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Functions784 in github.com/NSG650/NtDOOM

↓ 2 callersFunctionI_NetCmd
NtDOOM/DOOM/i_net.c:437
↓ 2 callersFunctionI_Quit
I_Quit
NtDOOM/DOOM/i_system.c:96
↓ 2 callersFunctionI_ResumeSong
NtDOOM/DOOM/i_sound.c:965
↓ 2 callersFunctionI_SetMusicVolume
MUSIC API - dummy. Some code from DOS version.
NtDOOM/DOOM/i_sound.c:672
↓ 2 callersFunctionI_ShutdownGraphics
NtDOOM/DOOM/i_video.c:61
↓ 2 callersFunctionI_SoundIsPlaying
NtDOOM/DOOM/i_sound.c:727
↓ 2 callersFunctionI_StopSong
NtDOOM/DOOM/i_sound.c:978
↓ 2 callersFunctionI_UpdateNoBlit
I_UpdateNoBlit
NtDOOM/DOOM/i_video.c:90
↓ 2 callersFunctionI_UpdateSound
This function loops all active (internal) sound channels, retrieves a given number of samples from the raw sound data, modifies it according to the cu
NtDOOM/DOOM/i_sound.c:747
↓ 2 callersFunctionI_WaitVBL
NtDOOM/DOOM/i_system.c:107
↓ 2 callersFunctionM_DoSave
M_Responder calls this when user is finished
NtDOOM/DOOM/m_menu.c:937
↓ 2 callersFunctionM_DrawCustomMenuText
M_DrawCustomMenuText Draw several segments of patches to make up new text
NtDOOM/DOOM/m_menu.c:779
↓ 2 callersFunctionM_DrawSaveLoadBorder
Draw border for the savegame description
NtDOOM/DOOM/m_menu.c:857
↓ 2 callersFunctionM_Drawer
M_Drawer Called after the view has been rendered, but before it has been blitted.
NtDOOM/DOOM/m_menu.c:2062
↓ 2 callersFunctionM_SizeDisplay
NtDOOM/DOOM/m_menu.c:1497
↓ 2 callersFunctionNetbufferChecksum
Checksum
NtDOOM/DOOM/d_net.c:110
↓ 2 callersFunctionP_AddActiveCeiling
Add an active ceiling
NtDOOM/DOOM/p_ceilng.c:242
↓ 2 callersFunctionP_AddActivePlat
NtDOOM/DOOM/p_plats.c:272
↓ 2 callersFunctionP_BlockLinesIterator
P_BlockLinesIterator The validcount flags are used to avoid checking lines that are marked in multiple mapblocks, so increment validcount before the f
NtDOOM/DOOM/p_maputl.c:409
↓ 2 callersFunctionP_BringUpWeapon
P_BringUpWeapon Starts bringing the pending weapon up from the bottom of the screen. Uses player
NtDOOM/DOOM/p_pspr.c:105
↓ 2 callersFunctionP_CalcHeight
P_CalcHeight Calculate the walking / running height adjustment
NtDOOM/DOOM/p_user.c:68
↓ 2 callersFunctionP_CheckMissileSpawn
P_CheckMissileSpawn Moves the missile forward a bit and possibly explodes it right there.
NtDOOM/DOOM/p_mobj.c:849
↓ 2 callersFunctionP_CrossSubsector
P_CrossSubsector Returns true if strace crosses the given subsector successfully.
NtDOOM/DOOM/p_sight.c:124
↓ 2 callersFunctionP_FireWeapon
P_FireWeapon.
NtDOOM/DOOM/p_pspr.c:214
↓ 2 callersFunctionP_InitThinkers
P_InitThinkers
NtDOOM/DOOM/p_tick.c:50
↓ 2 callersFunctionP_InterceptVector
P_InterceptVector Returns the fractional intercept point along the first divline. This is only called by the addthings and addlines traversers.
NtDOOM/DOOM/p_maputl.c:215
↓ 2 callersFunctionP_Move
P_Move Move in the current direction, returns false if the move is blocked.
NtDOOM/DOOM/p_enemy.c:263
↓ 2 callersFunctionP_MovePsprites
P_MovePsprites Called every tic by player thinking routine.
NtDOOM/DOOM/p_pspr.c:752
↓ 2 callersFunctionP_NewChaseDir
NtDOOM/DOOM/p_enemy.c:352
↓ 2 callersFunctionP_RadiusAttack
P_RadiusAttack Source is the creature that caused the explosion at spot.
NtDOOM/DOOM/p_map.c:1171
↓ 2 callersFunctionP_RemoveActiveCeiling
Remove a ceiling's thinker
NtDOOM/DOOM/p_ceilng.c:260
↓ 2 callersFunctionP_RemoveActivePlat
NtDOOM/DOOM/p_plats.c:285
↓ 2 callersFunctionP_TeleportMove
P_TeleportMove
NtDOOM/DOOM/p_map.c:129
↓ 2 callersFunctionP_Thrust
P_Thrust Moves the given origin along a given angle.
