Here is a list of all functions with links to the classes they belong to:
- h -
- handleEaten() : ChibiYoshiEatData
- hasamareBgCheck_() : ActorCollision
- hasContact() : ChikuwaBlockBase
- hasDamage() : ActorCollisionCheck
- hasIce() : IceMgr
- hasLooped() : FrameCtrl
- hasOpa() : Model, ModelG3d
- hasShadow() : ModelG3d, RenderObj
- hasStatus() : ActorCollisionCheck
- hasVsKind() : ActorCollisionCheck
- hasXlu() : Model, ModelG3d
- hide() : FukidashiMgr
- hideTemp() : FukidashiMgr
- HipAction_AttackFall() : PlayerBase
- HipAction_AttackStart() : PlayerBase
- HipAction_Ground() : PlayerBase
- HipAction_Ready() : PlayerBase
- HipAction_StandNormal() : PlayerBase
- HipAction_StandNormalEnd() : PlayerBase
- HipAction_ToStoop() : PlayerBase
- hipatkEffect() : Enemy
- HipdropExEffect() : HipdropExEffect
- hit() : ActorBgHitCheckCallback, BgHitCheckCallback, RyusaBgHitCheckCallback
- hitCallback_AttackUnk25() : Enemy
- hitCallback_AttackUnk27() : CarryEnemy, Enemy
- hitCallback_Cannon() : Birikyu, Enemy
- hitCallback_ChibiYoshiLight() : BrosBase, Enemy
- hitCallback_ChibiYoshiStar() : Enemy
- hitCallback_ChibiYoshiUnk() : Enemy, KuriboBase
- hitCallback_Fire() : Birikyu, Bomhei, Boss, Enemy, Koton, MechaKoopa
- hitCallback_HipAttk() : Birikyu, Bomhei, Boss, BrosBase, Enemy, Kuribo, MechaKoopa, PataKuribo
- hitCallback_Ice() : Bomhei, Boss, BrosBase, CarryEnemy, Enemy, Koton, PataKuribo
- hitCallback_PenguinSlide() : Birikyu, Boss, Enemy, Koton
- hitCallback_Shell() : Boss, CarryEnemy, Enemy, Koton
- hitCallback_Slip() : Boss, Enemy
- hitCallback_Spin() : Bomhei, Boss, BrosBase, Enemy, Kuribo, MechaKoopa, PataKuribo
- hitCallback_Star() : Boss, BrosBase, Enemy
- hitCallback_WireNet() : Birikyu, Boss, Enemy
- hitCallback_YoshiBullet() : BrosBase, Enemy
- hitCallback_YoshiFire() : Bomhei, Enemy
- hitCallback_YoshiHipAttk() : Bomhei, Enemy, KuriboBase, PataKuribo
- hitdamageEffect() : Enemy
- hitFireEffect() : Boss
- hitShellEffect() : Boss
- hitYoshiEat() : Enemy, KuriboBase
- holdSound() : GameAudio::AudioObjctCmnEmy, GameAudio::AudioObjctCmnMap, GameAudio::AudioObjctEmy, GameAudio::AudioObjctPly, NMNonPosSndObject, NMSndObject, NMSndObjectCmn, PlayerBase, SndObjctCmnEmy, SndObjctCmnMap, SndObjctEmy, SndObjctPly
- holdSound_() : NMNonPosSndObject, NMSndObject, NMSndObjectCmn