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Functions22,519 in github.com/JACoders/OpenJK

↓ 5 callersFunctionRB_CalcFogTexCoords
======================== RB_CalcFogTexCoords To do the clipped fog plane really correctly, we should use projected textures, but I don't trust the dr
codemp/rd-vanilla/tr_shade_calc.cpp:855
↓ 5 callersFunctionRB_CalcFogTexCoords
code/rd-vanilla/tr_shade_calc.cpp:818
↓ 5 callersFunctionRB_ReadPixels
code/rd-vanilla/tr_init.cpp:810
↓ 5 callersFunctionRE_InsertModelIntoHash
codemp/rd-vanilla/tr_model.cpp:641
↓ 5 callersFunctionRT_Flying
===================================================================================== FLYING behavior ================================================
code/game/AI_RocketTrooper.cpp:357
↓ 5 callersFunctionR_CullLocalPointAndRadius
** R_CullLocalPointAndRadius */
codemp/rd-vanilla/tr_main.cpp:111
↓ 5 callersFunctionR_CullLocalPointAndRadius
** R_CullLocalPointAndRadius */
code/rd-vanilla/tr_main.cpp:118
↓ 5 callersFunctionR_GetSkinByHandle
=============== R_GetSkinByHandle =============== */
code/rd-vanilla/tr_skin.cpp:458
↓ 5 callersFunctionR_MergedHeightPoints
================= R_MergedHeightPoints returns true if there are grid points merged on a height edge ================= */
codemp/rd-vanilla/tr_bsp.cpp:651
↓ 5 callersFunctionR_MergedWidthPoints
================= R_MergedWidthPoints returns true if there are grid points merged on a width edge ================= */
codemp/rd-vanilla/tr_bsp.cpp:630
↓ 5 callersFunctionR_NoiseGet4f
codemp/rd-common/tr_noise.cpp:66
↓ 5 callersFunctionR_NoiseGet4f
code/rd-common/tr_noise.cpp:70
↓ 5 callersFunctionR_RotateForEntity
================= R_RotateForEntity Generates an orientation for an entity and viewParms Does NOT produce any GL calls Called by both the front end a
codemp/rd-vanilla/tr_main.cpp:299
↓ 5 callersFunctionR_RotateForEntity
================= R_RotateForEntity Generates an orientation for an entity and viewParms Does NOT produce any GL calls Called by both the front end a
code/rd-vanilla/tr_main.cpp:347
↓ 5 callersFunctionR_TransformDlights
=============== R_TransformDlights Transforms the origins of an array of dlights. Used by both the front end (for DlightBmodel) and the back end (bef
codemp/rd-vanilla/tr_light.cpp:44
↓ 5 callersFunctionR_TransformDlights
=============== R_TransformDlights Transforms the origins of an array of dlights. Used by both the front end (for DlightBmodel) and the back end (bef
code/rd-vanilla/tr_light.cpp:47
↓ 5 callersFunctionRoQReset
* * Function: * * Description: * ******************************************************************************/ static byte* RoQFetchInterlaced( byte
codemp/client/cl_cin.cpp:1106
↓ 5 callersFunctionRoQReset
* * Function: * * Description: * ******************************************************************************/ static byte* RoQFetchInterlaced( byte
code/client/cl_cin.cpp:1112
↓ 5 callersFunctionRosh_BeingHealed
code/game/AI_Jedi.cpp:7039
↓ 5 callersFunctionSG_WipeSavegame
code/server/sv_savegame.cpp:112
↓ 5 callersFunctionSP_info_player_deathmatch
QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial potential spawning position for deathmatch games. The first time a player enter
codemp/game/g_client.c:110
↓ 5 callersFunctionSV_SendMapChange
