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Functions5,105 in github.com/HarbourMasters/SpaghettiKart

↓ 2 callersFunctionstbi_load_from_memory
tools/stb/stb_image.h:1222
↓ 2 callersFunctionstbi_write_bmp_core
tools/stb/stb_image_write.h:422
↓ 2 callersFunctionstbi_write_hdr_core
tools/stb/stb_image_write.h:677
↓ 2 callersFunctionstbi_write_jpg_core
tools/stb/stb_image_write.h:1290
↓ 2 callersFunctionstbi_write_png
tools/stb/stb_image_write.h:1108
↓ 2 callersFunctionstbi_write_png_to_mem
tools/stb/stb_image_write.h:1021
↓ 2 callersFunctionstbi_write_tga_core
tools/stb/stb_image_write.h:451
↓ 2 callersFunctionstbiw__jpg_DCT
tools/stb/stb_image_write.h:1167
↓ 2 callersFunctionstbiw__jpg_calcBits
tools/stb/stb_image_write.h:1215
↓ 2 callersFunctionstbiw__linear_to_rgbe
tools/stb/stb_image_write.h:555
↓ 2 callersFunctionstbiw__outfile
tools/stb/stb_image_write.h:408
↓ 2 callersFunctionstbiw__writefv
tools/stb/stb_image_write.h:301
↓ 2 callersFunctionstbiw__zhash
tools/stb/stb_image_write.h:784
↓ 2 callersFunctionstbiw__zlib_countm
tools/stb/stb_image_write.h:776
↓ 2 callersFunctionsynthesis_execute
src/audio/synthesis.c:155
↓ 2 callersFunctionsynthesis_process_note
generated by m2c commit beb457dabfc7a01ec6540a5404a6a05097a13602 on Nov-01-2023
src/audio/synthesis.c:335
↓ 2 callersFunctionsynthesis_save_reverb_ring_buffer
src/audio/synthesis.c:119
↓ 2 callersFunctiontrigger_high_tumble
src/effects.c:1104
↓ 2 callersFunctiontrigger_vertical_tumble
src/effects.c:995
↓ 2 callersFunctiontriple_shell_actor_collide_with_player
src/racing/actors_extended.c:36
↓ 2 callersFunctionu16_step_down_towards
wtf is up with the argument types for this one?
src/math_util_2.c:157
↓ 2 callersFunctionu16_step_up_towards
src/math_util_2.c:130
↓ 2 callersFunctionunk_pool1_lookup
src/audio/heap.c:705
↓ 2 callersFunctionupdate_actor_banana
* @brief Update the banana actor * * @param banana */
src/actors/banana/update.inc.c:11
↓ 2 callersFunctionupdate_actor_red_blue_shell
* @brief Update the red and blue shell actors * * @param shell */
src/actors/blue_and_red_shells/update.inc.c:207
↓ 2 callersFunctionupdate_actor_triple_shell
src/racing/actors_extended.c:335
↓ 2 callersFunctionupdate_ok_menu_item
src/menu_items.c:10098
↓ 2 callersFunctionupdate_path_index_track_section
src/code_80005FD0.c:2553
↓ 2 callersFunctionupdate_path_index_with_track
* Tries to find the waypoint nearest to (posX, posY, posZ) * Only consider waypoints in the same segment as trackSectionId * Only considers waypoint
src/code_80005FD0.c:2440
↓ 2 callersFunctionupdate_player
src/code_80005FD0.c:1604
↓ 2 callersFunctionupdate_player_path_selection
src/code_80005FD0.c:1344
↓ 2 callersFunctionupdate_vehicles
src/code_80005FD0.c:1555
↓ 2 callersFunctionuse_banana_bunch_item
src/racing/actors_extended.c:524
↓ 2 callersFunctionuse_blue_shell_item
Interestingly blue shells start their life as a red shell, and then just change the type from red to blue shell
src/racing/actors_extended.c:693
↓ 2 callersFunctionuse_fake_itembox_item
src/racing/actors_extended.c:786
↓ 2 callersFunctionuse_green_shell_item
src/racing/actors_extended.c:611
↓ 2 callersFunctionuse_thunder_item
* Strikes players with thunder * * @param Activating player (not to be struck) */
src/racing/actors_extended.c:880
↓ 2 callersFunctionvalidate_save_data_checksum_backup
src/save.c:550
↓ 2 callersFunctionvec3f_copy
src/math_util_2.c:57
↓ 2 callersFunctionvec3f_cross_product
src/math_util_2.c:351
↓ 1 callersMethodAICrossingBehaviour
src/engine/TrainCrossing.cpp:49
↓ 1 callersMethodActorBeginPlay
src/engine/World.cpp:132
↓ 1 callersMethodAddActor
src/engine/World.cpp:117
↓ 1 callersMethodAddBaseActor
src/engine/World.cpp:123
↓ 1 callersFunctionAddCoreDependencies
src/engine/mods/ModManager.cpp:189
↓ 1 callersMethodAddEffect
src/port/audio/HMAS.cpp:166
↓ 1 callersMethodAddEmitter
src/engine/World.cpp:219
