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Functions22,519 in github.com/JACoders/OpenJK

↓ 13 callersFunctionItemParse_model_g2anim_go
model_g2anim <number>
code/ui/ui_shared.cpp:3432
↓ 13 callersFunctionLogExit
================ LogExit Append information about this game to the log file ================ */
codemp/game/g_main.c:1566
↓ 13 callersFunctionNPC_CheckEnemyExt
codeJK2/game/NPC_utils.cpp:1235
↓ 13 callersFunctionNPC_CheckPlayerTeamStealth
code/game/AI_Stormtrooper.cpp:744
↓ 13 callersFunctionNPC_CheckVisibility
codeJK2/game/NPC_senses.cpp:283
↓ 13 callersFunctionNPC_CheckVisibility
codemp/game/NPC_senses.c:278
↓ 13 callersFunctionNPC_FindCombatPoint
codeJK2/game/NPC_combat.cpp:2490
↓ 13 callersFunctionNPC_FindCombatPoint
codemp/game/NPC_combat.c:2616
↓ 13 callersFunctionNPC_Pain
=============== NPC_Pain =============== */
codeJK2/game/NPC_reactions.cpp:360
↓ 13 callersFunctionNPC_Pain
=============== NPC_Pain =============== */
codemp/game/NPC_reactions.c:378
↓ 13 callersFunctionNPC_Pain
=============== NPC_Pain =============== */
code/game/NPC_reactions.cpp:408
↓ 13 callersFunctionNPC_SetLookTarget
------------------------- NPC_SetLookTarget ------------------------- */
code/game/NPC_utils.cpp:1474
↓ 13 callersFunctionPM_InSpecialJump
code/game/bg_pmove.cpp:892
↓ 13 callersFunctionPM_WalkingAnim
codeJK2/game/bg_pmove.cpp:4112
↓ 13 callersFunctionPM_irand_timesync
codemp/game/bg_saber.c:32
↓ 13 callersFunctionQ_LinearSearch
codemp/qcommon/q_shared.c:1131
↓ 13 callersFunctionRB_EndSurface
** RB_EndSurface */
code/rd-vanilla/tr_shade.cpp:2200
↓ 13 callersFunctionR_CreateImage
================ R_CreateImage This is the only way any image_t are created ================ */
code/rd-vanilla/tr_image.cpp:982
↓ 13 callersFunctionRag_Trace
codemp/rd-dedicated/G2_bones.cpp:2578
↓ 13 callersFunctionSV_SendServerCommand
================= SV_SendServerCommand Sends a reliable command string to be interpreted by the client game module: "cp", "print", "chat", etc A NULL
codemp/server/sv_main.cpp:157
↓ 13 callersFunctionSaveNPCGlobals
code/game/NPC.cpp:918
↓ 13 callersFunctionSetNPCGlobals
=============== SetNPCGlobals local function to set globals used throughout the AI code =============== */
codeJK2/game/NPC.cpp:807
↓ 13 callersFunctionSetNPCGlobals
=============== SetNPCGlobals local function to set globals used throughout the AI code =============== */
codemp/game/NPC.c:563
↓ 13 callersMethodSetOrigin1
codeJK2/cgame/FxPrimitives.h:152
↓ 13 callersFunctionString_Alloc
================= String_Alloc ================= */
code/ui/ui_shared.cpp:1299
↓ 13 callersFunctionVectorInverse
shared/qcommon/q_math.c:1209
↓ 13 callersFunctionWP_ForcePowerUsable
codeJK2/game/wp_saber.cpp:7717
↓ 13 callersMethodback
/////////////////////////////////////////////////////////////////////////////// This is the map internal recursive back function - do not use external
code/Ratl/map_vs.h:643
↓ 13 callersFunctioncgi_SP_Register
codeJK2/cgame/cg_syscalls.cpp:519
↓ 13 callersMethodclear_bit
code/Ratl/ratl_common.h:370
↓ 13 callersMethodget_edge_across
/////////////////////////////////////////////////////////////////////////////// Get The Edge That Connects nodeA to nodeB NOTE: This is now a linear
code/Ragl/graph_vs.h:628
↓ 13 callersFunctionif
well, the thing is always going to be inhabited if it's being predicted!
