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Functions
784 in github.com/NSG650/NtDOOM
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Functions
784
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Types & classes
43
↓ 1 callers
Function
P_ActivateInStasis
NtDOOM/DOOM/p_plats.c:243
↓ 1 callers
Function
P_ActivateInStasisCeiling
Restart a ceiling that's in-stasis
NtDOOM/DOOM/p_ceilng.c:280
↓ 1 callers
Function
P_ArchivePlayers
TODO: [pd] We are loading/saving raw pointers. It will not work with saves from 32bits system. We need to rewrite those functions. P_ArchivePlayers
NtDOOM/DOOM/p_saveg.c:46
↓ 1 callers
Function
P_ArchiveSpecials
Things to handle: T_MoveCeiling, (ceiling_t: sector_t * swizzle), - active list T_VerticalDoor, (vldoor_t: sector_t * swizzle), T_MoveFloor, (floormo
NtDOOM/DOOM/p_saveg.c:350
↓ 1 callers
Function
P_ArchiveThinkers
P_ArchiveThinkers
NtDOOM/DOOM/p_saveg.c:225
↓ 1 callers
Function
P_ArchiveWorld
P_ArchiveWorld
NtDOOM/DOOM/p_saveg.c:112
↓ 1 callers
Function
P_BoxOnLineSide
P_BoxOnLineSide Considers the line to be infinite Returns side 0 or 1, -1 if box crosses the line.
NtDOOM/DOOM/p_maputl.c:106
↓ 1 callers
Function
P_CheckMissileRange
P_CheckMissileRange
NtDOOM/DOOM/p_enemy.c:197
↓ 1 callers
Function
P_CrossBSPNode
P_CrossBSPNode Returns true if strace crosses the given node successfully.
NtDOOM/DOOM/p_sight.c:254
↓ 1 callers
Function
P_CrossSpecialLine
P_CrossSpecialLine - TRIGGER Called every time a thing origin is about to cross a line with a non 0 special.
NtDOOM/DOOM/p_spec.c:461
↓ 1 callers
Function
P_DeathThink
P_DeathThink Fall on your face when dying. Decrease POV height to floor height.
NtDOOM/DOOM/p_user.c:169
↓ 1 callers
Function
P_DropWeapon
P_DropWeapon Player died, so put the weapon away.
NtDOOM/DOOM/p_pspr.c:238
↓ 1 callers
Function
P_FindHighestCeilingSurrounding
FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
NtDOOM/DOOM/p_spec.c:385
↓ 1 callers
Function
P_GroupLines
P_GroupLines Builds sector line lists and subsector sector numbers. Finds block bounding boxes for sectors.
NtDOOM/DOOM/p_setup.c:484
↓ 1 callers
Function
P_HitSlideLine
P_HitSlideLine Adjusts the xmove / ymove so that the next move will slide along the wall.
NtDOOM/DOOM/p_map.c:585
↓ 1 callers
Function
P_Init
P_Init
NtDOOM/DOOM/p_setup.c:669
↓ 1 callers
Function
P_InitPicAnims
NtDOOM/DOOM/p_spec.c:148
↓ 1 callers
Function
P_InitSwitchList
P_InitSwitchList Only called at game initialization.
NtDOOM/DOOM/p_switch.c:101
↓ 1 callers
Function
P_InterceptVector2
P_InterceptVector2 Returns the fractional intercept point along the first divline. This is only called by the addthings and addlines traversers.
NtDOOM/DOOM/p_sight.c:100
↓ 1 callers
Function
P_KillMobj
KillMobj
NtDOOM/DOOM/p_inter.c:673
↓ 1 callers
Function
P_LoadBlockMap
P_LoadBlockMap
NtDOOM/DOOM/p_setup.c:455
↓ 1 callers
Function
P_LoadLineDefs
P_LoadLineDefs Also counts secret lines for intermissions.
