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Functions22,519 in github.com/JACoders/OpenJK

↓ 6 callersFunctionPM_AdjustStandAnimForSlope
codeJK2/game/bg_pmove.cpp:4512
↓ 6 callersFunctionPM_AdjustStandAnimForSlope
code/game/bg_pmove.cpp:7443
↓ 6 callersFunctionPM_CmdScale
============ PM_CmdScale Returns the scale factor to apply to cmd movements This allows the clients to use axial -127 to 127 values for all direction
codeJK2/game/bg_pmove.cpp:382
↓ 6 callersFunctionPM_CmdScale
============ PM_CmdScale Returns the scale factor to apply to cmd movements This allows the clients to use axial -127 to 127 values for all direction
codemp/game/bg_pmove.c:1168
↓ 6 callersFunctionPM_CmdScale
============ PM_CmdScale Returns the scale factor to apply to cmd movements This allows the clients to use axial -127 to 127 values for all direction
code/game/bg_pmove.cpp:763
↓ 6 callersFunctionPM_DodgeAnim
codeJK2/game/bg_pmove.cpp:4005
↓ 6 callersFunctionPM_ForceAnim
codeJK2/game/bg_pmove.cpp:3617
↓ 6 callersFunctionPM_Friction
================== PM_Friction Handles both ground friction and water friction ================== */
codeJK2/game/bg_pmove.cpp:262
↓ 6 callersFunctionPM_Friction
================== PM_Friction Handles both ground friction and water friction ================== */
codemp/game/bg_pmove.c:969
↓ 6 callersFunctionPM_Friction
================== PM_Friction Handles both ground friction and water friction ================== */
code/game/bg_pmove.cpp:565
↓ 6 callersFunctionPM_InCartwheel
codeJK2/game/bg_panimate.cpp:4064
↓ 6 callersFunctionPM_InDeathAnim
codeJK2/game/bg_panimate.cpp:3960
↓ 6 callersFunctionPM_InDeathAnim
code/game/bg_panimate.cpp:6663
↓ 6 callersFunctionPM_LandingAnim
code/game/bg_pmove.cpp:6858
↓ 6 callersFunctionPM_RunningAnim
codemp/game/bg_pmove.c:4598
↓ 6 callersFunctionPM_SaberInBounce
codeJK2/game/bg_panimate.cpp:666
↓ 6 callersFunctionPM_SaberInKnockaway
code/game/bg_panimate.cpp:1442
↓ 6 callersFunctionPM_SaberInReturn
code/game/bg_panimate.cpp:1378
↓ 6 callersFunctionPM_SaberInTransition
codemp/game/bg_panimate.c:1622
↓ 6 callersFunctionPM_SetAnimFrame
codeJK2/game/bg_pmove.cpp:6109
↓ 6 callersFunctionPM_SetForceJumpZStart
Set the height for when a force jump was started. If it's 0, nuge it up (slight hack to prevent holding jump over slopes)
codemp/game/bg_pmove.c:1728
↓ 6 callersFunctionPM_SpinningAnim
codeJK2/game/bg_pmove.cpp:4251
↓ 6 callersFunctionPM_SpinningAnim
code/game/bg_pmove.cpp:7130
↓ 6 callersFunctionPM_StandingAnim
code/game/bg_panimate.cpp:6786
↓ 6 callersFunctionPM_StepSlideMove
================== PM_StepSlideMove ================== */
codeJK2/game/bg_slidemove.cpp:280
↓ 6 callersFunctionPM_StepSlideMove
================== PM_StepSlideMove ================== */
codemp/game/bg_slidemove.c:877
↓ 6 callersFunctionPM_StepSlideMove
================== PM_StepSlideMove ================== */
code/game/bg_slidemove.cpp:338
↓ 6 callersFunctionPlaneTypeForNormal
shared/qcommon/q_math.c:929
↓ 6 callersFunctionPlayerStateToEntityState
======================== PlayerStateToEntityState This is done after each set of usercmd_t on the server, and after local prediction on the client ==
codeJK2/game/bg_misc.cpp:557
↓ 6 callersFunctionPlayerStateToEntityState
======================== PlayerStateToEntityState This is done after each set of usercmd_t on the server, and after local prediction on the client ==
