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github.com/OpenXcom/OpenXcom
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Functions
4,163 in github.com/OpenXcom/OpenXcom
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Functions
4,163
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Types & classes
1,490
↓ 1 callers
Method
isGravShield
* Checks if this facility has a grav shield, * which doubles base defense's fire ratio. * @return True if it has a grav shield. */
src/Ruleset/RuleBaseFacility.cpp:185
↓ 1 callers
Method
isHit
* Returns flag to indicate if it is a melee or psi hit. * @return True if it is a melee hit or psi hit. */
src/Battlescape/Explosion.cpp:92
↓ 1 callers
Method
isLivingWeapon
* Checks if this unit is a living weapon. (ie: chryssalid). * @return True if this unit is a living weapon. */
src/Ruleset/Unit.cpp:237
↓ 1 callers
Method
isMindShield
* Checks if this facility has a mind shield, * which covers your base from alien detection. * @return True if it has a mind shield. */
src/Ruleset/RuleBaseFacility.cpp:175
↓ 1 callers
Method
isModifierUsed
* Checks whether a modifier key was used to enable strafing or running. * @return True, if a modifier was used. */
src/Battlescape/Pathfinding.cpp:1165
↓ 1 callers
Method
isMouseAction
src/Engine/Action.cpp:77
↓ 1 callers
Method
isNoFloor
* Gets whether this is a floor. * @return True if this is a floor. */
src/Ruleset/MapData.cpp:94
↓ 1 callers
Method
isObjectiveDestroyed
* Returns whether the objective is detroyed. * @return True if the objective is destroyed. */
src/Savegame/SavedBattleGame.cpp:1077
↓ 1 callers
Method
isOver
* Check if a mission is over and can be safely removed from the game. * A mission is over if it will spawn no more UFOs and it has no UFOs still in
src/Savegame/AlienMission.cpp:127
↓ 1 callers
Method
isPromoted
* Returns the unit's promotion status and resets it. * @return True if recently promoted, False otherwise. */
src/Savegame/Soldier.cpp:396
↓ 1 callers
Method
isQueuedBuilding
* Returns if the placed facility is placed in queue or not. * @param rule Facility type. * @return True if queued, False otherwise. */
src/Basescape/BaseView.cpp:237
↓ 1 callers
Function
isQuitShortcut
* Checks if the system's default quit shortcut was pressed. * @param ev SDL event. * @return Is quitting necessary? */
src/Engine/CrossPlatform.cpp:766
↓ 1 callers
Method
isQuitting
* Checks if the game is currently quitting. * @return whether the game is shutting down or not. */
src/Engine/Game.cpp:584
↓ 1 callers
Method
isSkillApplied
* Is skill applied to the accuracy of this weapon? * this only applies to melee weapons. * @return If we should apply skill. */
src/Ruleset/RuleItem.cpp:835
↓ 1 callers
Method
isStrengthApplied
* Is strength applied to the damage of this weapon? * @return If we should apply strength. */
src/Ruleset/RuleItem.cpp:825
↓ 1 callers
Method
kneel
* Kneel down. * @param kneeled to kneel or to stand up */
src/Savegame/BattleUnit.cpp:748
↓ 1 callers
Method
knockOut
* Raises a unit's stun level sufficiently so that the unit is ready to become unconscious. * Used when another unit falls on top of this unit. * Zom
src/Savegame/BattleUnit.cpp:1026
↓ 1 callers
Method
launchAction
* Handler for the blaster launcher button. */
src/Battlescape/BattlescapeGame.cpp:1381
↓ 1 callers
Method
load
* Loads a saved game's contents from a YAML file. * @note Assumes the saved game is blank. * @param filename YAML filename. * @param rule Ruleset f
src/Savegame/SavedGame.cpp:289
↓ 1 callers
Method
load
* Loads game data and updates status accordingly. * @param game_ptr Pointer to the game. * @return Thread status, 0 = ok */
src/Menu/StartState.cpp:302
↓ 1 callers
Method
load
* Loads new battle data from a YAML file. * @param filename YAML filename. */
src/Menu/NewBattleState.cpp:280
↓ 1 callers
Function
loadArgs
* Loads options from a set of command line arguments, * in the format "-option value". * @param argc Number of arguments. * @param argv Array of ar
src/Engine/Options.cpp:296
↓ 1 callers
Method
loadBinary
* Load the tile from binary. * @param buffer Pointer to buffer. * @param serKey Serialization key. */
src/Savegame/Tile.cpp:111
↓ 1 callers
Method
loadLanguage