codemp/server/sv_init.cpp:421
↓ 5 callersFunctionSV_SetConfigstring
=============== SV_SetConfigstring =============== */
code/server/sv_init.cpp:48
↓ 5 callersFunctionS_PickChannel
================= S_PickChannel ================= */
codemp/client/snd_dma.cpp:1088
↓ 5 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
code/client/snd_dma.cpp:4519
↓ 5 callersFunctionS_StartLocalSound
================== S_StartLocalSound ================== */
code/client/snd_dma.cpp:1643
↓ 5 callersFunctionSelectSpawnPoint
=========== SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */
codemp/game/g_client.c:903
↓ 5 callersMethodSetAccel
codemp/client/FxPrimitives.h:343
↓ 5 callersMethodSetAccel
code/cgame/FxPrimitives.h:325
↓ 5 callersMethodSetData
codeJK2/icarus/BlockStream.cpp:90
↓ 5 callersMethodSetData
codemp/icarus/BlockStream.cpp:89
↓ 5 callersMethodSetData
code/icarus/BlockStream.cpp:95
↓ 5 callersMethodSetDeathFxID
codeJK2/cgame/FxPrimitives.h:156
↓ 5 callersMethodSetElasticity
codemp/client/FxPrimitives.h:359
↓ 5 callersMethodSetElasticity
code/cgame/FxPrimitives.h:342
↓ 5 callersMethodSetFlag
codeJK2/icarus/Sequence.cpp:265
↓ 5 callersMethodSetFlag
codemp/icarus/Sequence.cpp:265
↓ 5 callersMethodSetFlag
code/icarus/Sequence.cpp:296
↓ 5 callersFunctionSetMoverState
=============== SetMoverState =============== */
codemp/game/g_mover.c:565
↓ 5 callersFunctionSetSaberBoxSize
codemp/game/w_saber.c:381
↓ 5 callersMethodSetSize
Set the ID member variable
codeJK2/icarus/blockstream.h:68
↓ 5 callersMethodSetSize
Set the ID member variable
codemp/icarus/blockstream.h:66
↓ 5 callersMethodSetSize
Set the ID member variable
code/icarus/blockstream.h:52
↓ 5 callersFunctionSetTeamQuick
bypass most of the normal checks in SetTeam
codemp/game/g_saga.c:812
↓ 5 callersFunctionShortestLineSegBewteen2LineSegs
code/qcommon/tri_coll_test.cpp:343
↓ 5 callersFunctionShotThroughGlass
codeJK2/game/NPC_combat.cpp:1034
↓ 5 callersFunctionShotThroughGlass
codemp/game/NPC_combat.c:1095
↓ 5 callersFunctionShotThroughGlass
code/game/NPC_combat.cpp:1262
↓ 5 callersFunctionSnapFloatToGrid
code/rd-vanilla/tr_WorldEffects.cpp:106
↓ 5 callersFunctionSpotWouldTelefrag2
codeJK2/game/g_client.cpp:138
↓ 5 callersFunctionSpotWouldTelefrag2
code/game/g_client.cpp:158
↓ 5 callersFunctionSys_IsLANAddress
================== Sys_IsLANAddress LAN clients will have their rate var ignored ================== */
codemp/qcommon/net_ip.cpp:366
↓ 5 callersFunctionSys_PathCmp
Resolves path names and determines if they are the same */ For use with full OS paths not quake paths */ Returns true if resulting paths are valid and
shared/sys/sys_unix.cpp:426
↓ 5 callersFunctionSys_Sleep
================== Sys_Sleep Block execution for msec or until input is recieved. ================== */
shared/sys/sys_unix.cpp:362
↓ 5 callersFunctionTAG_FindOwner
codeJK2/game/g_ref.cpp:121
↓ 5 callersFunctionTAG_FindOwner
codemp/game/g_misc.c:3106
↓ 5 callersFunctionTAG_FindOwner
code/game/g_ref.cpp:121
↓ 5 callersFunctionTIMER_Exists
------------------------- TIMER_Exists ------------------------- */
codemp/game/g_timer.c:271
↓ 5 callersFunctionTIMER_GetExisting
codeJK2/game/G_Timer.cpp:315
↓ 5 callersFunctionTIMER_GetExisting
don't return the first free if it doesn't already exist, return null.