code/game/bg_misc.cpp:613
↓ 6 callersMethodProjectToLineSeg
/////////////////////////////////////////////////////////////////////////////// Project To Line Seg Same As Project To Line, Except It Will Clamp To
code/Ravl/CVec.h:340
↓ 6 callersFunctionQ3_RemoveEnt
============ Q3_RemoveEnt Description : Return type : void Argument : gentity_t *victim ============ */
code/game/Q3_Interface.cpp:6751
↓ 6 callersFunctionQ3_SetObjective
code/game/Q3_Interface.cpp:751
↓ 6 callersFunctionQ_isanumber
shared/qcommon/q_string.c:60
↓ 6 callersFunctionQ_strstrip
shared/qcommon/q_string.c:350
↓ 6 callersFunctionR_ColorShiftLightingBytes
=============== R_ColorShiftLightingBytes =============== */
codemp/rd-vanilla/tr_bsp.cpp:101
↓ 6 callersFunctionR_ColorShiftLightingBytes
=============== R_ColorShiftLightingBytes =============== */
code/rd-vanilla/tr_bsp.cpp:106
↓ 6 callersFunctionR_GetSkinByHandle
=============== R_GetSkinByHandle =============== */
codemp/rd-vanilla/tr_skin.cpp:405
↓ 6 callersFunctionR_Images_GetNextIteration
codemp/rd-vanilla/tr_image.cpp:539
↓ 6 callersFunctionR_Images_GetNextIteration
code/rd-vanilla/tr_image.cpp:774
↓ 6 callersFunctionR_Images_StartIteration
return = number of images in the list, for those interested
codemp/rd-vanilla/tr_image.cpp:533
↓ 6 callersFunctionR_Images_StartIteration
code/rd-vanilla/tr_image.cpp:768
↓ 6 callersFunctionRancor_Swing
code/game/AI_Rancor.cpp:379
↓ 6 callersMethodRegisterShader
codemp/client/FxSystem.h:184
↓ 6 callersMethodRunScript
Run the script.
code/game/Q3_Interface.cpp:7768
↓ 6 callersFunctionSND_TouchSFX
codemp/client/snd_dma.cpp:5169
↓ 6 callersFunctionSND_TouchSFX
code/client/snd_dma.cpp:5173
↓ 6 callersFunctionSTART_CHUNK
=============== START_CHUNK =============== */
codemp/client/cl_avi.cpp:141
↓ 6 callersFunctionST_GetCPFlags
codeJK2/game/AI_Stormtrooper.cpp:1619
↓ 6 callersFunctionST_GetCPFlags
codemp/game/NPC_AI_Stormtrooper.c:1664
↓ 6 callersFunctionSV_SetConfigstring
=============== SV_SetConfigstring =============== */
codemp/server/sv_init.cpp:112
↓ 6 callersFunctionS_StartBackgroundTrack
Basic logic here is to see if the intro file specified actually exists, and if so, then it's not dynamic music, When called by the cgame start it load
codemp/client/snd_dma.cpp:4521
↓ 6 callersFunctionS_StopBackgroundTrack
code/client/snd_dma.cpp:4648
↓ 6 callersFunctionS_memoryLoad
codemp/client/snd_dma.cpp:1050
↓ 6 callersFunctionS_memoryLoad
code/client/snd_dma.cpp:1055
↓ 6 callersMethodSaberDeactivateTrail
code/qcommon/q_shared.h:1751
↓ 6 callersMethodSet
/////////////////////////////////////////////////////////////////////////////// Initializers /////////////////////////////////////////////////////////
code/Ravl/CBounds.h:138
↓ 6 callersMethodSetClient
code/cgame/FxPrimitives.h:344
↓ 6 callersMethodSetImpactFxID
code/cgame/FxPrimitives.h:162
↓ 6 callersMethodSetLengthParm
codeJK2/cgame/FxPrimitives.h:458
↓ 6 callersMethodSetMax
codeJK2/cgame/FxPrimitives.h:148
↓ 6 callersMethodSetMin
codeJK2/cgame/FxPrimitives.h:147
↓ 6 callersMethodSetOrgOffset
code/cgame/FxPrimitives.h:323
↓ 6 callersMethodSetSTScale
codeJK2/cgame/FxPrimitives.h:145
↓ 6 callersFunctionShortestLineSegBewteen2LineSegs
codemp/game/g_utils.c:2107
↓ 6 callersMethodSize
