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
_1870Enemyprotected
_187eEnemyprotected
_18a0CarryEnemyprotected
_18a4CarryEnemyprotected
_1918Bomheiprotected
_1928Bomheiprotected
_192dBomheiprotected
_1930Bomheiprotected
_1a44Bomheiprotected
_1b74Bomheiprotected
_1b75Bomheiprotected
_1b7cBomheiprotected
_211Actorprotected
_220Actorprotected
_270Actorprotected
activateFuse()Bomhei
Actor(const ActorCreateParameter &param)Actorprotected
ActorBase(const ActorCreateParameter &param)ActorBase
actorBgNormalCheck()ActorCollisionprotected
actorBgNormalCheckFoot() constActorCollisionprotected
actorBgNormalCheckWall() constActorCollisionprotected
ActorCollision(const ActorCreateParameter &param)ActorCollisionprotected
actorDrawCullCheck()Actorprotectedvirtual
actorExecCullCheck(u16 flag)Actor
ActorKind enum nameActor
ActorMultiState(const ActorCreateParameter &param)ActorMultiState
adjustCarryCc(ActorCollisionCheck *cc, PlayerObject *player_obj)CarryEnemy
adjustSpeedYInWater()ActorCollisionprivate
allEnemyDeathEffSet() overrideBomheivirtual
applyWaterRollDec(Angle ang)Enemy
area_XY_check(f32 x, f32 y)Enemy
awaCatchMove(Actor *awa)Enemyvirtual
beginFunsui()ActorCollisioninlinevirtual
BgCheckFlag enum nameActorCollisionprotected
blockHitInit()Actorinlineprotectedvirtual
blockHitInit_() overrideBomheiprotected
Bomhei(const ActorCreateParameter &param)Bomhei
bound(f32 eps_y, f32 scale_x, f32 scale_y)Enemy
cActorCreateInfoBomheistatic
cActorKind_ChibiYoshi enum valueActor
cActorKind_Enemy enum valueActor
cActorKind_Generic enum valueActor
cActorKind_Player enum valueActor
cActorKind_Yoshi enum valueActor
calcBGBeltSpeed()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
calcLiftSpeed()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
calcWaterCheck()ActorCollisionprivate
cancelCarry()CarryEnemy
carryCheck(Actor *player)CarryEnemy
carryCheckBg(Actor *player)CarryEnemy
CarryEnemy(const ActorCreateParameter &param)CarryEnemy
CarryFlag enum nameActor
carryFukidashiCancel_(FukidashiType action, s32 player_no)Actorprotected
carryFukidashiCheck_(FukidashiType action)Actorprotected
carryFukidashiCheck_(FukidashiType action, const sead::Vector2f &range)Actorprotected
cBaseAngleYEnemystatic
cBaseAngleYAddEnemystatic
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
cDeadNetSpeedXEnemystatic
cDefaultGravityEnemystatic
cDefaultMaxFallSpeedEnemystatic
cDefaultMaxSpeedFEnemystatic
cDefaultMaxSpeedYEnemystatic
cDieFallBoundSpeedYEnemystatic
cDieFallGravityEnemystatic
cDieFallInitSpeedXEnemystatic
cDieFallInitSpeedYEnemystatic
cDieFallMaxFallSpeedEnemystatic
cDieFallSpinSpeedEnemystatic
ceilCheck(f32 pos_y, ActorCollisionCheck *cc)Enemystatic
cEnFlag_16 enum valueEnemy
cEnFlag_9 enum valueEnemy
cEnFlag_Carry enum valueEnemy
cEnFlag_NoCeilCheckPlayer enum valueEnemy
cEnFlag_Shell enum valueEnemy
cEnMukiEnemystatic
cExecCullFlag_SkipCameraCheck enum valueActor
cExecCullFlag_SkipDeletion enum valueActor
cExecCullFlag_SkipNone enum valueActor
cExecCullFlag_SkipRideCheck enum valueActor
cExecCullFlag_SkipTottenCheck enum valueActor
cFlag_NoEventFreeze enum valueActorBase
cFlag_NoNormalEventFreeze enum valueActorBase
cFumiJumpSpeedEnemystatic
cFumiSeType_NoEffect enum valueEnemy
cFumiSeType_Normal enum valueEnemy
