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github.com/JACoders/OpenJK
/ functions
Functions
22,519 in github.com/JACoders/OpenJK
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Functions
22,519
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Types & classes
2,088
↓ 5 callers
Function
RB_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 callers
Function
RB_CalcFogTexCoords
code/rd-vanilla/tr_shade_calc.cpp:818
↓ 5 callers
Function
RB_ReadPixels
code/rd-vanilla/tr_init.cpp:810
↓ 5 callers
Function
RE_InsertModelIntoHash
codemp/rd-vanilla/tr_model.cpp:641
↓ 5 callers
Function
RT_Flying
===================================================================================== FLYING behavior ================================================
code/game/AI_RocketTrooper.cpp:357
↓ 5 callers
Function
R_CullLocalPointAndRadius
** R_CullLocalPointAndRadius */
codemp/rd-vanilla/tr_main.cpp:111
↓ 5 callers
Function
R_CullLocalPointAndRadius
** R_CullLocalPointAndRadius */
code/rd-vanilla/tr_main.cpp:118
↓ 5 callers
Function
R_GetSkinByHandle
=============== R_GetSkinByHandle =============== */
code/rd-vanilla/tr_skin.cpp:458
↓ 5 callers
Function
R_MergedHeightPoints
================= R_MergedHeightPoints returns true if there are grid points merged on a height edge ================= */
codemp/rd-vanilla/tr_bsp.cpp:651
↓ 5 callers
Function
R_MergedWidthPoints
================= R_MergedWidthPoints returns true if there are grid points merged on a width edge ================= */
codemp/rd-vanilla/tr_bsp.cpp:630
↓ 5 callers
Function
R_NoiseGet4f
codemp/rd-common/tr_noise.cpp:66
↓ 5 callers
Function
R_NoiseGet4f
code/rd-common/tr_noise.cpp:70
↓ 5 callers
Function
R_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 callers
Function
R_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 callers
Function
R_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 callers
Function
R_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 callers
Function
RoQReset
* * Function: * * Description: * ******************************************************************************/ static byte* RoQFetchInterlaced( byte
codemp/client/cl_cin.cpp:1106
↓ 5 callers
Function
RoQReset
* * Function: * * Description: * ******************************************************************************/ static byte* RoQFetchInterlaced( byte
code/client/cl_cin.cpp:1112
↓ 5 callers
Function
Rosh_BeingHealed
code/game/AI_Jedi.cpp:7039
↓ 5 callers
Function
SG_WipeSavegame
code/server/sv_savegame.cpp:112
↓ 5 callers
Function
SP_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 callers
Function
SV_SendMapChange
codemp/server/sv_init.cpp:421
↓ 5 callers
Function
SV_SetConfigstring
=============== SV_SetConfigstring =============== */
code/server/sv_init.cpp:48
↓ 5 callers
Function
S_PickChannel
================= S_PickChannel ================= */
codemp/client/snd_dma.cpp:1088
↓ 5 callers
Function
S_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 callers
Function
S_StartLocalSound
================== S_StartLocalSound ================== */
code/client/snd_dma.cpp:1643
↓ 5 callers
Function
SelectSpawnPoint
=========== SelectSpawnPoint Chooses a player start, deathmatch start, etc ============ */
codemp/game/g_client.c:903
↓ 5 callers
Method
SetAccel
codemp/client/FxPrimitives.h:343
↓ 5 callers
Method
SetAccel
code/cgame/FxPrimitives.h:325
↓ 5 callers
Method
SetData
codeJK2/icarus/BlockStream.cpp:90
↓ 5 callers
Method
SetData
codemp/icarus/BlockStream.cpp:89
↓ 5 callers
Method
SetData
code/icarus/BlockStream.cpp:95
↓ 5 callers
Method
SetDeathFxID
codeJK2/cgame/FxPrimitives.h:156
↓ 5 callers
Method
SetElasticity
codemp/client/FxPrimitives.h:359
↓ 5 callers
Method
SetElasticity
code/cgame/FxPrimitives.h:342
↓ 5 callers
Method
SetFlag
codeJK2/icarus/Sequence.cpp:265
↓ 5 callers
Method
SetFlag
codemp/icarus/Sequence.cpp:265
↓ 5 callers
Method
SetFlag
code/icarus/Sequence.cpp:296
↓ 5 callers
Function
SetMoverState
=============== SetMoverState =============== */
codemp/game/g_mover.c:565
↓ 5 callers
Function
SetSaberBoxSize
codemp/game/w_saber.c:381
↓ 5 callers
Method
SetSize
Set the ID member variable
codeJK2/icarus/blockstream.h:68
↓ 5 callers
Method
SetSize
Set the ID member variable
codemp/icarus/blockstream.h:66
↓ 5 callers
Method
SetSize
Set the ID member variable
code/icarus/blockstream.h:52
↓ 5 callers
Function
SetTeamQuick
bypass most of the normal checks in SetTeam
codemp/game/g_saga.c:812
↓ 5 callers
Function
ShortestLineSegBewteen2LineSegs
code/qcommon/tri_coll_test.cpp:343
↓ 5 callers
Function
ShotThroughGlass
codeJK2/game/NPC_combat.cpp:1034
↓ 5 callers
Function
ShotThroughGlass
codemp/game/NPC_combat.c:1095
↓ 5 callers
Function
ShotThroughGlass
code/game/NPC_combat.cpp:1262
↓ 5 callers
Function
SnapFloatToGrid
code/rd-vanilla/tr_WorldEffects.cpp:106
↓ 5 callers
Function
SpotWouldTelefrag2
codeJK2/game/g_client.cpp:138
↓ 5 callers
Function
SpotWouldTelefrag2
code/game/g_client.cpp:158
↓ 5 callers
Function
Sys_IsLANAddress
================== Sys_IsLANAddress LAN clients will have their rate var ignored ================== */
codemp/qcommon/net_ip.cpp:366
↓ 5 callers
Function
Sys_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 callers
Function
Sys_Sleep
================== Sys_Sleep Block execution for msec or until input is recieved. ================== */
shared/sys/sys_unix.cpp:362
↓ 5 callers
Function
TAG_FindOwner
codeJK2/game/g_ref.cpp:121
↓ 5 callers
Function
TAG_FindOwner
codemp/game/g_misc.c:3106
↓ 5 callers
Function
TAG_FindOwner
code/game/g_ref.cpp:121
↓ 5 callers
Function
TIMER_Exists
------------------------- TIMER_Exists ------------------------- */
codemp/game/g_timer.c:271
↓ 5 callers
Function
TIMER_GetExisting
codeJK2/game/G_Timer.cpp:315
↓ 5 callers
Function
TIMER_GetExisting
don't return the first free if it doesn't already exist, return null.