NtDOOM/DOOM/p_setup.c:343
↓ 1 callers
Function
P_LoadNodes
P_LoadNodes
NtDOOM/DOOM/p_setup.c:250
↓ 1 callers
Function
P_LoadSectors
P_LoadSectors
NtDOOM/DOOM/p_setup.c:217
↓ 1 callers
Function
P_LoadSegs
P_LoadSegs
NtDOOM/DOOM/p_setup.c:146
↓ 1 callers
Function
P_LoadSideDefs
P_LoadSideDefs
NtDOOM/DOOM/p_setup.c:424
↓ 1 callers
Function
P_LoadSubsectors
P_LoadSubsectors
NtDOOM/DOOM/p_setup.c:189
↓ 1 callers
Function
P_LoadThings
P_LoadThings
NtDOOM/DOOM/p_setup.c:287
↓ 1 callers
Function
P_LoadVertexes
P_LoadVertexes
NtDOOM/DOOM/p_setup.c:110
↓ 1 callers
Function
P_MakeDivline
P_MakeDivline
NtDOOM/DOOM/p_maputl.c:199
↓ 1 callers
Function
P_MovePlayer
P_MovePlayer
NtDOOM/DOOM/p_user.c:138
↓ 1 callers
Function
P_NightmareRespawn
P_NightmareRespawn
NtDOOM/DOOM/p_mobj.c:357
↓ 1 callers
Function
P_NoiseAlert
P_NoiseAlert If a monster yells at a player, it will alert other monsters to the player.
NtDOOM/DOOM/p_enemy.c:162
↓ 1 callers
Function
P_PlayerInSpecialSector
P_PlayerInSpecialSector Called every tic frame that the player origin is in a special sector
NtDOOM/DOOM/p_spec.c:969
↓ 1 callers
Function
P_PlayerThink
P_PlayerThink
NtDOOM/DOOM/p_user.c:222
↓ 1 callers
Function
P_RecursiveSound
Called by P_NoiseAlert. Recursively traverse adjacent sectors, sound blocking lines cut off traversal.
NtDOOM/DOOM/p_enemy.c:113
↓ 1 callers
Function
P_RespawnSpecials
P_RespawnSpecials
NtDOOM/DOOM/p_mobj.c:564
↓ 1 callers
Function
P_RunThinkers
P_RunThinkers
NtDOOM/DOOM/p_tick.c:84
↓ 1 callers
Function
P_SetupLevel
P_SetupLevel
NtDOOM/DOOM/p_setup.c:567
↓ 1 callers
Function
P_SetupPsprites
P_SetupPsprites Called at start of level for each player.
NtDOOM/DOOM/p_pspr.c:734
↓ 1 callers
Function
P_ShootSpecialLine
P_ShootSpecialLine - IMPACT SPECIALS Called when a thing shoots a special line.
NtDOOM/DOOM/p_spec.c:922
↓ 1 callers
Function
P_SlideMove
P_SlideMove The momx / momy move is bad, so try to slide along a wall. Find the first line hit, move flush to it, and slide along it This is a kludgy
NtDOOM/DOOM/p_map.c:693
↓ 1 callers
Function
P_SpawnBlood
P_SpawnBlood
NtDOOM/DOOM/p_mobj.c:825
↓ 1 callers
Function
P_SpawnDoorCloseIn30
Spawn a door that closes after 30 seconds
NtDOOM/DOOM/p_doors.c:474
↓ 1 callers
Function
P_SpawnDoorRaiseIn5Mins
Spawn a door that opens after 5 minutes
NtDOOM/DOOM/p_doors.c:497
↓ 1 callers
Function
P_SpawnFireFlicker
P_SpawnFireFlicker
NtDOOM/DOOM/p_lights.c:63
↓ 1 callers
Function
P_SpawnGlowingLight
NtDOOM/DOOM/p_lights.c:318
↓ 1 callers
Function
P_SpawnLightFlash
P_SpawnLightFlash After the map has been loaded, scan each sector for specials that spawn thinkers
NtDOOM/DOOM/p_lights.c:114
↓ 1 callers
Function
P_SpawnMapThing
P_SpawnMapThing The fields of the mapthing should already be in host byte order.