/////////////////////////////////////////////////////////////////////////////// Size Function ////////////////////////////////////////////////////////
code/game/g_navigator.cpp:283
↓ 6 callersMethodSkipping
codeJK2/icarus/Tokenizer.cpp:1322
↓ 6 callersMethodSkipping
codemp/icarus/Tokenizer.cpp:1330
↓ 6 callersFunctionSnapVectorToGrid
code/rd-vanilla/tr_WorldEffects.cpp:135
↓ 6 callersFunctionSpotWouldTelefrag
================ SpotWouldTelefrag ================ */
codemp/game/g_client.c:555
↓ 6 callersFunctionStringContains
end of the function UnifyWhiteSpaces =========================================================================== Parameter: - Returns: - Chang
codemp/botlib/be_ai_chat.cpp:482
↓ 6 callersFunctionSys_Error
shared/sys/sys_main.cpp:231
↓ 6 callersFunctionTAG_Add
codeJK2/game/g_ref.cpp:186
↓ 6 callersFunctionTAG_Add
codemp/game/g_misc.c:3189
↓ 6 callersFunctionTAG_Find
codeJK2/game/g_ref.cpp:139
↓ 6 callersFunctionTAG_Find
codemp/game/g_misc.c:3128
↓ 6 callersFunctionTAG_Find
code/game/g_ref.cpp:139
↓ 6 callersFunctionTIMER_Start
codeJK2/game/G_Timer.cpp:456
↓ 6 callersFunctionTeamCount
================ TeamCount Returns number of players on a team ================ */
codemp/game/g_client.c:1287
↓ 6 callersFunctionTeleportPlayer
codemp/game/g_misc.c:197
↓ 6 callersFunctionTeleportPlayer
code/game/g_misc.cpp:208
↓ 6 callersMethodTrace
------------------------------------------------------
codeJK2/cgame/FxSystem.cpp:111
↓ 6 callersMethodTrace
------------------------------------------------------
code/cgame/FxSystem.cpp:119
↓ 6 callersFunctionTransformPoint
code/rd-vanilla/G2_misc.cpp:1674
↓ 6 callersMethodTruncate
/////////////////////////////////////////////////////////////////////////////////// Angular Normalize All floats Exist(-180, +180) ///////////////////
code/Ravl/CVec.cpp:691
↓ 6 callersFunctionUI_GetNumBots
codemp/ui/ui_gameinfo.c:350
↓ 6 callersFunctionUI_LoadMenus
codemp/ui/ui_main.c:1421
↓ 6 callersFunctionUI_UpdateCharacterSkin
codemp/ui/ui_main.c:5433
↓ 6 callersFunctionUnCompressBone
static inline*/
codemp/rd-dedicated/tr_ghoul2.cpp:927
↓ 6 callersFunctionUnCompressBone
static inline*/
codemp/rd-vanilla/tr_ghoul2.cpp:1079
↓ 6 callersFunctionUnCompressBone
static inline*/
code/rd-vanilla/tr_ghoul2.cpp:940
↓ 6 callersMethodUpdate
///////////////////////////////////////////////////////////// Find The Node In Question And Resort mHeap Around It ///////////////////////////////////
codeJK2/game/g_navigator.cpp:2715
↓ 6 callersFunctionUseItem
codeJK2/cgame/cg_event.cpp:174
↓ 6 callersFunctionUseItem
code/cgame/cg_event.cpp:180
↓ 6 callersMethodVecToAng
/////////////////////////////////////////////////////////////////////////////////// Convert To {Pitch, Yaw} (DEGREES) //////////////////////////////
code/Ravl/CVec.cpp:172
↓ 6 callersFunctionVectorCompare2
shared/qcommon/q_math.c:1228
↓ 6 callersFunctionVectorRotate
shared/qcommon/q_math.c:1307
↓ 6 callersFunctionWE_ParseVector
code/rd-vanilla/tr_WorldEffects.cpp:1682
↓ 6 callersFunctionWE_flrand
/////////////////////////////////////////////////////////////////////////////////// Handy Functions //////////////////////////////////////////////////
codemp/rd-vanilla/tr_WorldEffects.cpp:74
↓ 6 callersFunctionWP_AbsorbConversion
code/game/wp_saber.cpp:12562
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