cFumiSeType_Step enum valueEnemy
changeState(const StateID &state_id) overrideEnemyvirtual
checkAvailableCullCheckOnQuest(const sead::BoundBox2f &src_range)Actorprotected
checkCarried(s32 *player_no) constActor
checkComboClap(s32 combo_cnt)Enemyvirtual
checkDispIn()Enemyvirtual
checkEatenYoshi() constActor
checkForSuitableGround_(const sead::Vector2f &offset) constActorCollisioninlineprotected
checkInternalIceBlock_(const ActorBgCollisionCheck &bc)Actorprotected
checkLavaDamage_(f32 surface_pos_y)ActorCollisioninlineprotectedvirtual
checkLiftFoot() constActorCollisionprivate
checkLiftSpeed()ActorCollisionprotected
checkPoisonDamage_(f32 surface_pos_y)ActorCollisioninlineprotectedvirtual
checkPressBg_()ActorCollisionprotected
checkPressBgFoot_(const ActorBgCollisionCheck &bc) constActorprotected
checkPressBgHead_(const ActorBgCollisionCheck &bc) constActorprotected
checkPressBgLR_(const ActorBgCollisionCheck &bc)Actorprotected
checkPressBgUD_(const ActorBgCollisionCheck &bc)Actorprotected
checkPressBgWall_(const ActorBgCollisionCheck &bc, DirType direction) constActorprotected
checkRideActor(const BgCollision &bg_collision) constActorCollisionprotected
checkSleepEnd() constCarryEnemy
checkWaterByWaterCheckPos(f32 *surface_pos_y)ActorCollisionprotected
chibiYoshiDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
clrComboCnt()Actor
cNoHitPlayerTimerDefaultEnemystatic
cQuakeDeathType_BigQuake enum valueEnemy
cQuakeDeathType_NormalQuake enum valueEnemy
cQuakeDeathType_Num enum valueEnemy
cQuakeType_Big enum valueActorCollisionprotected
cQuakeType_Normal enum valueActorCollisionprotected
cQuakeType_Small enum valueActorCollisionprotected
create() overrideBomheiprotectedvirtual
createIceActor() overrideBomheivirtual
createUpCoin(DirType dir)Enemy
cResult_Failed enum valueActorBase
cResult_Success enum valueActorBase
cResult_Wait enum valueActorBase
cShellSlideNoHitTimerCarryEnemystatic
cState_Failed enum valueActorBase
cState_None enum valueActorBase
cState_Success enum valueActorBase
cState_Wait enum valueActorBase
cWaterBoundSpeedYEnemystatic
cWaterCalcType_EnablePreCheck enum valueActorCollisionprotected
cWaterCalcType_ForceOut enum valueActorCollisionprotected
cWaterCalcType_Normal enum valueActorCollisionprotected
cWaterFallSpeedMaxActorCollisionprotectedstatic
cWaterGravityEnemystatic
cWaterMaxFallSpeedEnemystatic
cWaterRollDecRateEnemystatic
cWaterSpeedYMaxActorCollisionprotectedstatic
deleteActor_(bool manual_deleted)Actor
deleteRequest()ActorBaseinline
destroy() overrideActorCollisionprotectedvirtual
doDelete() overrideBomheiprotected
draw() overrideBomheiprotectedvirtual
endFunsui(f32 speed_y)ActorCollisioninlinevirtual
endSlide()CarryEnemy
Enemy(const ActorCreateParameter &param)Enemy
enemyDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
enemyPreDamageCheck(bool *dead, ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
EnFlag enum nameEnemy
etcDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) overrideBomheivirtual
ExecCullFlag enum nameActor
execute() overrideBomheiprotectedvirtual
executeState()ActorMultiStateinline
explode()Bomhei
fireballInvalid(ActorCollisionCheck *cc_other)Enemyinlinestatic
Flag enum nameActorBase
fumiCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other, FumiSeType se_type)Enemy
fumiEffect(Actor *player)Enemyvirtual
fumiJumpSet(Actor *player)Enemyvirtual
fumiProcCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemy
fumiScoreSet(Actor *) overrideBomheivirtual
fumiSE(Actor *player)Enemyvirtual
FumiSeType enum nameEnemy
fumistepSE()Enemyinline
generalXSpeedCalc(f32 value, f32 step) constActorCollisionprivate
getActorHeap() constActorBaseinline
getAddSpeedF() constActorinline
getAngle()Actorinline
getAngle() constActorinline
getBcConstPtr() const overrideActorCollisioninlinevirtual
getBlockHitDirection() constActorinline
getBlockHitTimer() constActorinline
getCarryFlag() constActorinline
getCarryPlayerObject() constCarryEnemy
getCarryPlayerObject2() constCarryEnemy
getCarryPlayerObject_() constCarryEnemyprivate
getCenterPos() constActorinline
getCenterPos2D() constActorinline
getCenterX() constActorinline
getCenterY() constActorinline
getCenterZ() constActorinline
getChildList() constActorBaseinline
getCoinSE(s32 player_no, const sead::Vector3f &position)ActorBaseinline
getCollisionCheck()Actorinline
getCollisionCheck() constActorinline
getCollisionMask() constActorinline
getComboCnt() constActorinline
getDeadNetSpeedX()Enemyinlinestatic
getDeathInfo() constEnemyinline
getDir2PlayerLR(const sead::Vector3f &position) constActor
getDir2PlayerLR()Actorinline
getDir2PlayerUD(const sead::Vector3f &position) constActor
getDir2PlayerUD()Actorinline
getDirection() constActorinline
getDrawRange(sead::BoundBox2f *box)ActorCollisioninlineprotectedvirtual
getEffectZpos_() constActor
getFunsuiFlag() constActorCollisioninlinevirtual
getGravity() constActorinline
getKind() constActorinline
getLayer() constActorinline
getManualDeletedFlag() constActorinline
getMaxFallSpeed() constActorinline
getMaxSpeedF() constActorinline
getParam0() constActorBaseinline
getParam1() constActorBaseinline
getParamEx() constActorBaseinline
getParent() constActorBaseinline
getParent() constActorBaseinline
getPlrNo() constActorinline
getPos()Actorinline
getPos() constActorinline
getPos2D()Actorinline
getPos2D() constActorinline
getPosDelta() constActorinline
getPow() 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
getUniqueID() constActorBaseinline
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 &pos)Enemy
hitdamageEffect(const sead::Vector2f &pos)Enemyinline
hitYoshiEat(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
iceballInvalid(ActorCollisionCheck *cc_other)Enemystatic
incComboCnt()Actor
initDieState()Enemy
isActive() constActorBaseinline
isBreakPressObjBg_(const BgCollision *bgcol_approaching_side, const BgCollision *bgcol_fixed_side) constActorprotected
isCreatedImmediately() constActorBaseinline
isDead() constEnemy
isDrawEnable() constActorinline
isEnablePressObjBg_(const BgCollision *bg_collision) constActorprotected
isExecEnable() constActorinline
isFunsui() constActorCollisioninlinevirtual
isMainState(const StateID &state_id) constActorMultiStateinline
isMapActor() constActorBaseinline
isOldState(const StateID &state_id) constActorMultiStateinline
isQuakeDamage()Enemyvirtual
isReactQuake()ActorCollisionprotectedvirtual
isRequestedDelete() constActorBaseinline
isSpinLiftUpEnable() overrideCarryEnemyinline
