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BalloonHangActor Member List

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

_1774ActorCollisionprotected
_1870Enemyprotected
_187eEnemyprotected
_1880BalloonHangActorprotected
_18a8BalloonHangActorprotected
_211Actorprotected
_220Actorprotected
_270Actorprotected
Actor(const ActorCreateParam &param)Actorprotected
ActorBase(const ActorCreateParam &param)ActorBaseprotected
ActorCollision(const ActorCreateParam &param)ActorCollisionprotected
ActorKind enum nameActor
ActorMultiState(const ActorCreateParam &param)ActorMultiState
allEnemyDeathEffSet()Actorvirtual
applyWaterRollDec(Angle ang)Enemy
area_XY_check(f32 x, f32 y)Enemy
awaCatchMove(Actor *awa)Enemyvirtual
beginFunsui_()ActorCollisioninlineprotectedvirtual
bgCheck_()ActorCollisionprotected
BgCheckFlag enum nameActorCollisionprotected
bgCheckFoot_() constActorCollisionprotected
bgCheckWall_() constActorCollisionprotected
blockHitInit_() overrideEnemyprotectedvirtual
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
calcBgSpeed_()ActorCollisionprivate
calcComboPlFumiCnt(Actor *player)Enemy
calcFallSpeed_()ActorCollisionprotected
Actor::calcFallSpeed_(f32 accel_y, f32 max_fall_speed)Actorprotected
calcJumpSpeedF_()ActorCollisionprotected
calcMdl_Base()Enemyvirtual
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
calcTottenToSrcDir_(const sead::BoundBox2f &src_range) constActorprivate
calcWater_()ActorCollisionprivate
cancelCarry()Enemy
canPress_(const BgCollision *bg_collision)Actorprivate
canPressIfApproaching_(const BgCollision *bgcol_approaching_side, const BgCollision *bgcol_fixed_side)Actorprivate
CarryFlag enum nameActor
carryFukidashiCancel_(s32 action, s32 player_no)Actorprotected
carryFukidashiCheck_(s32 action)Actorprotected
carryFukidashiCheck_(s32 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
cCullXLimitActorprotectedstatic
cCullYLimitActorprotectedstatic
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
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
chaseZero_(f32 value, f32 step) constActorCollisionprivate
checkCarried(s32 *player_no)Actor
checkComboClap(s32 combo_cnt)Enemyvirtual
checkDispIn()Enemyvirtual
checkEat() constActor
checkEnterWater_(f32 *surface_pos_y, const sead::Vector3f &check_pos)ActorCollisionprivate
checkForSuitableGround_(const sead::Vector2f &offset) constActorCollisioninlineprotected
checkPressD_(const ActorBgCollisionCheck &bc)Actorprivate
checkPressLR_(const ActorBgCollisionCheck &bc, DirType direction)Actorprivate
checkPressU_(const ActorBgCollisionCheck &bc)Actorprivate
checkSnapToGround_(f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor)ActorCollisionprotected
checkWater_(f32 *surface_pos_y)ActorCollisionprotected
chibiYoshiDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
clampMoveDistance_(BgCollision &bg_collision)ActorCollisionprotected
clampWaterSpeedY_()ActorCollisionprivate
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()ActorBaseprotectedvirtual
createIceActor()Enemyvirtual
createUpCoin(DirType dir)Enemy
cResult_Failed enum valueActorBase
cResult_Success enum valueActorBase
cResult_Wait enum valueActorBase
cScreenOutFlag_SkipCameraCheck enum valueActor
cScreenOutFlag_SkipDeletion enum valueActor
cScreenOutFlag_SkipNone enum valueActor
cScreenOutFlag_SkipRideCheck enum valueActor
cScreenOutFlag_SkipTottenCheck enum valueActor
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
cWaterGravityEnemystatic
cWaterMaxFallSpeedEnemystatic
cWaterRollDecRateEnemystatic
deleteActor(bool manual_deleted)Actor
deleteRequest()ActorBaseinline
detachChild()BalloonHangActor