codemp/game/g_timer.c:128
↓ 5 callersFunctionTIMER_GetExisting
code/game/G_Timer.cpp:306
↓ 5 callersFunctionTeam_ResetFlag
codemp/game/g_team.c:536
↓ 5 callersFunctionTransformAndTranslatePoint
code/rd-vanilla/G2_misc.cpp:1681
↓ 5 callersFunctionTransformPoint
codemp/rd-dedicated/G2_misc.cpp:1589
↓ 5 callersFunctionTransformPoint
codemp/rd-vanilla/G2_misc.cpp:1590
↓ 5 callersFunctionUI_SelectedMap
codemp/ui/ui_main.c:8097
↓ 5 callersFunctionUI_SetSiegeTeams
codemp/ui/ui_main.c:7088
↓ 5 callersFunctionUI_TrueJediEnabled
codemp/ui/ui_main.c:1910
↓ 5 callersFunctionUpdateEAXBuffer
Updates the EAX Buffer related effects on the given Source */
codemp/client/snd_dma.cpp:6206
↓ 5 callersFunctionUpdateEAXBuffer
Updates the EAX Buffer related effects on the given Source */
code/client/snd_dma.cpp:6225
↓ 5 callersFunctionVectorSet4
shared/qcommon/q_math.c:1416
↓ 5 callersFunctionViewHeightFix
---------------------------------------------------------
codeJK2/game/g_weapon.cpp:228
↓ 5 callersFunctionViewHeightFix
---------------------------------------------------------
code/game/g_weapon.cpp:310
↓ 5 callersFunctionWP_CalcVehMuzzle
codemp/game/g_weapon.c:3674
↓ 5 callersFunctionWP_DebounceForceDeactivateTime
code/game/wp_saber.cpp:10027
↓ 5 callersFunctionWP_DoSpecificPower
codemp/game/w_force.c:4369
↓ 5 callersFunctionWP_SaberAddG2Model
codemp/game/w_saber.c:6599
↓ 5 callersFunctionWP_SaberCanBlock
codemp/game/w_saber.c:9270
↓ 5 callersFunctionWP_SaberLose
code/game/wp_saber.cpp:6735
↓ 5 callersFunctionWP_SetSaber
codemp/game/bg_saberLoad.c:2213
↓ 5 callersFunctionWampa_CheckRoar
codemp/game/NPC_AI_Wampa.c:100
↓ 5 callersFunctionWampa_Slash
codemp/game/NPC_AI_Wampa.c:198
↓ 5 callersFunctionWampa_Slash
code/game/AI_Wampa.cpp:187
↓ 5 callersFunctionWriteFloat
end of the function WriteIndent =========================================================================== Parameter: - Returns: - Changes Gl
codemp/botlib/l_struct.cpp:349
↓ 5 callersFunctionZ_Validate
code/qcommon/z_memman_pc.cpp:117
↓ 5 callersFunction_PlayerShadow
code/cgame/cg_players.cpp:3441
↓ 5 callersFunctionbyteReverse
* Note: this code is harmless on little-endian machines. */
codemp/qcommon/md5.cpp:32
↓ 5 callersFunctioncgi_AnyLanguage_ReadCharFromString
codeJK2/cgame/cg_syscalls.cpp:265
↓ 5 callersFunctioncgi_AnyLanguage_ReadCharFromString
code/cgame/cg_syscalls.cpp:288
↓ 5 callersFunctioncgi_CM_BoxTrace
code/cgame/cg_syscalls.cpp:156
↓ 5 callersFunctioncgi_Cvar_Update
code/cgame/cg_syscalls.cpp:63
↓ 5 callersFunctioncgi_FS_FCloseFile
codeJK2/cgame/cg_syscalls.cpp:94
↓ 5 callersFunctioncgi_FS_FCloseFile
code/cgame/cg_syscalls.cpp:95
↓ 5 callersFunctioncgi_R_RegisterSkin
code/cgame/cg_syscalls.cpp:250
↓ 5 callersFunctioncgi_UI_GetMenuInfo
codeJK2/cgame/cg_syscalls.cpp:509
↓ 5 callersFunctioncgi_UI_GetMenuInfo
code/cgame/cg_syscalls.cpp:560
↓ 5 callersFunctioncpy
codemp/Ratl/ratl_common.h:154
↓ 5 callersFunctiondeflate
========================================================================= */
lib/zlib/deflate.c:665
↓ 5 callersFunctionemit_restart
lib/jpeg-9a/jcarith.c:318
↓ 5 callersFunctionemit_sof
lib/jpeg-9a/jcmarker.c:316
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