* Changes the language currently in use by the game. * @param filename Filename of the language file. */
src/Engine/Game.cpp:445
↓ 1 callers
Method
loadMIDI
* Loads a MIDI object into memory. * @param i Music number to load. * @return Pointer to the loaded music. */
src/Engine/GMCat.cpp:358
↓ 1 callers
Method
loadMapResources
* Loads the resources required by the map in the battle save. * @param game Pointer to the game. */
src/Savegame/SavedBattleGame.cpp:318
↓ 1 callers
Method
loadRuleset
* Loads the rulesets specified in the game options. */
src/Engine/Game.cpp:528
↓ 1 callers
Method
loadTerminal
* Generates a pre-defined Codepage 437 (MS-DOS terminal) font. */
src/Engine/Font.cpp:87
↓ 1 callers
Function
load_file
src/lodepng.cpp:6041
↓ 1 callers
Function
lodepng_auto_choose_color
updates values of mode with a potentially smaller color model. mode_out should contain the user chosen color model, but will be overwritten with the n
src/lodepng.cpp:3757
↓ 1 callers
Function
lodepng_can_have_alpha
src/lodepng.cpp:2637
↓ 1 callers
Function
lodepng_chunk_ancillary
src/lodepng.cpp:2380
↓ 1 callers
Function
lodepng_chunk_check_crc
src/lodepng.cpp:2405
↓ 1 callers
Function
lodepng_chunk_create
src/lodepng.cpp:2453
↓ 1 callers
Function
lodepng_chunk_data_const
src/lodepng.cpp:2400
↓ 1 callers
Function
lodepng_chunk_generate_crc
src/lodepng.cpp:2415
↓ 1 callers
Function
lodepng_chunk_next
src/lodepng.cpp:2422
↓ 1 callers
Function
lodepng_chunk_next_const
src/lodepng.cpp:2428
↓ 1 callers
Function
lodepng_compress_settings_init
src/lodepng.cpp:2219
↓ 1 callers
Function
lodepng_decoder_settings_init
src/lodepng.cpp:4828
↓ 1 callers
Function
lodepng_decompress_settings_init
src/lodepng.cpp:2241
↓ 1 callers
Function
lodepng_deflate
src/lodepng.cpp:2003
↓ 1 callers
Function
lodepng_deflatev
src/lodepng.cpp:1964
↓ 1 callers
Function
lodepng_encoder_settings_init
src/lodepng.cpp:5904
↓ 1 callers
Function
lodepng_has_palette_alpha
src/lodepng.cpp:2627
↓ 1 callers
Function
lodepng_huffman_code_lengths
src/lodepng.cpp:714
↓ 1 callers
Function
lodepng_inflate
src/lodepng.cpp:1250
↓ 1 callers
Function
lodepng_inflatev
src/lodepng.cpp:1216
↓ 1 callers
Function
lodepng_inspect
read the information from the header and store it in the LodePNGInfo. return value is error*/
src/lodepng.cpp:3951
↓ 1 callers
Function
lodepng_is_alpha_type
src/lodepng.cpp:2617
↓ 1 callers
Function
lodepng_is_greyscale_type
src/lodepng.cpp:2612
↓ 1 callers
Function
lodepng_load_file
src/lodepng.cpp:349
↓ 1 callers
Function
lodepng_palette_add
src/lodepng.cpp:2580
↓ 1 callers
Function
lodepng_save_file
write given buffer to the file, overwriting the file, it doesn't append to it.*/
src/lodepng.cpp:377
↓ 1 callers
Function
lodepng_zlib_compress
src/lodepng.cpp:2133
↓ 1 callers
Function
lodepng_zlib_decompress
src/lodepng.cpp:2071
↓ 1 callers
Method
markUsed
* Decreases the remaining uses of a mapblock for this session. */
src/Ruleset/MapBlock.cpp:137
↓ 1 callers
Method
monthlyFunding
* Gives the player his monthly funds, taking in account * all maintenance and profit costs. */
src/Savegame/SavedGame.cpp:700
↓ 1 callers
Method
move
* Moves further in the trajectory. * @return false if the trajectory is finished - no new position exists in the trajectory. */
src/Battlescape/Projectile.cpp:331
↓ 1 callers
Function
naturalCompare
* Compares two Unicode strings using natural human ordering. * @param a String A. * @param b String B. * @return String A comes before String B. *
src/Engine/CrossPlatform.cpp:851
↓ 1 callers
Method
newSave
* Generates a brand new saved game with starting data. * @return A new saved game. */
src/Ruleset/Ruleset.cpp:567
↓ 1 callers
Method
nextStage
* Switches an existing battlescapesavegame to a new stage. */
src/Battlescape/BattlescapeGenerator.cpp:174
↓ 1 callers
Function
now
src/Engine/Logger.h:127
↓ 1 callers
Function
opendir
* Open directory stream using plain old C-string. */
src/dirent.h:523
↓ 1 callers
Method
painKillers
* Restore soldier morale */
src/Savegame/BattleUnit.cpp:2068
↓ 1 callers
Method
placeUnitNearPosition
* Places a unit on or near a position. * @param unit The unit to place. * @param entryPoint The position around which to attempt to place the unit.