↓ 1 callersMethodAddObject
src/engine/World.cpp:193
↓ 1 callersMethodAddSidebarEntry
src/port/ui/PortMenu.cpp:33
↓ 1 callersMethodAddStaticMeshActor
src/engine/World.cpp:169
↓ 1 callersFunctionApplySphericalBillBoard
* Spherical billboarding * Rotates the object to face the camera * Rotates on all three axis */
src/engine/Matrix.cpp:127
↓ 1 callersMethodAudioInit
src/port/Engine.cpp:533
↓ 1 callersFunctionCM_ActivateFinalLapLakitu
src/port/Game.cpp:693
↓ 1 callersFunctionCM_ActivateFinishLakitu
Checkered flag lakitu
src/port/Game.cpp:679
↓ 1 callersFunctionCM_ActivateSecondLapLakitu
src/port/Game.cpp:686
↓ 1 callersFunctionCM_ActivateTourCamera
src/port/Game.cpp:515
↓ 1 callersFunctionCM_ActorBeginPlay
src/port/Game.cpp:773
↓ 1 callersFunctionCM_ActorCollision
src/port/Game.cpp:808
↓ 1 callersFunctionCM_ActorGenerateCollision
src/port/Game.cpp:777
↓ 1 callersFunctionCM_AddBaseActor
src/port/Game.cpp:769
↓ 1 callersFunctionCM_AddFreeCamera
src/port/Game.cpp:423
↓ 1 callersFunctionCM_AddTourCamera
src/port/Game.cpp:432
↓ 1 callersFunctionCM_BombKartsWaypoint
src/port/Game.cpp:234
↓ 1 callersFunctionCM_ClearVehicles
src/port/Game.cpp:265
↓ 1 callersFunctionCM_CreditsSpawnActors
src/port/Game.cpp:614
↓ 1 callersFunctionCM_CrossingTrigger
src/port/Game.cpp:269
↓ 1 callersFunctionCM_DrawBattleBombKarts
src/port/Game.cpp:259
↓ 1 callersFunctionCM_DrawEditor
src/port/Game.cpp:547
↓ 1 callersFunctionCM_DrawObjects
src/port/Game.cpp:537
↓ 1 callersFunctionCM_DrawParticles
src/port/Game.cpp:557
↓ 1 callersFunctionCM_DrawTrack
* Tracks are rendered in two ways * 1) Track sections --> The scene is split into multiple sections and rendered piece by piece * 2) Full scene -->
src/port/Game.cpp:300
↓ 1 callersFunctionCM_DrawTrackObjects
src/port/Game.cpp:600
↓ 1 callersFunctionCM_DrawTransparency
src/port/Game.cpp:656
↓ 1 callersFunctionCM_InitTrackObjects
src/port/Game.cpp:587
↓ 1 callersFunctionCM_RunGarbageCollector
End of frame cleanup of actors, objects, etc.
src/port/Game.cpp:888
↓ 1 callersFunctionCM_SetStaffGhost
src/port/Game.cpp:632
↓ 1 callersFunctionCM_SetViewProjection
src/port/Game.cpp:402
↓ 1 callersFunctionCM_SomeCollisionThing
src/port/Game.cpp:580
↓ 1 callersFunctionCM_SomeSounds
src/port/Game.cpp:608
↓ 1 callersFunctionCM_SpawnStarterLakitu
* This should only be ran once per track, otherwise animation/timings might become sped up. */
src/port/Game.cpp:666
↓ 1 callersFunctionCM_TickActors
src/port/Game.cpp:339
↓ 1 callersFunctionCM_TickCameras
src/port/Game.cpp:410
↓ 1 callersFunctionCM_TickObjects60fps
A couple objects such as lakitu are ticked inside of process_game_tick which support 60fps. This is a fallback to support that.
src/port/Game.cpp:531
↓ 1 callersFunctionCM_TickTrackObjects
src/port/Game.cpp:593
↓ 1 callersFunctionCM_VehicleCollision
src/port/Game.cpp:226
↓ 1 callersFunctionCM_Waypoints
src/port/Game.cpp:574
↓ 1 callersFunctionCM_WhatDoesThisDo
src/port/Game.cpp:620
↓ 1 callersFunctionCM_WhatDoesThisDoAI
src/port/Game.cpp:626
↓ 1 callersFunctionCVarCheckbox
src/port/ui/UIWidgets.cpp:289
↓ 1 callersFunctionCVarCombobox
src/port/ui/UIWidgets.h:668
↓ 1 callersFunctionCVarSliderFloat
src/port/ui/UIWidgets.cpp:512
↓ 1 callersFunctionCVarSliderInt
src/port/ui/UIWidgets.cpp:402
↓ 1 callersFunctionCheckCyclicDependencies
src/engine/mods/ModManager.cpp:101
↓ 1 callersFunctionCheckMK64O2RExists
src/engine/mods/ModManager.cpp:205
↓ 1 callersFunctionCheckOutdatedDependencies
src/engine/mods/ModManager.cpp:120
↓ 1 callersFunctionCleanActors
src/engine/GarbageCollector.cpp:13
↓ 1 callersFunctionCleanObjects
src/engine/GarbageCollector.cpp:45
↓ 1 callersFunctionCleanStaticMeshActors
src/engine/GarbageCollector.cpp:33
↓ 1 callersMethodCleanWorld
Deletes all objects from the world
src/engine/World.cpp:258
↓ 1 callersMethodClearMatrixPool
src/engine/editor/Editor.cpp:222
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