Enemy::isSpinLiftUpEnable() constActorinlinevirtual
isState(const StateID &state_id) constActorMultiStateinline
killIce()Enemyinline
landFoot(f32 y_check_distance, const ActorBgCollisionCheck::Sensor *foot_sensor)ActorCollisionprotected
landFoot_(f32 y_check_distance, const ActorBgCollisionCheck::Sensor *foot_sensor, bool extended, bool force)ActorCollisionprivate
landFootSimple(f32 y_check_distance, const ActorBgCollisionCheck::Sensor *foot_sensor, bool extended, bool force)ActorCollisionprotected
lastExecute()ActorBasevirtual
lineBoundaryCheck()Enemy
List typedefActorBase
mActorHeapActorBaseprotected
mActorKindActorprotected
mActorProfileActorBaseprotected
mAddSpeedFActorprotected
MainState enum nameActorBase
mamefumiEffect(Actor *player)Enemyvirtual
mameFumiJumpSet(Actor *player)Enemyvirtual
mamefumiSE()Enemyvirtual
mamefumistepSE()Enemyinline
mAngleActorprotected
mAnglePrevActorprotected
mAreaNoActorprotected
mBehaviorTypeBomheiprotected
mBgCheckObjActorCollisionprotected
mBgSpeedActorCollisionprotected
mBgSpeedPrevActorCollisionprotected
mBlendModelBomheiprotected
mBlockHitDirectionActorprotected
mBlockHitTimerActorprotected
mBomHeiFlagBomheiprotected
mBoyoMgrBomheiprotected
mCannonDirectionBomheiprotected
mCarryBaseOffsetCarryEnemyprotected
mCarryChangePosZCarryEnemyprotected
mCarryDirectionActorprotected
mCarryFlagActorprotected
mCarryPlayerIDCarryEnemyprotected
mCarryPlayerNoCarryEnemyprotected
mCenterOffsetActorprotected
mCheckWaterNeededActorCollisionprotected
mChibiEatCallbackPtrActorprotected
mChibiYoshiAwaDataEnemyprotected
mChibiYoshiAwaDataPtrActorprotected
mChibiYoshiEatDataBomheiprotected
mChildListActorBaseprotected
mChildNodeActorBaseprotected
mCoinsLeftToSpawnBomheiprotected
mCollisionCheckActorprotected
mCollisionCheck2Bomheiprotected
mCollisionMaskActorprotected
mComboEnemyprotected
mComboCntActorprotected
mControllerLytPlayerNoActorprotected
mCreatedImmediatelyActorBaseprotected
mCreateFlagActorprotected
mCullLimitActorprotected
mCurrentSklAnimIndexBomheiprotected
mDeathInfoEnemyprotected
mDeleteRequestFlagActorBaseprotected
mDeleteTimerBomheiprotected
mDieDirectionEnemyprotected
mDirectionActorprotected
mDrawNodeActorBaseprotected
mDrcTouchCallbackBomheiprotected
mEatCallbackPtrActorprotected
mEatDataBomheiprotected
mEffectBomheiprotected
mEnFlagEnemyprotected
mExecuteNodeActorBaseprotected
mFlagActorBaseprotected
mForceSetShellDamageEffectCarryEnemyprotected
mFumiProcEnemyprotected
mFunsuiFlagActorCollisionprotected
mFuseTimerBomheiprotected
mGravityActorprotected
mIceMgrEnemyprotected
mIsActiveActorBaseprotected
mIsDamageFrameEnemyprotected
mIsDrawEnableActorprotected
mIsEffectCreatedBomheiprotected
mIsExecEnableActorprotected
mIsInQuicksandActorCollisionprotected
mIsLiftUpCarryEnemyprotected
mIsMapActorActorBaseprotected
mIsOnGroundActorCollisionprotected
mIsSpinFumiFrameEnemyprotected
mIsSubmergedActorCollisionprotected
mJumpAccelFActorCollisionprotected
mJumpFrameActorCollisionprotected
mJumpSpeedFActorCollisionprotected
mKoopaJrBomheiprotected
mKoopaJrBombIdBomheiprotected
mLayerActorprotected
mLightBomheiprotected
mLightAttenuationBomheiprotected
mLightMaskBomheiprotected
mManualDeletedFlagActorprotected
mMaxFallSpeedActorprotected
mMaxSpeedFActorprotected
mModelResourceBomheiprotected
