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Boss Member List

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

_1774ActorCollisionprotected
_1870Enemyprotected
_187eEnemyprotected
_1884Bossprotected
_1888Bossprotected
_1890Bossprotected
_211Actorprotected
_220Actorprotected
_270Actorprotected
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
adjustSpeedYInWater()ActorCollisionprivate
allEnemyDeathEffSet()Actorvirtual
applyWaterRollDec(Angle ang)Enemy
area_XY_check(f32 x, f32 y)Enemy
awaCatchMove(Actor *awa)Enemyvirtual
beginFunsui()ActorCollisioninlinevirtual
BgCheckFlag enum nameActorCollisionprotected
blockHitInit()Actorinlineprotectedvirtual
blockHitInit_() overrideEnemyprotected
Boss(const ActorCreateParameter &param)Boss
bound(f32 eps_y, f32 scale_x, f32 scale_y)Enemy
cActorKind_ChibiYoshi enum valueActor
cActorKind_Enemy enum valueActor
cActorKind_Generic enum valueActor
cActorKind_Player enum valueActor
cActorKind_Yoshi enum valueActor
calcBGBeltSpeed()ActorCollisionprivate
calcComboPlFumiCnt(Actor *player)Enemy
calcFallSpeed_()ActorCollisionprotected
Actor::calcFallSpeed_(f32 accel_y, f32 max_fall_speed)Actorprotected
calcLiftSpeed()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
calcWaterCheck()ActorCollisionprivate
cancelCarry()Enemy
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
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() 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
createUpCoin(DirType dir)Enemy
cResult_Failed enum valueActorBase
cResult_Success enum valueActorBase
cResult_Wait enum valueActorBase
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
damageLVo()Bossinlinevirtual
damageProc()Bossinlinevirtual
damageSVo()Bossinlinevirtual
deadAllKill()Bossvirtual
deadProc()Bossinlinevirtual
deleteActor_(bool manual_deleted)Actor
deleteRequest()ActorBaseinline
destroy() overrideActorCollisionprotectedvirtual
doDelete() overrideBossinlineprotected
draw()ActorBasevirtual
endFunsui(f32 speed_y)ActorCollisioninlinevirtual
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
enterDemo()Bossinlinevirtual
etcDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
ExecCullFlag enum nameActor
execute()ActorBasevirtual
executeState()ActorMultiStateinline
exitDemo()Bossinlinevirtual
fireballInvalid(ActorCollisionCheck *cc_other)Enemyinlinestatic
firedeadSE()Bossinlinevirtual
firedeadSE_Drc()Bossinlinevirtual
firedmgSE()Bossinlinevirtual
firedmgSE_Drc()Bossinlinevirtual
Flag enum nameActorBase
fumiCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other, FumiSeType se_type)Enemy
fumideadEffect()Bossinlinevirtual
fumideadSE()Bossinlinevirtual
fumiDeadVo()Bossinlinevirtual
fumidmgEffect()Bossinlinevirtual
fumidmgSE()Bossinlinevirtual
fumiEffect(Actor *player)Enemyvirtual
fumiJumpSet(Actor *player)Enemyvirtual
fumiProc(Actor *)Bossvirtual
fumiScoreSet(Actor *) overrideBossinlineprotectedvirtual
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
getBox_(sead::BoundBox2f &box) overrideBossinlineprotected
getCarryFlag() constActorinline
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
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
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)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 &pos)Enemy
hitdamageEffect(const sead::Vector2f &pos)Enemyinline
hitFireEffect()Bossinlinevirtual
hitShellEffect()Bossinlinevirtual
hitYoshiEat(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
iceballInvalid(ActorCollisionCheck *cc_other)Enemystatic
iceBreak()Bossinlinevirtual
incComboCnt()Actor
initCcDrcTouch()Bossvirtual
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
isFireInvalid() constBossinlinevirtual
isFreezeable() constBossinlinevirtual
isFumiDmgInvalid() constBossinlinevirtual
isFumiInvalid() constBossinlinevirtual
isFunsui() constActorCollisioninlinevirtual
