New Super Mario Bros. U Headers
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Here is a list of all functions with links to the classes they belong to:
- a -
absAngle() :
MathUtil
activate() :
Mii::IconFacelineShader
,
Mii::Shader
activateFuse() :
Bomhei
activateMaterial() :
ModelG3d
activateTexture() :
Mii::IconFacelineShader
Actor() :
Actor
ActorAdditionalHeap() :
ActorAdditionalHeap
ActorBase() :
ActorBase
ActorBgCollisionCheck() :
ActorBgCollisionCheck
ActorBgCollisionCheckResult() :
ActorBgCollisionCheckResult
ActorBgCollisionEnemyCheck() :
ActorBgCollisionEnemyCheck
ActorBgCollisionObjCheck() :
ActorBgCollisionObjCheck
ActorBgCollisionPlayerCheck() :
ActorBgCollisionPlayerCheck
ActorBgHitCheckCallback() :
ActorBgHitCheckCallback
ActorBlockAngle() :
ActorBlockAngle
ActorBlockBase() :
ActorBlockBase
ActorCircleBgCollision() :
ActorCircleBgCollision
ActorCoinMgr() :
ActorCoinMgr
ActorCollision() :
ActorCollision
ActorCollisionCheck() :
ActorCollisionCheck
ActorCreateIndexFindFunc() :
ActorCreateIndexFindFunc
ActorCreateParam() :
ActorCreateParam
ActorEllipseBgCollision() :
ActorEllipseBgCollision
ActorLineBgCollision() :
ActorLineBgCollision
ActorMgr() :
ActorMgr
ActorMultiState() :
ActorMultiState
ActorParamEx0() :
ActorParamEx0
ActorParamEx1() :
ActorParamEx1
ActorPolygonBgCollision() :
ActorPolygonBgCollision< N >
ActorPolylineBgCollision() :
ActorPolylineBgCollision< N >
ActorProfileFindFunc() :
ActorProfileFindFunc
ActorPtrCache() :
ActorPtrCache
ActorState() :
ActorState
ActorUniqueID() :
ActorUniqueID
add() :
ModelResourceMgr
,
ResMgr
addCalc() :
MathUtil
addCalcAngle() :
Angle
addCalcAngle_() :
Angle
addCalcAngleY() :
PlayerBase
addDokanMoveDiff() :
BgCollision
addNum() :
PlayerMgr
addTimeLimitSeconds() :
CourseTimer
addToActiveList() :
ActorCollisionCheckMgr
addToArray1() :
CourseSelectCollisionCheckMgr
addToCreateList() :
ActorCollisionCheckMgr
addToFinalUpdate() :
ActorMgr
addToTouchDrcCheckList() :
ActorCollisionCheckMgr
addToTouchDrcHoldList() :
ActorCollisionCheckMgr
adjustBgmVolumeForMenu() :
SndSceneMgr
adjustCarryCc() :
CarryEnemy
adjustCoinReductionNumCB_() :
PlayerBase
adjustZoomTarget() :
TrackingMgr
airPowerSet() :
PlayerBase
allEnemyDeathEffSet() :
Actor
,
Bomhei
,
BrosBase
,
KuriboBase
Alloc() :
LayoutAllocator
allocBuffer() :
ModelG3dShadowUtil
allocBuffer_() :
ModelFFL
Angle() :
Angle
Angle3() :
Angle3
Animation() :
Animation
animEndSetup() :
Multi2D
AnimExpDecayCalcRatio() :
AnimExpDecayCalcRatio
AnimLayout() :
AnimLayout< N >
AnimLayoutBase() :
AnimLayoutBase
AnimModel() :
AnimModel
animPlay() :
Multi2D
animResRegister() :
Multi2D
animStartBaseSetup_() :
Multi2D
animStartSetup() :
Multi2D
any() :
ModelG3d::BoundingFlagArray
ApplicationFramework() :
ApplicationFramework
apply_() :
CoinOrigin
applyBlendWeight_() :
ModelG3d
applyDepthOfField_() :
DistantViewMgr
applyTo() :
AnimExpDecayCalcRatio
applyWaterRollDec() :
Enemy
areaCullCheck() :
ActorCullUtil
areaLoopDrawOverrideCallback() :
PtclUserShaderCallback
areaLoopRenderStateSetCallback() :
PtclUserShaderCallback
AreaTask() :
AreaTask
Arg() :
RotShake::Arg
atFrameStart() :
ActorBgCollisionCheck
,
ActorBgCollisionPlayerCheck
AttentionLookat() :
AttentionLookat
AttentionMgr() :
AttentionMgr
AttentionScreen() :
AttentionScreen
AudAudioPlayer() :
AudAudioPlayer
audioFadeout() :
SndSceneMgr
AudioObjctCmnEmy() :
GameAudio::AudioObjctCmnEmy
AudioObjctCmnMap() :
GameAudio::AudioObjctCmnMap
AudioObjctEmy() :
GameAudio::AudioObjctEmy
AudioObjctPly() :
GameAudio::AudioObjctPly
awaCatchMove() :
ChibiYoshiAwaData
,
Enemy
,
EnemyChibiYoshiAwaData
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