doDelete() overrideActorCollisionprotectedvirtual
draw()ActorBaseprotectedvirtual
drawCullCheck_()Actorprotectedvirtual
endFunsui_(f32 speed_y)ActorCollisioninlineprotectedvirtual
Enemy(const ActorCreateParam &param)Enemy
enemyDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
enemyPreDamageCheck(bool *dead, ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
EnFlag enum nameEnemy
enterWater_()ActorCollisionprotected
etcDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
execute()ActorBaseprotectedvirtual
executeState()ActorMultiStateinline
finalUpdate()ActorBaseprotectedvirtual
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
fumiScoreSet(Actor *player)Enemyvirtual
fumiSE(Actor *player)Enemyvirtual
FumiSeType enum nameEnemy
fumistepSE()Enemyinline
getActorHeap() constActorBaseinline
getActorUniqueID() constActorBaseinline
getAddSpeedF() constActorinline
getAngle()Actorinline
getAngle() constActorinline
getBgCheck() overrideActorCollisioninlinevirtual
getBox_(sead::BoundBox2f &box)ActorCollisioninlineprotectedvirtual
getCarryFlag() constActorinline
getCenterPos() constActorinline
getCenterPos2D() constActorinline
getCenterX() constActorinline
getCenterY() constActorinline
getCenterZ() constActorinline
getChildList() constActorBaseinline
getCollisionCheck()Actorinline
getCollisionCheck() constActorinline
getCollisionMask() constActorinline
getComboCnt() constActorinline
getDeadNetSpeedX()Enemyinlinestatic
getDeathInfo() constEnemyinline
getDirection() constActorinline
getEffectZPos() constActor
getGravity() constActorinline
getHangPos(sead::Vector2f &out, u32=0) constBalloonHangActor
getKind() constActorinline
getLayer() constActorinline
getManualDeletedFlag() constActorinline
getMaxFallSpeed() constActorinline
getMaxSpeedF() constActorinline
getParam0() constActorBaseinline
getParam1() constActorBaseinline
getParamEx() constActorBaseinline
getParent() constActorBaseinline
getParent() constActorBaseinline
getPlayerDirLR(const sead::Vector3f &position)Actor
getPlayerDirLR()Actorinline
getPlayerDirUD(const sead::Vector3f &position)Actor
getPlayerDirUD()Actorinline
getPlayerNo() constActorinline
getPos()Actorinline
getPos() constActorinline
getPos2D()Actorinline
getPos2D() 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
groupActivate()Actorinlinevirtual
groupDeactivate()Actorinlinevirtual
hasamareBgCheck_()ActorCollisionprotected
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)Enemyvirtual
hitCallback_HipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_Ice(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_PenguinSlide(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_Shell(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_Slip(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
hitCallback_Spin(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
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)Enemyvirtual
hitCallback_YoshiHipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
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
isCreatedImmediately() constActorBaseinline
isDead() constEnemy
isDetach() constBalloonHangActorinline
isDrawEnable() constActorinline
isEnablePressLR_(const ActorBgCollisionCheck &bc)Actorprotected
isEnablePressUD_(const ActorBgCollisionCheck &bc)Actorprotected
isExecEnable() constActorinline
isFunsui_() constActorCollisioninlineprotectedvirtual
isHitBgCollision_(const BgCollision &bg_collision) constActorCollisionprotected
isJump_() constActorCollisionprivate
isMainState(const StateID &state_id) constActorMultiStateinline
isMapActor() constActorBaseinline
isOldState(const StateID &state_id) constActorMultiStateinline