isIceInvalid() constBossinlinevirtual
isMainState(const StateID &state_id) constActorMultiStateinline
isMapActor() constActorBaseinline
isOldState(const StateID &state_id) constActorMultiStateinline
isQuakeDamage() overrideBossprotectedvirtual
isReactQuake()ActorCollisionprotectedvirtual
isRequestedDelete() constActorBaseinline
isShellInvalid() constBossinlinevirtual
isSlideInvalid() constBossinlinevirtual
isSpinLiftUpEnable() constActorinlinevirtual
isStarInvalid() constBossinlinevirtual
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
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
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
mAttentionLookatBossprotected
mAudioObjBossprotected
mAudioObjSeqVarBossprotected
mBgCheckObjActorCollisionprotected
mBgSpeedActorCollisionprotected
mBgSpeedPrevActorCollisionprotected
mBlockHitDirectionActorprotected
mBlockHitTimerActorprotected
mBoyoMgrBossprotected
mCarryDirectionActorprotected
mCarryFlagActorprotected
mCenterOffsetActorprotected
mCheckWaterNeededActorCollisionprotected
mChibiEatCallbackPtrActorprotected
mChibiYoshiAwaDataEnemyprotected
mChibiYoshiAwaDataPtrActorprotected
mChildListActorBaseprotected
mChildNodeActorBaseprotected
mCollisionCheckActorprotected
mCollisionCheckDrcTouchBossprotected
mCollisionMaskActorprotected
mComboEnemyprotected
mComboCntActorprotected
mControllerLytPlayerNoActorprotected
mCreatedImmediatelyActorBaseprotected
mCreateFlagActorprotected
mCullLimitActorprotected
mDeathInfoEnemyprotected
mDeleteRequestFlagActorBaseprotected
mDieDirectionEnemyprotected
mDirectionActorprotected
mDrawNodeActorBaseprotected
mDrcTouchCallbackBossprotected
mEatCallbackPtrActorprotected
mEnFlagEnemyprotected
mExecuteNodeActorBaseprotected
mFlagActorBaseprotected
mFumiProcEnemyprotected
mFunsuiFlagActorCollisionprotected
mGravityActorprotected
mGravity_PreIceBossprotected
mIceMgrEnemyprotected
mIcePosBossprotected
mIceScaleBossprotected
mIsActiveActorBaseprotected
mIsDamageFrameEnemyprotected
mIsDemoWaitBossprotected
mIsDrawEnableActorprotected
mIsExecEnableActorprotected
mIsInQuicksandActorCollisionprotected
mIsMapActorActorBaseprotected
mIsOnGroundActorCollisionprotected
mIsShockBossprotected
mIsSpinFumiFrameEnemyprotected
mIsSubmergedActorCollisionprotected
mJumpAccelFActorCollisionprotected
mJumpFrameActorCollisionprotected
mJumpSpeedFActorCollisionprotected
mLayerActorprotected
mLifeHPBossprotected
mManualDeletedFlagActorprotected
mMaxFallSpeedActorprotected
mMaxSpeedFActorprotected
mNoLavaSplashTimerActorCollisionprotected
mNoWaterCalcActorCollisionprotected
mParam0ActorBaseprotected
mParam1ActorBaseprotected
mParamExActorBaseprotected
mParentActorBaseprotected
mPlayerNoActorprotected
mPlayerNoHitTimerEnemyprotected
mPosActorprotected
mPos_PreIceBossprotected
mPosDeltaActorprotected
mPosPrevActorprotected
mPosPrev2Actorprotected
mPosPrevPostExecActorprotected
mPowActorprotected
mPow_PreIceBossprotected
mPreIceDirectionEnemyprotected
mProfFlagActorprotected
mPropelPartsActorprotected
mScaleActorprotected
mSizeActorprotected
mSpeedActorprotected
mSpeed_PreIceBossprotected
mSpeedFActorprotected
mSpeedMaxActorprotected
mStateMgrActorMultiStateprotected
mStateSubTimerEnemyprotected
mStateSubTimer_PreIceBossprotected
mStateTimerEnemyprotected
mStateTimer_PreIceBossprotected
mSwitchFlag0Actorprotected
mSwitchFlag1Actorprotected
mThrowPlayerNoActorprotected
mUniqueIDActorBaseprotected
mUseWaterTypeOverrideActorCollisionprotected
mVisibleAreaOffsetActorprotected
mVisibleAreaSizeActorprotected
mWaterCalcTypeActorCollisionprotected
mWaterCheckPosActorCollisionprotected
mWaterGravityActorCollisionprotected
mWaterMaxFallSpeedActorCollisionprotected
mWaterSpeedMaxYActorCollisionprotected
mWaterTypeOverrideActorCollisionprotected
normal_collcheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemystatic
onFreeze()Bossinlinevirtual
onWaterFlag()ActorCollisionprotected
playerDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
playerFumiJump(Actor *player, f32 speed_y)Enemystatic
poisonSplashEffect(const sead::Vector3f &pos)Actorvirtual
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) overrideBossprotectedvirtual
preCreate()ActorBasevirtual
preDestroy()ActorBasevirtual
preDraw() overrideActorprotectedvirtual
preExecute() overrideBossprotectedvirtual
quakedeadSE()Bossinlinevirtual
QuakeDeathType enum nameEnemy
quakedmgSE()Bossinlinevirtual
QuakeType enum nameActorCollisionprotected
reactQuake(QuakeType type)ActorCollisionprotectedvirtual
registerAlphaCheckAreaHUD()ActorCollisionprotected
removeCc()Actorvirtual
removeChild(ActorBase *child)ActorBase
removeCollisionCheck() overrideBossinlineprotected
resetObjBgPos(BgCollision &bg_collision)ActorCollisionprotected
Result enum nameActorBase
returnAnm_Ice()Enemyvirtual
returnState_Ice() overrideBossprotectedvirtual
reviveCc()Actorvirtual
reviveCollisionCheck() overrideBossinlineprotected
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
setBlockHitDamage()Bossinlinevirtual
setBlockHitDead()Bossinlinevirtual
setBlockHitDirection(DirType dir)Actorinline
setBlockHitTimer(u32 time)Actorinline
setBreakPressObjBgLR_(const ActorBgCollisionCheck &bc)Actorprotected
setBreakPressObjBgUD_(const ActorBgCollisionCheck &bc)Actorprotected
setCarryFall(Actor *, s32)Actorinlinevirtual
setDamage(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
setDeadMode(Actor *actor)Enemy
setDeathInfo_Awa(Actor *awa)Enemy
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() overrideBossinlineprotectedvirtual
setDeathInfo_IceVanish()Enemy
setDeathInfo_Other(Actor *actor)Enemy
setDeathInfo_Quake(QuakeDeathType type) overrideBossprotectedvirtual
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
setFireDamage(Actor *actor)Bossinlinevirtual
setFireDead(Actor *actor)Bossinlinevirtual
setFumiComboScore(Actor *player)Enemy
setFumiDamage(Actor *actor)Bossinlinevirtual
setFumiDead(Actor *actor)Bossinlinevirtual
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
setHipatkDamage(Actor *actor)Bossinlinevirtual
setHipatkDead(Actor *actor)Bossinlinevirtual
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
setQuakeDamage()Bossinlinevirtual
setQuakeDead()Bossinlinevirtual
setQuakeJump()Enemyvirtual
setShellDamage(Actor *actor)Bossinlinevirtual
setShellDead(Actor *actor)Bossinlinevirtual
setSlideDamage(Actor *actor)Bossinlinevirtual
setSlideDead(Actor *actor)Bossinlinevirtual
setSmokeDamage_(Actor *actor) overrideEnemyprotected
setSpeedF(f32 speedF)Actorinline
setSpinLiftUpActor(Actor *player)Actorinlinevirtual
setStarDamage(Actor *actor)Bossinlinevirtual
setStarDead(Actor *actor)Bossinlinevirtual
setTouchDrcDamage_(const sead::Vector3f &pos) overrideBossprotected
shelldeadSE()Bossinlinevirtual
shelldmgSE()Bossinlinevirtual
slideComboSE(s32 combo_cnt, bool combo_type_2)Actor
spinfumiEffect(Actor *player)Enemy
spinFumiJumpSet(Actor *player)Enemyinline
spinFumiScoreSet(Actor *player)Enemy
spinfumiSE(Actor *player)Enemyvirtual
spinfumistepSE()Enemyinline
stardeadSE()Bossinlinevirtual
stardmgSE()Bossinlinevirtual
startBattleEdDemo()Bossvirtual
startGroupid()Actorinlinevirtual
stopGroupid()Actorinlinevirtual
tenmetsuFin()Bossinlinevirtual
tenmetsuProc()Bossinlinevirtual
tenmetsuReady()Bossinlinevirtual
vf18C()Enemyinlinevirtual
vf1CC()Enemyvirtual
vf56C()Bossinlinevirtual
vf57C()Bossinlinevirtual
vf6D4()Bossinlinevirtual
vf744()Bossinlinevirtual
vf7CC()Bossvirtual
vf7EC()Bossinlinevirtual
vf7F4()Bossinlinevirtual
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
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 &pos)Actorvirtual
yoganSplashEffect(const sead::Vector3f &pos)Actorvirtual
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