NtDOOM/DOOM/p_mobj.c:692
↓ 1 callers
Function
P_SpawnSpecials
Parses command line parameters.
NtDOOM/DOOM/p_spec.c:1193
↓ 1 callers
Function
P_ThingHeightClip
P_ThingHeightClip Takes a valid thing and adjusts the thing->floorz, thing->ceilingz, and possibly thing->z. This is called for all nearby monsters wh
NtDOOM/DOOM/p_map.c:533
↓ 1 callers
Function
P_Ticker
P_Ticker
NtDOOM/DOOM/p_tick.c:111
↓ 1 callers
Function
P_TouchSpecialThing
P_TouchSpecialThing
NtDOOM/DOOM/p_inter.c:344
↓ 1 callers
Function
P_TraverseIntercepts
P_TraverseIntercepts Returns true if the traverser function returns true for all lines.
NtDOOM/DOOM/p_maputl.c:602
↓ 1 callers
Function
P_UnArchivePlayers
P_UnArchivePlayers
NtDOOM/DOOM/p_saveg.c:77
↓ 1 callers
Function
P_UnArchiveSpecials
P_UnArchiveSpecials
NtDOOM/DOOM/p_saveg.c:469
↓ 1 callers
Function
P_UnArchiveThinkers
P_UnArchiveThinkers
NtDOOM/DOOM/p_saveg.c:258
↓ 1 callers
Function
P_UnArchiveWorld
P_UnArchiveWorld
NtDOOM/DOOM/p_saveg.c:164
↓ 1 callers
Function
P_UpdateSpecials
P_UpdateSpecials Animate planes, scroll walls, etc.
NtDOOM/DOOM/p_spec.c:1045
↓ 1 callers
Function
P_UseLines
P_UseLines Looks for special lines in front of the player to activate.
NtDOOM/DOOM/p_map.c:1096
↓ 1 callers
Function
P_XYMovement
P_XYMovement
NtDOOM/DOOM/p_mobj.c:115
↓ 1 callers
Function
P_ZMovement
P_ZMovement
NtDOOM/DOOM/p_mobj.c:248
↓ 1 callers
Function
R_AddLine
R_AddLine Clips the given segment and adds any visible pieces to the line list.
NtDOOM/DOOM/r_bsp.c:248
↓ 1 callers
Function
R_AddSprites
R_AddSprites During BSP traversal, this adds sprites by sector.
NtDOOM/DOOM/r_things.c:645
↓ 1 callers
Function
R_CheckBBox
R_CheckBBox Checks BSP node/subtree bounding box. Returns true if some part of the bbox might be visible.
NtDOOM/DOOM/r_bsp.c:357
↓ 1 callers
Function
R_ClearClipSegs
R_ClearClipSegs
NtDOOM/DOOM/r_bsp.c:233
↓ 1 callers
Function
R_ClearDrawSegs
R_ClearDrawSegs
NtDOOM/DOOM/r_bsp.c:87
↓ 1 callers
Function
R_ClearPlanes
R_ClearPlanes At begining of frame.
NtDOOM/DOOM/r_plane.c:185
↓ 1 callers
Function
R_ClearSprites
R_ClearSprites Called at frame start.
NtDOOM/DOOM/r_things.c:343
↓ 1 callers
Function
R_ClipPassWallSegment
R_ClipPassWallSegment Clips the given range of columns, but does not includes it in the clip list. Does handle windows, e.g. LineDefs with upper and l
NtDOOM/DOOM/r_bsp.c:188
↓ 1 callers
Function
R_ClipSolidWallSegment
R_ClipSolidWallSegment Does handle solid walls, e.g. single sided LineDefs (middle texture) that entirely block the view.
NtDOOM/DOOM/r_bsp.c:99
↓ 1 callers
Function
R_DrawColumnInCache
R_DrawColumnInCache Clip and draw a column from a patch into a cached post.