isQuakeDamage()Enemyvirtual
isQuakeEnable_()ActorCollisionprotectedvirtual
isRequestedDelete() constActorBaseinline
isSpinLiftUpEnable()Actorinlinevirtual
isState(const StateID &state_id) constActorMultiStateinline
isWaterFunsui_() constActorCollisioninlineprotectedvirtual
killIce()Enemyinline
lineBoundaryCheck()Enemy
List typedefActorBase
mActorHeapActorBaseprotected
mActorKindActorprotected
mActorProfileActorBaseprotected
mActorUniqueIDActorBaseprotected
mAddSpeedFActorprotected
MainState enum nameActorBase
mamefumiEffect(Actor *player)Enemyvirtual
mameFumiJumpSet(Actor *player)Enemyvirtual
mamefumiSE()Enemyvirtual
mamefumistepSE()Enemyinline
mAngleActorprotected
mAnglePrevActorprotected
mAreaNoActorprotected
mBgCheckObjActorCollisionprotected
mBgSpeedActorCollisionprotected
mBgSpeedPrevActorCollisionprotected
mBlockHitDirectionActorprotected
mBlockHitTimerActorprotected
mCarryDirectionActorprotected
mCarryFlagActorprotected
mCenterOffsetActorprotected
mCheckWaterNeededActorCollisionprotected
mChibiYoshiAwaDataEnemyprotected
mChibiYoshiAwaDataPtrActorprotected
mChibiYoshiEatDataPtrActorprotected
mChildListActorBaseprotected
mChildNodeActorBaseprotected
mCollisionCheckActorprotected
mCollisionMaskActorprotected
mComboEnemyprotected
mComboCntActorprotected
mControllerLytPlayerNoActorprotected
mCreatedImmediatelyActorBaseprotected
mCreateFlagActorprotected
mCullLimitActorprotected
mDeathInfoEnemyprotected
mDeleteRequestFlagActorBaseprotected
mDieDirectionEnemyprotected
mDirectionActorprotected
mDrawNodeActorBaseprotected
mEatDataPtrActorprotected
mEnFlagEnemyprotected
mExecuteNodeActorBaseprotected
mFlagActorBaseprotected
mFumiProcEnemyprotected
mGravityActorprotected
mIceMgrEnemyprotected
mIsActiveActorBaseprotected
mIsDamageFrameEnemyprotected
mIsDetachBalloonHangActorprotected
mIsDrawEnableActorprotected
mIsExecEnableActorprotected
mIsInQuicksandActorCollisionprotected
mIsMapActorActorBaseprotected
mIsOnGroundActorCollisionprotected
mIsSpinFumiFrameEnemyprotected
mIsSubmergedActorCollisionprotected
mIsWaterFunsuiActorCollisionprotected
mJumpAccelFActorCollisionprotected
mJumpFrameActorCollisionprotected
mJumpSpeedFActorCollisionprotected
mLayerActorprotected
mManualDeletedFlagActorprotected
mMaxFallSpeedActorprotected
mMaxSpeedFActorprotected
mNoLavaSplashTimerActorCollisionprotected
mNoWaterCalcActorCollisionprotected
mParam0ActorBaseprotected
mParam1ActorBaseprotected
mParamExActorBaseprotected
mParentActorBaseprotected
mPlayerNoActorprotected
mPlayerNoHitTimerEnemyprotected
mPosActorprotected
mPosDeltaActorprotected
mPosPrevActorprotected
mPosPrev2Actorprotected
mPosPrevPostExecActorprotected
mPowActorprotected
mPreIceDirectionEnemyprotected
mProfFlagActorprotected
mPropelPartsActorprotected
mScaleActorprotected
mSizeActorprotected
mSpeedActorprotected
mSpeedFActorprotected
mSpeedMaxActorprotected
mStateMgrActorMultiStateprotected
mStateSubTimerEnemyprotected
mStateTimerEnemyprotected
mSwitchFlag0Actorprotected
mSwitchFlag1Actorprotected
mThrowPlayerNoActorprotected
mUseWaterTypeOverrideActorCollisionprotected
mVisibleAreaOffsetActorprotected
mVisibleAreaSizeActorprotected
mWaterCalcTypeActorCollisionprotected
mWaterCheckPosActorCollisionprotected
mWaterGravityActorCollisionprotected
mWaterMaxFallSpeedActorCollisionprotected
mWaterSpeedMaxYActorCollisionprotected
mWaterTypeOverrideActorCollisionprotected
normal_collcheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemystatic
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
posMoveCalcJump_()ActorCollisionprotected
postCreate(MainState state) overrideActorCollisionprotectedvirtual
postDelete(MainState state)ActorBaseprotectedvirtual