code/game/FighterNPC.cpp:594
↓ 13 callersFunctionjpeg_set_colorspace
lib/jpeg-9a/jcparam.c:424
↓ 13 callersFunctionpng_safe_execute
lib/libpng/pngerror.c:935
↓ 13 callersMethodpop_back
/////////////////////////////////////////////////////////////////////////////// Remove ///////////////////////////////////////////////////////////////
code/Ratl/vector_vs.h:223
↓ 13 callersFunctionsend_bits
(s, value, length)
lib/zlib/trees.c:188
↓ 13 callersFunctionvectoyaw
codemp/game/bg_misc.c:1664
↓ 12 callersFunctionAAS_AreaTravelTimeToGoalArea
end of the function AAS_AreaRouteToGoalArea =========================================================================== Parameter: - Returns: -
codemp/botlib/be_aas_route.cpp:1774
↓ 12 callersFunctionAAS_TraceAreas
end of the function AAS_TraceClientBBox =========================================================================== recursive subdivision of the line
codemp/botlib/be_aas_sample.cpp:731
↓ 12 callersFunctionAddSpawnField
codemp/game/g_spawn.c:987
↓ 12 callersFunctionBG_AddPredictableEventToPlayerstate
codemp/game/bg_misc.c:2490
↓ 12 callersFunctionBG_HasYsalamiri
codemp/game/bg_misc.c:1685
↓ 12 callersFunctionBG_SetAnim
I want to be able to use this on a playerstate even when we are not the focus of a pmove too so I have ported it to true BGishness. Please do not refe
codemp/game/bg_panimate.c:2936
↓ 12 callersFunctionBG_VehicleGetIndex
code/game/bg_vehicleLoad.cpp:1635
↓ 12 callersFunctionBotGetWeaponRange
get an ideal distance for us to be at in relation to our opponent based on our weapon.
codemp/game/ai_main.c:2288
↓ 12 callersFunctionByteToDir
shared/qcommon/q_math.c:147
↓ 12 callersFunctionCG_DrawStrlen
================= CG_DrawStrlen Returns character count, skiping color escape codes ================= */
codemp/cgame/cg_drawtools.c:315
↓ 12 callersFunctionCG_ForcePushBlur
-------------------------------------------
codeJK2/cgame/cg_players.cpp:3153
↓ 12 callersFunctionCG_GetClassCount
codemp/cgame/cg_scoreboard.c:240
↓ 12 callersFunctionCG_Piloting
is this client piloting this veh?
codemp/cgame/cg_predict.c:39
↓ 12 callersFunctionCG_PlayerFloatSprite
=============== CG_PlayerFloatSprite Float a sprite over the player's head =============== */
codemp/cgame/cg_players.c:4544
↓ 12 callersFunctionCG_RegisterItemVisuals
================= CG_RegisterItemVisuals The server says this item is used on this level ================= */
codeJK2/cgame/cg_weapons.cpp:542
↓ 12 callersFunctionCG_RegisterItemVisuals
================= CG_RegisterItemVisuals The server says this item is used on this level ================= */
code/cgame/cg_weapons.cpp:631
↓ 12 callersMethodClear
codemp/rd-vanilla/tr_WorldEffects.cpp:150
↓ 12 callersFunctionCvar_InfoString
===================== Cvar_InfoString ===================== */
code/qcommon/cvar.cpp:1237
↓ 12 callersFunctionDisplay_MouseMove
FIXME:
codemp/ui/ui_shared.c:9408
↓ 12 callersFunctionFS_FreeFile
============= FS_FreeFile ============= */
code/qcommon/files.cpp:1810
↓ 12 callersFunctionFS_FreeFileList
================= FS_FreeFileList ================= */
code/qcommon/files.cpp:2165
↓ 12 callersFunctionFX_AddPrimitive
from FXScheduler.cpp so i don't have to pass it in on EVERY FX_ADD
codemp/client/FxUtil.cpp:241
↓ 12 callersFunctionFX_AddPrimitive
from FXScheduler.cpp so i don't have to pass it in on EVERY FX_ADD
code/cgame/FxUtil.cpp:387
↓ 12 callersFunctionFindItem