src/Savegame/SavedBattleGame.cpp:1618
↓ 1 callers
Method
play
* Plays the contained music track. * @param loop Amount of times to loop the track. -1 = infinite */
src/Engine/AdlibMusic.cpp:120
↓ 1 callers
Method
postMissionProcedures
* Check if unit eligible for squaddie promotion. If yes, promote the unit. * Increase the mission counter. Calculate the experience increases. * @pa
src/Savegame/BattleUnit.cpp:1902
↓ 1 callers
Function
postProcessScanlines
out must be buffer big enough to contain full image, and in must contain the full decompressed data from the IDAT chunks (with filter index bytes and
src/lodepng.cpp:4204
↓ 1 callers
Method
prepareNewTurn
* Carries out new turn preparations such as fire and smoke spreading. */
src/Savegame/SavedBattleGame.cpp:1207
↓ 1 callers
Method
prepareNewTurn
* New turn preparations. * average out any smoke added by the number of overlaps. * apply fire/smoke damage to units as applicable. */
src/Savegame/Tile.cpp:757
↓ 1 callers
Method
primaryAction
* Activates primary action (left click). * @param pos Position on the map. */
src/Battlescape/BattlescapeGame.cpp:1211
↓ 1 callers
Method
psiButtonAction
* Handler for the psi button. */
src/Battlescape/BattlescapeGame.cpp:1396
↓ 1 callers
Method
randomizeItemLocations
* Move all the leftover items in base defense missions to random locations in the storage facilities * @param t the tile where all our goodies are in
src/Savegame/SavedBattleGame.cpp:963
↓ 1 callers
Function
readChunk_PLTE
src/lodepng.cpp:4254
↓ 1 callers
Function
readChunk_bKGD
background color chunk (bKGD)*/
src/lodepng.cpp:4314
↓ 1 callers
Function
readChunk_iTXt
international text chunk (iTXt)*/
src/lodepng.cpp:4440
↓ 1 callers
Function
readChunk_pHYs
src/lodepng.cpp:4548
↓ 1 callers
Function
readChunk_tEXt
text chunk (tEXt)*/
src/lodepng.cpp:4348
↓ 1 callers
Function
readChunk_tIME
src/lodepng.cpp:4533
↓ 1 callers
Function
readChunk_tRNS
src/lodepng.cpp:4278
↓ 1 callers
Function
readChunk_zTXt
compressed text chunk (zTXt)*/
src/lodepng.cpp:4391
↓ 1 callers
Function
readdir
* Read next directory entry. * * When working with text consoles, please note that file names returned by * readdir() are represented in the defaul
src/dirent.h:593
↓ 1 callers
Method
rearm
* Rearms the craft's weapons by adding ammo every hour * while it's docked in the base. * @param rules Pointer to ruleset. * @return The ammo ID mi
src/Savegame/Craft.cpp:751
↓ 1 callers
Method
redrawText
* redraw all the text-type surfaces. */
src/Engine/State.cpp:317
↓ 1 callers
Method
refresh
src/Engine/OpenGL.cpp:139
↓ 1 callers
Method
refreshSelectorPosition
* Updates the selector to the last-known mouse position. */
src/Battlescape/Map.cpp:1517
↓ 1 callers
Method
repair
* Repairs the craft's damage every hour * while it's docked in the base. */
src/Savegame/Craft.cpp:715
↓ 1 callers
Method
reset
* Resets an option back to its default value. */
src/Engine/OptionInfo.cpp:170
↓ 1 callers
Method
reset
* Resets the remaining uses of a mapblock for this session. */
src/Ruleset/MapBlock.cpp:153
↓ 1 callers
Method
resetAll
* Resets the status of all the Surface child elements, * like unpressing buttons. */
src/Engine/State.cpp:195
↓ 1 callers
Method
resetMapBlocks
* Resets the remaining uses of each mapblock. */
src/Ruleset/RuleTerrain.cpp:201
↓ 1 callers
Method
resetSelectedFacility
* Prevents any mouseover bugs on dismantling base facilities before setBase has had time to update the base. */
src/Basescape/BaseView.cpp:133
↓ 1 callers
Method
resetTiles
* Resets visibility of all the tiles on the map. */
src/Savegame/SavedBattleGame.cpp:1659
↓ 1 callers
Method
resetTurnCounter
* Resets the turn counter. */
src/Savegame/SavedBattleGame.cpp:1651
↓ 1 callers
Method
resetUnitTiles
* Resets all the units to their current standing tile(s). */
src/Savegame/SavedBattleGame.cpp:916
↓ 1 callers
Method
reviveUnconsciousUnits
* Checks for units that are unconcious and revives them if they shouldn't be. * * Revived units need a tile to stand on. If the unit's current posit
src/Savegame/SavedBattleGame.cpp:1363
↓ 1 callers
Function
rgba16ToPixel
put a pixel, given its RGBA16 color, into image of any color 16-bitdepth type*/
src/lodepng.cpp:3056
↓ 1 callers
Function
rgba8ToPixel
put a pixel, given its RGBA color, into image of any color type*/
src/lodepng.cpp:2982
↓ 1 callers
Method
runInventory
* Creates a mini-battle-save for managing inventory from the Geoscape. * Kids, don't try this at home! * @param craft Pointer to craft to manage. */
src/Battlescape/BattlescapeGenerator.cpp:1896
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