mNoLavaSplashTimerActorCollisionprotected
mNoWaterCalcActorCollisionprotected
mParam0ActorBaseprotected
mParam1ActorBaseprotected
mParamExActorBaseprotected
mParentActorBaseprotected
mPlayerNoActorprotected
mPlayerNoHitTimerEnemyprotected
mPosActorprotected
mPosDeltaActorprotected
mPosPrevActorprotected
mPosPrev2Actorprotected
mPosPrevPostExecActorprotected
mPowActorprotected
mPreCarryCcCenterOffsetCarryEnemyprotected
mPreCarryCcHalfSizeCarryEnemyprotected
mPreIceDirectionEnemyprotected
mProfFlagActorprotected
mPropelPartsActorprotected
mScaleActorprotected
mSizeActorprotected
mSpawnTimerBomheiprotected
mSpeedActorprotected
mSpeedFActorprotected
mSpeedMaxActorprotected
mStateMgrActorMultiStateprotected
mStateSubTimerEnemyprotected
mStateTimerEnemyprotected
mSwitchFlag0Actorprotected
mSwitchFlag1Actorprotected
mThrowPlayerNoActorprotected
mUniqueIDActorBaseprotected
mUseWaterTypeOverrideActorCollisionprotected
mVisibleAreaOffsetActorprotected
mVisibleAreaSizeActorprotected
mWaterCalcTypeActorCollisionprotected
mWaterCheckPosActorCollisionprotected
mWaterGravityActorCollisionprotected
mWaterMaxFallSpeedActorCollisionprotected
mWaterSpeedMaxYActorCollisionprotected
mWaterTypeOverrideActorCollisionprotected
normal_collcheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemystatic
onWaterFlag()ActorCollisionprotected
playerDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
playerFumiJump(Actor *player, f32 speed_y)Enemystatic
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
postCreate(MainState state) overrideActorCollisionprotectedvirtual
postDestroy(MainState state)ActorBasevirtual
postDraw(MainState state)ActorBasevirtual
postExecute(MainState state) overrideActorCollisionprotectedvirtual
preCreate()ActorBasevirtual
preDestroy()ActorBasevirtual
preDraw() overrideActorprotectedvirtual
preExecute() overrideCarryEnemyprotectedvirtual
QuakeDeathType enum nameEnemy
QuakeType enum nameActorCollisionprotected
reactFumiProc(Actor *) overrideBomheivirtual
reactMameFumiProc(Actor *player)CarryEnemyvirtual
reactQuake(QuakeType type)ActorCollisionprotectedvirtual
reactSpinFumiProc(Actor *) overrideBomheivirtual
registerAlphaCheckAreaHUD()ActorCollisionprotected
removeCc()Actorvirtual
removeChild(ActorBase *child)ActorBase
resetObjBgPos(BgCollision &bg_collision)ActorCollisionprotected
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
reviveCc()Actorvirtual
searchCarryFukidashiPlayer_(FukidashiType action) constActorprotected
searchNearPlayer(sead::Vector2f *out) constActor
setActive_(bool active)ActorBaseinlineprotected
setAddSpeedF(f32 speedF)Actorinline
setAreaNo_()Actorprotected
setAwaCatchEnd(Actor *awa)Enemyvirtual
setAwaHit(Actor *awa)Enemyvirtual
setAwaInvalid(Actor *awa)Enemyvirtual
setBlockHitDirection(DirType dir)Actorinline
setBlockHitTimer(u32 time)Actorinline
setBreakPressObjBgLR_(const ActorBgCollisionCheck &bc)Actorprotected
setBreakPressObjBgUD_(const ActorBgCollisionCheck &bc)Actorprotected
setCarryActor_(Actor *player)CarryEnemyprivate
setCarryFall(Actor *, s32)Actorinlinevirtual
setCarryImpl_(Actor *player, CarryType type)CarryEnemyprivate
setDamage(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
setDeadMode(Actor *actor)Enemy
setDeathInfo_Awa(Actor *awa)Enemy
