotected
mCenterOffsetActorprotected
mCheckWaterNeededActorCollisionprotected
mChibiYoshiAwaDataEnemyprotected
mChibiYoshiAwaDataPtrActorprotected
mChibiYoshiEatDataPtrActorprotected
mChildListActorBaseprotected
mChildNodeActorBaseprotected
mCollisionCheckActorprotected
mCollisionCheckDrcTouchBossprotected
mCollisionMaskActorprotected
mComboEnemyprotected
mComboCntActorprotected
mControllerLytPlayerNoActorprotected
mCreatedImmediatelyActorBaseprotected
mCreateFlagActorprotected
mCullLimitActorprotected
mDeathInfoEnemyprotected
mDeleteRequestFlagActorBaseprotected
mDieFallDirectionEnemyprotected
mDirectionActorprotected
mDrawNodeActorBaseprotected
mDrcTouchCallbackBossprotected
mEatDataPtrActorprotected
mEnFlagEnemyprotected
mExecuteNodeActorBaseprotected
mFlagActorBaseprotected
mFumiProcEnemyprotected
mIceMgrEnemyprotected
mIcePosBossprotected
mIceScaleBossprotected
mIsActiveActorBaseprotected
mIsDemoWaitBossprotected
mIsDrawEnableActorprotected
mIsExecEnableActorprotected
mIsInQuicksandActorCollisionprotected
mIsMapActorActorBaseprotected
mIsOnGroundActorCollisionprotected
mIsShockBossprotected
mIsSubmergedActorCollisionprotected
mIsWaterFunsuiActorCollisionprotected
mJumpAccelFActorCollisionprotected
mJumpFrameActorCollisionprotected
mJumpSpeedFActorCollisionprotected
mLayerActorprotected
mLifeHPBossprotected
mManualDeletedFlagActorprotected
mMaxFallSpeedActorprotected
mMaxSpeedFActorprotected
mNoHitPlayerTimerEnemyprotected
mNoLavaSplashTimerActorCollisionprotected
mNoWaterCalcActorCollisionprotected
mParam0ActorBaseprotected
mParam1ActorBaseprotected
mParamExActorBaseprotected
mParentActorBaseprotected
mPlayerNoActorprotected
mPosActorprotected
mPos_PreIceBossprotected
mPosDeltaActorprotected
mPosPrevActorprotected
mPosPrev2Actorprotected
mPosPrevPostExecActorprotected
mPreIceDirectionEnemyprotected
mProfFlagActorprotected
mPropelPartsActorprotected
mScaleActorprotected
mSizeActorprotected
mSpeedActorprotected
mSpeed_PreIceBossprotected
mSpeedFActorprotected
mSpeedMaxActorprotected
mStateMgrActorMultiStateprotected
mSwitchFlag0Actorprotected
mSwitchFlag1Actorprotected
mThrowPlayerNoActorprotected
mUseWaterTypeOverrideActorCollisionprotected
mVisibleAreaOffsetActorprotected
mVisibleAreaSizeActorprotected
mWaterCalcTypeActorCollisionprotected
mWaterCheckPosActorCollisionprotected
mWaterGravityActorCollisionprotected
mWaterMaxFallSpeedActorCollisionprotected
mWaterSpeedMaxYActorCollisionprotected
mWaterTypeOverrideActorCollisionprotected
normal_collcheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemystatic
onFreeze()Bossinlinevirtual
playerDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
poisonSplashEffect(const sead::Vector3f &pos)Actorvirtual
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) overrideBossprotectedvirtual
preCreate()ActorBaseprotectedvirtual
preDelete()ActorBaseprotectedvirtual
preDraw() overrideActorprotectedvirtual
preExecute() overrideBossprotectedvirtual
quakedeadSE()Bossinlinevirtual
quakedmgSE()Bossinlinevirtual
registerInGamescene_()ActorCollisionprotected
removeChild(ActorBase *child)ActorBase
removeCollisionCheck() overrideBossinlineprotectedvirtual
Result enum nameActorBase
returnAnm_Ice()Enemyvirtual
returnState_Ice() overrideBossprotectedvirtual
reviveCollisionCheck() overrideBossinlineprotectedvirtual
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
setBlockHitDamage()Bossinlinevirtual
setBlockHitDead()Bossinlinevirtual
setCarryFall(Actor *, s32)Actorinlinevirtual
setDamage(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
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() overrideBossinlineprotectedvirtual
setDeathInfo_Quake(s32) overrideBossprotectedvirtual
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
setFireDamage(Actor *actor)Bossinlinevirtual
setFireDead(Actor *actor)Bossinlinevirtual
setFumiDamage(Actor *actor)Bossinlinevirtual
setFumiDead(Actor *actor)Bossinlinevirtual
setFunsuiPos_(sead::Vector2f dst)ActorCollisioninlineprotectedvirtual
setFunsuiSpeedY_(f32 speed)ActorCollisioninlineprotectedvirtual
setHipatkDamage(Actor *actor)Bossinlinevirtual
setHipatkDead(Actor *actor)Bossinlinevirtual
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
setQuakeDamage()Bossinlinevirtual
setQuakeDead()Bossinlinevirtual
setShellDamage(Actor *actor)Bossinlinevirtual
setShellDead(Actor *actor)Bossinlinevirtual
setSlideDamage(Actor *actor)Bossinlinevirtual
setSlideDead(Actor *actor)Bossinlinevirtual
setSmokeDamage_(Actor *) overrideEnemyprotectedvirtual
setSpeedF(f32 speedF)Actorinline
setSpinLiftUpActor(Actor *player)Actorinlinevirtual
setStarDamage(Actor *actor)Bossinlinevirtual
setStarDead(Actor *actor)Bossinlinevirtual
setTouchDrcDamage_(const sead::Vector2f &pos) overrideBossprotectedvirtual
setWaterFunsui_(bool enable)ActorCollisioninlineprotectedvirtual
shelldeadSE()Bossinlinevirtual
shelldmgSE()Bossinlinevirtual
slideComboSE(s32 combo_cnt, bool combo_type_2)Actor
smokeDamageEnable_Poison_(f32 surface_pos_y)ActorCollisioninlineprotectedvirtual
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
stardeadSE()Bossinlinevirtual
stardmgSE()Bossinlinevirtual
startBattleEdDemo()Bossvirtual
startSound(const char *name)Enemy
tenmetsuFin()Bossinlinevirtual
tenmetsuProc()Bossinlinevirtual
tenmetsuReady()Bossinlinevirtual
vf134(f32 speed)ActorCollisioninlineprotectedvirtual
vf13C()ActorCollisionprotectedvirtual
vf144(s32)ActorCollisionprotectedvirtual
vf18C()Enemyinlinevirtual
vf1CC()Enemyvirtual
vf34C()Enemyvirtual
vf56C()Bossinlinevirtual
vf57C()Bossinlinevirtual
vf6D4()Bossinlinevirtual
vf744()Bossinlinevirtual
vf7CC()Bossvirtual
vf7EC()Bossinlinevirtual
vf7F4()Bossinlinevirtual
vfC4()Actorinlinevirtual
vfCC()Actorinlinevirtual
vsChibiYoshiHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
vsEnemyHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
vsPlayerHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
vsYoshiHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBossprotectedvirtual
WaterCalcType enum nameActorCollisionprotected
waterSplashEffect(const sead::Vector3f &pos)Actorvirtual
yoganSplashEffect(const sead::Vector3f &pos)Actorvirtual
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
~Enemy() override=defaultEnemy