Here is a list of all functions with links to the classes they belong to:
- p -
- PaBPaneRegister() : Multi2D
- PaCursor() : PaCursor
- PaNPaneRegister() : Multi2D
- PaPaneRegister() : Multi2D
- PaPPaneRegister() : Multi2D
- ParallelExecuterID() : ParallelExecuterID
- Param() : Snd2DCalc::Param
- Parameter() : Parameter< T >
- ParameterBase() : ParameterBase
- ParameterListBase() : ParameterListBase
- ParentMovementMgr() : ParentMovementMgr
- PaRootPaneRegister() : Multi2D
- Part() : PropelParts::Part
- PartsAnimLayout() : PartsAnimLayout< N >
- PartsAnimLayoutBase() : PartsAnimLayoutBase
- PataKuribo() : PataKuribo
- PaTPaneRegister() : Multi2D
- performMiiCheer() : DistantViewMgr
- Plane() : CullViewFrustum::Plane
- play() : FrameCtrl, KinopioModel, MarioModel, MiiModel, PlayerModelBase, PlayerModelBaseMgr, ShadowModel, ShapeAnimation, SkeletalAnimation, TexturePatternAnimation
- playAnmFrameCtrl() : AnimModel, JointBlendModel
- playBoneVisAnim() : AnimModel, VisibilityAnimation
- playColorAnim() : AnimModel, ShaderParamAnimation
- PlayerBase() : PlayerBase
- playerDamageCheck() : Enemy
- PlayerEatData() : PlayerEatData
- playerHitCheck_Awake() : Bomhei, CarryEnemy, MechaKoopa
- playerHitCheck_Carry() : CarryEnemy
- playerHitCheck_Carry_Base() : CarryEnemy
- playerHitCheck_Sleep() : CarryEnemy, MechaKoopa
- playerHitCheck_Sleep_Base() : Bomhei, CarryEnemy, MechaKoopa
- PlayerKey() : PlayerKey
- PlayerModel() : PlayerModel
- PlayerModelBase() : PlayerModelBase
- PlayerModelBaseMgr() : PlayerModelBaseMgr
- PlayerModelMgr() : PlayerModelMgr
- PlayerNoSetter() : PtclMgr::PlayerNoSetter
- playerNumber() : ItemMgr
- PlayerObject() : PlayerObject
- playFrameCtrl() : Animation
- playMatVisAnim() : AnimModel, VisibilityAnimation
- playOther() : PlayerDemoMgr
- playShapeAnim() : AnimModel
- playSklAnim() : AnimModel
- playTexAnim() : AnimModel
- playTexSrtAnim() : AnimModel, ShaderParamAnimation
- PlyOrchestra() : PlyOrchestra
- poisonSplashEffect() : Actor, Bomhei, MechaKoopa
- PoleRopeBgCollision() : PoleRopeBgCollision
- popActor() : ActorPtrCache
- posMove_() : Actor, ActorCollision
- posMoveAnglePenguin() : PlayerBase
- posMoveAnglePlayer() : PlayerBase
- posMoveCalcJump_() : ActorCollision
- postBgCross() : PlayerBase, PlayerObject
- postBgCrossBase() : PlayerBase
- postChange_MusaPtoNml() : PlayerModel, PlayerModelMgr
- postCreate() : Actor, ActorBase, ActorCollision
- postDelete() : ActorBase
- postDemoIn() : BgScrollMgr
- postDraw() : ActorBase, ProcLayerBase
- postDrawOpa() : BgTexMgr::RenderCallback, RenderObjRenderMgr::CallbackBase
- postDrawXlu() : BgTexMgr::RenderCallback, RenderObjRenderMgr::CallbackBase
- postExecute() : Actor, ActorBase, ActorCollision, Boss, PlayerBase, PlayerObject
- powerSet() : PlayerBase
- PPaneRegister() : Multi2D
- preCreate() : ActorBase
- preDelete() : ActorBase
- preDraw() : Actor, ActorBase, CourseSelectActor, PlayerBase, PlayerObject, ProcLayerBase
- preDrawOpa() : BgTexMgr::RenderCallback, RenderObjRenderMgr::CallbackBase
- preDrawXlu() : BgTexMgr::RenderCallback, RenderObjRenderMgr::CallbackBase
- preExecute() : Actor, ActorBase, ActorCollision, Boss, CarryEnemy, CourseSelectActor, Enemy, PlayerBase, PlayerObject
- prepare() : ChallengeResCacheMgr, LightMapMgr, RootTask
- prepareSound() : NMSndObject
- preSpawnItem() : ActorBlockBase
- preSpawnItem_PropellerOrCoin_() : ActorBlockBase
- procCalc_() : ApplicationFramework
- procDraw_() : ApplicationFramework
- Process() : TagProcessor
- processPadTrig_OneButton() : CommonWindowMgr
- processPadTrig_TwoButtons() : CommonWindowMgr
- ProcLayerBase() : ProcLayerBase
- Profile() : MapActor::Profile, Profile
- PropelParts() : PropelParts
- PtclEmitterColorMgr() : PtclEmitterColorMgr
- PtclMgr() : PtclMgr
- PtclParallelExecuter() : PtclParallelExecuter
- PtclParamMgr() : PtclParamMgr
- pushActor() : ActorPtrCache
- pushBack() : LineNodeMgr< T >, Mii::ModelGpuInitializer
- pushBackDrawMethod() : CoinOrigin, DistantViewMgr, PtclMgr
- pushBackModelGpuInitializer_() : ModelFFL
- pushBackRenderObj() : RenderObjRenderMgr
- pushBackShaderArchive_() : ShaderHolder
- pushEvent() : EventMgr
- pushExecuteAndDrawList_() : ActorMgr
- pushFront() : LineNodeMgr< T >