postDraw(MainState state)ActorBaseprotectedvirtual
postExecute(MainState state) overrideActorCollisionprotectedvirtual
preCreate()ActorBaseprotectedvirtual
preDelete()ActorBaseprotectedvirtual
preDraw() overrideActorprotectedvirtual
preExecute() overrideEnemyprotectedvirtual
QuakeDeathType enum nameEnemy
QuakeType enum nameActorCollisionprotected
registerInGamescene_()ActorCollisionprotected
removeChild(ActorBase *child)ActorBase
removeCollisionCheck()Actorvirtual
Result enum nameActorBase
returnAnm_Ice()Enemyvirtual
returnState_Ice()Enemyvirtual
reviveCollisionCheck()Actorvirtual
screenOutCheck(ScreenOutFlag flag)Actor
ScreenOutFlag enum nameActor
searchCarryFukidashiPlayer_(s32 action)Actorinlineprivate
searchNearPlayer(sead::Vector2f &out)Actor
setActive_(bool active)ActorBaseinlineprotected
setAddSpeedF(f32 speedF)Actorinline
setAreaNo_()Actorprotected
setAwaCatchEnd(Actor *awa)Enemyvirtual
setAwaHit(Actor *awa)Enemyvirtual
setAwaInvalid(Actor *awa)Enemyvirtual
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()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
setDeathSound_Fire()Enemyvirtual
setDeathSound_HipAttk()Enemyvirtual
setDeathSound_Slip(Actor *player)Enemy
setDirection(DirType dir)Actorinline
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
setFunsuiPos_(sead::Vector2f dst)ActorCollisioninlineprotectedvirtual
setFunsuiSpeedY_(f32 speed)ActorCollisioninlineprotectedvirtual
setGravity(f32 gravity)Actorinline
setIceAnm()Enemyvirtual
setKind(ActorKind kind)Actorinline
setMaxFallSpeed(f32 maxFallSpeed)Actorinline
setMaxSpeedF(f32 maxSpeedF)Actorinline
setNicePoint_Death()Enemy
setPlayerNo(s8 id)Actorinlinevirtual
setPow(f32 pow)Actorinline
setPressBreakBlockDRC_(const BgCollision *bg_collision)Actorprotected
setPressBreakIce_(const BgCollision *bg_collision)Actorprotected
setPressBreakLR_(const ActorBgCollisionCheck &bc)Actorprotected
setPressBreakUD_(const ActorBgCollisionCheck &bc)Actorprotected
setPressIceHeadBreak_(const ActorBgCollisionCheck &bc)Actorprotected
setQuake_(QuakeType type)ActorCollisionprotectedvirtual
setQuakeJump()Enemyvirtual
setSmokeDamage_(Actor *actor) overrideEnemyprotectedvirtual
setSpeedF(f32 speedF)Actorinline
setSpinLiftUpActor(Actor *player)Actorinlinevirtual
setTouchDrcDamage_(const sead::Vector3f &pos) overrideEnemyprotectedvirtual
setWaterFunsui_(bool enable)ActorCollisioninlineprotectedvirtual
slideComboSE(s32 combo_cnt, bool combo_type_2)Actor
smokeDamageEnable_Poison_(f32 surface_pos_y)ActorCollisioninlineprotectedvirtual
smokeDamageEnable_Yogan_(f32 surface_pos_y)ActorCollisioninlineprotectedvirtual
snapToGround_(f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor, bool extended, bool force)ActorCollisionprotected
snapToGroundImpl_(f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor, bool extended, bool force)ActorCollisionprivate
spinfumiEffect(Actor *player)Enemy
spinFumiJumpSet(Actor *player)Enemyinline
spinFumiScoreSet(Actor *player)Enemy
spinfumiSE(Actor *player)Enemyvirtual
spinfumistepSE()Enemyinline
splashEffect_(const sead::Vector3f &pos, EffectID effect_id, u8 wave_scale, const char *sound_label)Actorprotected
vf134(f32 speed)ActorCollisioninlineprotectedvirtual
vf18C()Enemyinlinevirtual
vf1CC()Enemyvirtual
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)Enemyvirtual
vsYoshiHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)Enemyvirtual
WaterCalcType enum nameActorCollisionprotected
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()ActorBaseprotectedvirtual
~ActorCollision() overrideActorCollisioninlineprotected
~ActorMultiState() overrideActorMultiStateinline