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_Hasami()Enemy
setDeathInfo_IceBreak()Enemyvirtual
setDeathInfo_IceVanish()Enemy
setDeathInfo_Other(Actor *actor)Enemy
setDeathInfo_Quake(QuakeDeathType type)Enemyvirtual
setDeathInfo_SpinFumi(Actor *player)Enemy
setDeathInfo_Star(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
setDeathInfo_YoshiFumi(Actor *player)Enemy
setDeathInfoSmoke(const Actor *actor)ActorCollisionprotectedvirtual
setDeathSound_Fire()Enemyvirtual
setDeathSound_HipAttk()Enemyvirtual
setDeathSound_Slip(Actor *player)Enemy
setDirection(DirType dir)Actorinline
setDrcBlockBreakReq_(const BgCollision *bg_collision)Actorprotected
setDrcTouchActorDeath(const sead::Vector3f &pos)ActorCollisioninlineprotectedvirtual
setEnemyIceBreakReq_(const BgCollision *bg_collision)Actorprotected
setFumiComboScore(Actor *player)Enemy
setFumiSound(const char *label)Enemy
setFumiSound(s32 combo_cnt, const GameAudio::SoundID combo_se[], u32 combo_max)Enemy
setFumiSound(Actor *player, const GameAudio::SoundID combo_se[], u32 combo_max)Enemy
setFunsuiFlag(bool enable)ActorCollisioninlinevirtual
setFunsuiJump(f32 speed)ActorCollisioninlinevirtual
setFunsuiPos(const sead::Vector2f &dst)ActorCollisioninlinevirtual
setFunsuiSpeedY(f32 speed)ActorCollisioninlinevirtual
setGravity(f32 gravity)Actorinline
setIceAnm()Enemyvirtual
setKind(ActorKind kind)Actorinline
setMaxFallSpeed(f32 maxFallSpeed)Actorinline
setMaxSpeedF(f32 maxSpeedF)Actorinline
setNicePoint_Death()Enemy
setPlrNo(s32 id)Actorinlinevirtual
setPosSuddenly_(const sead::Vector3f &position)Actorinlineprotected
setPow(f32 pow)Actorinline
setPutOnChangeState(Actor *player) overrideBomheivirtual
setQuakeJump()Enemyvirtual
setSlideBc()CarryEnemy
setSlideCc()CarryEnemy
setSlidePlayerParam(Actor *player)CarryEnemy
setSmokeDamage_(Actor *actor) overrideEnemyprotected
setSpeedF(f32 speedF)Actorinline
setSpinLiftUpActor(Actor *player) overrideCarryEnemyvirtual
setThrowChangeState(Actor *player, bool hard) overrideBomheivirtual
setTouchDrcDamage_(const sead::Vector3f &pos) overrideEnemyprotected
sleepSpinFumiProcCheck_(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)CarryEnemyprivate
slideComboSE(s32 combo_cnt, bool combo_type_2)Actor
smokeDamageEnable_Poison_(f32 surface_pos_y) overrideBomheiprotected
spinfumiEffect(Actor *player)Enemy
spinFumiJumpSet(Actor *player)Enemyinline
spinFumiScoreSet(Actor *player)Enemy
spinfumiSE(Actor *player)Enemyvirtual
spinfumistepSE()Enemyinline
startGroupid()Actorinlinevirtual
startSlide()CarryEnemy
stopGroupid()Actorinlinevirtual
vf18C() overrideBomheivirtual
vf1CC()Enemyvirtual
vf574(u32, f32 *)Bomheivirtual
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
waterLineProc(f32 *surface_pos_y, const sead::Vector3f &check_pos)ActorCollisionprivate
waterSplashCommon_(const sead::Vector3f &pos, s32 effect_id, WaveType wave_type, const char *sound_label)Actorprotected
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 *player)Enemyvirtual
yoshiFumiScoreSet(Actor *player)Enemyvirtual
yoshifumiSE(Actor *player)Enemyvirtual
yoshifumistepSE()Enemyinline
~Actor() overrideActorprotected
~ActorBase()ActorBasevirtual
~ActorMultiState() overrideActorMultiStateinline
~Bomhei()Bomheiinlinevirtual