=============== FindItem =============== */
codeJK2/game/bg_misc.cpp:269
↓ 12 callersFunctionFloat_Parse
================= Float_Parse ================= */
codemp/ui/ui_shared.c:382
↓ 12 callersFunctionFlyingCreature
codeJK2/game/bg_pmove.cpp:2778
↓ 12 callersFunctionFlyingCreature
code/game/bg_pmove.cpp:4390
↓ 12 callersFunctionForceThrow
codemp/game/w_force.c:2914
↓ 12 callersFunctionFree
codeJK2/qcommon/safe/memory.h:24
↓ 12 callersFunctionGL_Cull
** GL_Cull */
codemp/rd-vanilla/tr_backend.cpp:130
↓ 12 callersFunctionG_EntIsBreakable
code/game/g_breakable.cpp:1517
↓ 12 callersFunctionG_GetAttackDamage
For strong attacks, we ramp damage based on the point in the attack animation
codemp/game/w_saber.c:2221
↓ 12 callersFunctionG_ItemUsable
codemp/game/g_cmds.c:2540
↓ 12 callersFunctionG_PreDefSound
codemp/game/w_force.c:52
↓ 12 callersMethodGetParent
codeJK2/icarus/Tokenizer.cpp:2857
↓ 12 callersMethodGetParent
codemp/icarus/Tokenizer.cpp:2865
↓ 12 callersMethodGetReturn
codeJK2/icarus/sequence.h:76
↓ 12 callersMethodGetReturn
codemp/icarus/sequence.h:75
↓ 12 callersMethodGetReturn
code/icarus/sequence.h:70
↓ 12 callersFunctionGetStringForID
code/qcommon/q_shared.cpp:1012
↓ 12 callersFunctionInFront
codemp/game/NPC_senses.c:103
↓ 12 callersFunctionInitMover
codemp/game/g_mover.c:966
↓ 12 callersFunctionItemParse_model_g2anim_go
model_g2anim <number>
codemp/ui/ui_shared.c:7398
↓ 12 callersFunctionJedi_Advance
codemp/game/NPC_AI_Jedi.c:1316
↓ 12 callersFunctionJedi_PlayDeflectSound
code/game/AI_Jedi.cpp:186
↓ 12 callersFunctionMSG_ReadShort
codemp/qcommon/msg.cpp:427
↓ 12 callersFunctionMSG_WriteByte
code/qcommon/msg.cpp:224
↓ 12 callersFunctionMenu_GetMatchingItemByNumber
=============== Menu_GetMatchingItemByNumber =============== */
code/ui/ui_shared.cpp:1486
↓ 12 callersFunctionMenus_OpenByName
=============== Menus_OpenByName =============== */
code/ui/ui_shared.cpp:1599
↓ 12 callersFunctionMusic_BaseStateToString
this MUST return NULL for non-base states unless doing debug-query
codemp/client/snd_music.cpp:160
↓ 12 callersFunctionMusic_BaseStateToString
this MUST return NULL for non-base states unless doing debug-query
code/client/snd_music.cpp:180
↓ 12 callersFunctionNPC_ChangeWeapon
codeJK2/game/NPC_combat.cpp:817
↓ 12 callersFunctionNPC_ChangeWeapon
codemp/game/NPC_combat.c:860
↓ 12 callersFunctionNPC_CheckEnemy
codeJK2/game/NPC_combat.cpp:1757
↓ 12 callersFunctionNPC_CheckPlayerTeamStealth
codeJK2/game/AI_Stormtrooper.cpp:727
↓ 12 callersFunctionNPC_CheckPlayerTeamStealth
codemp/game/NPC_AI_Stormtrooper.c:761
↓ 12 callersFunctionNPC_CheckVisibility
code/game/NPC_senses.cpp:365
↓ 12 callersFunctionNPC_SetCombatPoint
code/game/NPC_combat.cpp:3102
↓ 12 callersFunctionNPC_SetLookTarget
------------------------- NPC_SetLookTarget ------------------------- */
codeJK2/game/NPC_utils.cpp:1388
↓ 12 callersFunctionNPC_TryJump
code/game/NPC_move.cpp:290
↓ 12 callersFunctionPM_ClipVelocity
================== PM_ClipVelocity Slide off of the impacting surface ================== */
codemp/game/bg_pmove.c:925
↓ 12 callersFunctionPM_ClipVelocity
================== PM_ClipVelocity Slide off of the impacting surface This will pull you down onto slopes if heading away from them and push you
code/game/bg_pmove.cpp:509
↓ 12 callersFunctionPM_InOnGroundAnim
code/game/bg_panimate.cpp:6573
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