NtDOOM/DOOM/p_user.c:55
↓ 2 callersFunctionP_UseSpecialLine
P_UseSpecialLine Called when a thing uses a special line. Only the front sides of lines are usable.
NtDOOM/DOOM/p_switch.c:240
↓ 2 callersFunctionR_CheckPlane
R_CheckPlane
NtDOOM/DOOM/r_plane.c:258
↓ 2 callersFunctionR_CheckTextureNumForName
R_CheckTextureNumForName Check whether texture is available. Filter out NoTexture indicator.
NtDOOM/DOOM/r_data.c:695
↓ 2 callersFunctionR_DrawMaskedColumn
NtDOOM/DOOM/r_things.c:376
↓ 2 callersFunctionR_DrawVisSprite
R_DrawVisSprite mfloorclip and mceilingclip should also be set.
NtDOOM/DOOM/r_things.c:420
↓ 2 callersFunctionR_ExecuteSetViewSize
R_ExecuteSetViewSize
NtDOOM/DOOM/r_main.c:561
↓ 2 callersFunctionR_FindPlane
R_FindPlane
NtDOOM/DOOM/r_plane.c:215
↓ 2 callersFunctionR_InstallSpriteLump
R_InstallSpriteLump Local function for R_InitSprites.
NtDOOM/DOOM/r_things.c:93
↓ 2 callersFunctionR_MapPlane
R_MapPlane Uses global vars: planeheight ds_source basexscale baseyscale viewx viewy BASIC PRIMITIVE
NtDOOM/DOOM/r_plane.c:116
↓ 2 callersFunctionR_PointOnSide
R_PointOnSide Traverse BSP (sub) tree, check point against partition plane. Returns side 0 (front) or 1 (back).
NtDOOM/DOOM/r_main.c:144
↓ 2 callersFunctionR_RenderMaskedSegRange
R_RenderMaskedSegRange
NtDOOM/DOOM/r_segs.c:96
↓ 2 callersFunctionR_ScaleFromGlobalAngle
R_ScaleFromGlobalAngle Returns the texture mapping scale for the current line (horizontal span) at the given angle. rw_distance must be calculated fir
NtDOOM/DOOM/r_main.c:398
↓ 2 callersFunctionR_SetViewSize
NtDOOM/DOOM/r_main.c:550
↓ 2 callersFunctionR_Subsector
R_Subsector Determine floor/ceiling planes. Add sprites of things in sector. Draw one or more line segments.
NtDOOM/DOOM/r_bsp.c:475
↓ 2 callersFunctionST_doRefresh
NtDOOM/DOOM/st_stuff.c:957
↓ 2 callersFunctionST_drawWidgets
NtDOOM/DOOM/st_stuff.c:922
↓ 2 callersFunctionSTlib_initPercent
NtDOOM/DOOM/st_lib.c:135
↓ 2 callersFunctionSTlib_updatePercent
NtDOOM/DOOM/st_lib.c:141
↓ 2 callersFunctionS_AdjustSoundParams
Changes volume, stereo-separation, and pitch variables from the norm of a sound effect to be played. If the sound is not audible, returns a 0. Otherwi
NtDOOM/DOOM/s_sound.c:617
↓ 2 callersFunctionS_ResumeSound
NtDOOM/DOOM/s_sound.c:393
↓ 2 callersFunctionS_SetMusicVolume
NtDOOM/DOOM/s_sound.c:476
↓ 2 callersFunctionS_SetSfxVolume
NtDOOM/DOOM/s_sound.c:493
↓ 2 callersFunctionS_StopSound
NtDOOM/DOOM/s_sound.c:365
↓ 2 callersFunctionUDPsocket
NtDOOM/DOOM/i_net.c:102
↓ 2 callersFunctionWI_drawEL
Draws "Entering <LevelName>"
NtDOOM/DOOM/wi_stuff.c:417
↓ 2 callersFunctionWI_drawShowNextLoc
NtDOOM/DOOM/wi_stuff.c:729
↓ 2 callersFunctionWI_drawTime
Display level completion time and par, or "sucks" message if overflow.
NtDOOM/DOOM/wi_stuff.c:649
↓ 2 callersFunctionW_InitMultipleFiles
W_InitMultipleFiles Pass a null terminated list of files to use. All files are optional, but at least one file must be found. Files with a .wad extens
NtDOOM/DOOM/w_wad.c:286
↓ 2 callersFunctionW_ReadLump
W_ReadLump Loads the lump into the given buffer, which must be >= W_LumpLength().