NtDOOM/DOOM/r_data.c:184
↓ 1 callers
Function
R_DrawMasked
R_DrawMasked
NtDOOM/DOOM/r_things.c:994
↓ 1 callers
Function
R_DrawPSprite
R_DrawPSprite
NtDOOM/DOOM/r_things.c:678
↓ 1 callers
Function
R_DrawPlanes
R_DrawPlanes At the end of each frame.
NtDOOM/DOOM/r_plane.c:349
↓ 1 callers
Function
R_DrawPlayerSprites
R_DrawPlayerSprites
NtDOOM/DOOM/r_things.c:791
↓ 1 callers
Function
R_DrawSprite
R_DrawSprite
NtDOOM/DOOM/r_things.c:881
↓ 1 callers
Function
R_DrawViewBorder
NtDOOM/DOOM/r_draw.c:678
↓ 1 callers
Function
R_GenerateComposite
R_GenerateComposite Using the texture definition, the composite texture is created from the patches, and each column is cached.
NtDOOM/DOOM/r_data.c:222
↓ 1 callers
Function
R_GenerateLookup
R_GenerateLookup
NtDOOM/DOOM/r_data.c:288
↓ 1 callers
Function
R_Init
R_Init
NtDOOM/DOOM/r_main.c:657
↓ 1 callers
Function
R_InitBuffer
R_InitBuffer Creats lookup tables that avoid multiplies and other hazzles for getting the framebuffer address of a pixel to draw.
NtDOOM/DOOM/r_draw.c:543
↓ 1 callers
Function
R_InitColormaps
R_InitColormaps
NtDOOM/DOOM/r_data.c:631
↓ 1 callers
Function
R_InitData
R_InitData Locates all the lumps that will be used by all views Must be called after W_Init.
NtDOOM/DOOM/r_data.c:651
↓ 1 callers
Function
R_InitFlats
R_InitFlats
NtDOOM/DOOM/r_data.c:580
↓ 1 callers
Function
R_InitLightTables
NtDOOM/DOOM/r_main.c:512
↓ 1 callers
Function
R_InitPlanes
R_InitPlanes Only at game startup.
NtDOOM/DOOM/r_plane.c:97
↓ 1 callers
Function
R_InitPointToAngle
R_InitPointToAngle
NtDOOM/DOOM/r_main.c:386
↓ 1 callers
Function
R_InitSkyMap
R_InitSkyMap Called whenever the view size changes.
NtDOOM/DOOM/r_sky.c:48
↓ 1 callers
Function
R_InitSpriteDefs
R_InitSpriteDefs Pass a null terminated list of sprite names (4 chars exactly) to be used. Builds the sprite rotation matrixes to account for horizont
NtDOOM/DOOM/r_things.c:197
↓ 1 callers
Function
R_InitSpriteLumps
R_InitSpriteLumps Finds the width and hoffset of all sprites in the wad, so the sprite does not need to be cached completely just for having the heade
NtDOOM/DOOM/r_data.c:602
↓ 1 callers
Function
R_InitSprites
R_InitSprites Called at program start.
NtDOOM/DOOM/r_things.c:326
↓ 1 callers
Function
R_InitTables
R_InitTables
NtDOOM/DOOM/r_main.c:436
↓ 1 callers
Function
R_InitTextureMapping
R_InitTextureMapping
NtDOOM/DOOM/r_main.c:444
↓ 1 callers
Function
R_InitTextures
R_InitTextures Initializes the texture list with the textures from the world map.
NtDOOM/DOOM/r_data.c:406
↓ 1 callers
Function
R_InitTranslationTables
R_InitTranslationTables Creates the translation tables to map the green color ramp to gray, brown, red. Assumes a given structure of the PLAYPAL. Coul
NtDOOM/DOOM/r_draw.c:369
↓ 1 callers
Function
R_MakeSpans
R_MakeSpans
NtDOOM/DOOM/r_plane.c:319
↓ 1 callers
Function
R_NewVisSprite
NtDOOM/DOOM/r_things.c:354
↓ 1 callers
Function
R_PointOnSegSide
NtDOOM/DOOM/r_main.c:193
↓ 1 callers
Function
R_PointToDist
NtDOOM/DOOM/r_main.c:356
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