codemp/game/g_timer.c:128
↓ 5 callers
Function
TIMER_GetExisting
code/game/G_Timer.cpp:306
↓ 5 callers
Function
Team_ResetFlag
codemp/game/g_team.c:536
↓ 5 callers
Function
TransformAndTranslatePoint
code/rd-vanilla/G2_misc.cpp:1681
↓ 5 callers
Function
TransformPoint
codemp/rd-dedicated/G2_misc.cpp:1589
↓ 5 callers
Function
TransformPoint
codemp/rd-vanilla/G2_misc.cpp:1590
↓ 5 callers
Function
UI_SelectedMap
codemp/ui/ui_main.c:8097
↓ 5 callers
Function
UI_SetSiegeTeams
codemp/ui/ui_main.c:7088
↓ 5 callers
Function
UI_TrueJediEnabled
codemp/ui/ui_main.c:1910
↓ 5 callers
Function
UpdateEAXBuffer
Updates the EAX Buffer related effects on the given Source */
codemp/client/snd_dma.cpp:6206
↓ 5 callers
Function
UpdateEAXBuffer
Updates the EAX Buffer related effects on the given Source */
code/client/snd_dma.cpp:6225
↓ 5 callers
Function
VectorSet4
shared/qcommon/q_math.c:1416
↓ 5 callers
Function
ViewHeightFix
---------------------------------------------------------
codeJK2/game/g_weapon.cpp:228
↓ 5 callers
Function
ViewHeightFix
---------------------------------------------------------
code/game/g_weapon.cpp:310
↓ 5 callers
Function
WP_CalcVehMuzzle
codemp/game/g_weapon.c:3674
↓ 5 callers
Function
WP_DebounceForceDeactivateTime
code/game/wp_saber.cpp:10027
↓ 5 callers
Function
WP_DoSpecificPower
codemp/game/w_force.c:4369
↓ 5 callers
Function
WP_SaberAddG2Model
codemp/game/w_saber.c:6599
↓ 5 callers
Function
WP_SaberCanBlock
codemp/game/w_saber.c:9270
↓ 5 callers
Function
WP_SaberLose
code/game/wp_saber.cpp:6735
↓ 5 callers
Function
WP_SetSaber
codemp/game/bg_saberLoad.c:2213
↓ 5 callers
Function
Wampa_CheckRoar
codemp/game/NPC_AI_Wampa.c:100
↓ 5 callers
Function
Wampa_Slash
codemp/game/NPC_AI_Wampa.c:198
↓ 5 callers
Function
Wampa_Slash
code/game/AI_Wampa.cpp:187
↓ 5 callers
Function
WriteFloat
end of the function WriteIndent =========================================================================== Parameter: - Returns: - Changes Gl
codemp/botlib/l_struct.cpp:349
↓ 5 callers
Function
Z_Validate
code/qcommon/z_memman_pc.cpp:117
↓ 5 callers
Function
_PlayerShadow
code/cgame/cg_players.cpp:3441
↓ 5 callers
Function
byteReverse
* Note: this code is harmless on little-endian machines. */
codemp/qcommon/md5.cpp:32
↓ 5 callers
Function
cgi_AnyLanguage_ReadCharFromString
codeJK2/cgame/cg_syscalls.cpp:265
↓ 5 callers
Function
cgi_AnyLanguage_ReadCharFromString
code/cgame/cg_syscalls.cpp:288
↓ 5 callers
Function
cgi_CM_BoxTrace
code/cgame/cg_syscalls.cpp:156
↓ 5 callers
Function
cgi_Cvar_Update
code/cgame/cg_syscalls.cpp:63
↓ 5 callers
Function
cgi_FS_FCloseFile
codeJK2/cgame/cg_syscalls.cpp:94
↓ 5 callers
Function
cgi_FS_FCloseFile
code/cgame/cg_syscalls.cpp:95
↓ 5 callers
Function
cgi_R_RegisterSkin
code/cgame/cg_syscalls.cpp:250
↓ 5 callers
Function
cgi_UI_GetMenuInfo
codeJK2/cgame/cg_syscalls.cpp:509
↓ 5 callers
Function
cgi_UI_GetMenuInfo
code/cgame/cg_syscalls.cpp:560
↓ 5 callers
Function
cpy
codemp/Ratl/ratl_common.h:154
↓ 5 callers
Function
deflate
========================================================================= */
lib/zlib/deflate.c:665
↓ 5 callers
Function
emit_restart
lib/jpeg-9a/jcarith.c:318
↓ 5 callers
Function
emit_sof
lib/jpeg-9a/jcmarker.c:316
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