NtDOOM/DOOM/w_wad.c:437
↓ 2 callersFunctionZ_ChangeTag2
Z_ChangeTag
NtDOOM/DOOM/z_zone.c:446
↓ 2 callersFunctioncht_GetParam
NtDOOM/DOOM/m_cheat.c:75
↓ 2 callersFunctiondoom_strcasecmp
NtDOOM/DOOM/DOOM.c:309
↓ 2 callersFunctiongetSector
getSector() Will return a sector_t given the number of the current sector, the line number and the side (0/1) that you want.
NtDOOM/DOOM/p_spec.c:218
↓ 2 callersFunctionget_default
NtDOOM/DOOM/DOOM.c:458
↓ 2 callersFunctionlocase_w
NtDOOM/entry.c:26
↓ 2 callersFunctiontwoSided
twoSided() Given the sector number and the line number, it will tell you whether the line is two-sided or not.
NtDOOM/DOOM/p_spec.c:229
↓ 2 callersFunctionwipe_ScreenWipe
NtDOOM/DOOM/f_wipe.c:225
↓ 2 callersFunctionwipe_shittyColMajorXform
NtDOOM/DOOM/f_wipe.c:49
↓ 1 callersFunctionAM_Drawer
NtDOOM/DOOM/am_map.c:1303
↓ 1 callersFunctionAM_LevelInit
should be called at the start of every level right now, i figure it out myself
NtDOOM/DOOM/am_map.c:527
↓ 1 callersFunctionAM_Responder
Handle events (user inputs) in automap mode
NtDOOM/DOOM/am_map.c:604
↓ 1 callersFunctionAM_Start
NtDOOM/DOOM/am_map.c:562
↓ 1 callersFunctionAM_Ticker
Updates on Game Tick
NtDOOM/DOOM/am_map.c:787
↓ 1 callersFunctionAM_addMark
adds a marker at the current location
NtDOOM/DOOM/am_map.c:367
↓ 1 callersFunctionAM_changeWindowScale
Zooming
NtDOOM/DOOM/am_map.c:731
↓ 1 callersFunctionAM_clearFB
Clear automap frame buffer.
NtDOOM/DOOM/am_map.c:813
↓ 1 callersFunctionAM_clipMline
Automap clipping of lines. Based on Cohen-Sutherland clipping algorithm but with a slightly faster reject and precalculated slopes. If the speed is
NtDOOM/DOOM/am_map.c:826
↓ 1 callersFunctionAM_doFollowPlayer
NtDOOM/DOOM/am_map.c:750
↓ 1 callersFunctionAM_drawCrosshair
NtDOOM/DOOM/am_map.c:1297
↓ 1 callersFunctionAM_drawFline
Classic Bresenham w/ whatever optimizations needed for speed
NtDOOM/DOOM/am_map.c:954
↓ 1 callersFunctionAM_drawGrid
Draws flat (floor/ceiling tile) aligned grid lines.
NtDOOM/DOOM/am_map.c:1045
↓ 1 callersFunctionAM_drawMarks
NtDOOM/DOOM/am_map.c:1276
↓ 1 callersFunctionAM_drawPlayers
NtDOOM/DOOM/am_map.c:1213
↓ 1 callersFunctionAM_drawThings
NtDOOM/DOOM/am_map.c:1257
↓ 1 callersFunctionAM_drawWalls
Determines visible lines, draws them. This is LineDef based, not LineSeg based.
NtDOOM/DOOM/am_map.c:1091
↓ 1 callersFunctionAM_findMinMaxBoundaries
Determines bounding box of all vertices, sets global variables controlling zoom range.
NtDOOM/DOOM/am_map.c:379
↓ 1 callersFunctionAM_initVariables
NtDOOM/DOOM/am_map.c:447
↓ 1 callersFunctionAM_loadPics
NtDOOM/DOOM/am_map.c:491
↓ 1 callersFunctionAM_maxOutWindowScale
set the window scale to the minimum size
NtDOOM/DOOM/am_map.c:593
↓ 1 callersFunctionAM_restoreScaleAndLoc
NtDOOM/DOOM/am_map.c:341
↓ 1 callersFunctionAM_saveScaleAndLoc
NtDOOM/DOOM/am_map.c:329
↓ 1 callersFunctionAM_unloadPics
NtDOOM/DOOM/am_map.c:504
↓ 1 callersFunctionA_ReFire
A_ReFire The player can re-fire the weapon without lowering it entirely.
NtDOOM/DOOM/p_pspr.c:311
↓ 1 callersFunctionA_SkullAttack
SkullAttack Fly at the player like a missile.
NtDOOM/DOOM/p_enemy.c:1395
↓ 1 callersFunctionA_SpawnFly
NtDOOM/DOOM/p_enemy.c:1886
↓ 1 callersFunctionAllocateUserMemory
NtDOOM/entry.c:169
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