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Functions4,163 in github.com/OpenXcom/OpenXcom

↓ 1 callersMethodsetTrajectoryPoint
Sets the UFO's progress on the trajectory track.
src/Savegame/Ufo.h:130
↓ 1 callersMethodsetTuMode
* Changes the inventory's Time Units mode. * When True, inventory actions cost soldier time units (for battle). * When False, inventory actions don'
src/Battlescape/Inventory.cpp:102
↓ 1 callersMethodsetUnitsFalling
* Toggles the switch that says "there are units falling, start the fall state". * @param fall True if there are any units falling in the battlescape.
src/Savegame/SavedBattleGame.cpp:1528
↓ 1 callersMethodsetVSync
src/Engine/OpenGL.cpp:311
↓ 1 callersMethodsetVisible
* Changes the visibility of the surface. A hidden surface * isn't blitted nor receives events. * @param visible New visibility. */
src/Engine/Surface.cpp:655
↓ 1 callersMethodsetVisible
* Set whether this unit is visible. * @param flag */
src/Savegame/BattleUnit.cpp:1606
↓ 1 callersMethodsetWasHit
* sets the "was hit" flag to true. */
src/Battlescape/AlienBAIState.cpp:395
↓ 1 callersMethodsetWaveCountdown
* The new time must be a multiple of 30 minutes, and more than 0. * Calling this on a finished mission has no effect. * @param minutes The minutes u
src/Savegame/AlienMission.cpp:554
↓ 1 callersMethodsetWidth
* Changes the width of the surface. * @warning This is not a trivial setter! * It will force the surface to be recreated for the new size. * @param
src/Engine/Surface.cpp:894
↓ 1 callersMethodsetWidth
* Special handling for setting the width of the map viewport. * @param width the new base screen width. */
src/Battlescape/Map.cpp:1537
↓ 1 callersFunctionsetWindowIcon
src/Engine/CrossPlatform.cpp:941
↓ 1 callersMethodsetWordWrap
* Enables/disables text wordwrapping. When enabled, rows can * take up multiple lines of the list, otherwise every row * is restricted to one line.
src/Interface/TextList.cpp:494
↓ 1 callersMethodsetWoundRecovery
* Changes the amount of time until the soldier is healed. * @param recovery Number of days. */
src/Savegame/Soldier.cpp:434
↓ 1 callersMethodsetYOffset
* Sets the offset on the Y axis for drawing this object. * @param value The offset. */
src/Ruleset/MapData.cpp:228
↓ 1 callersFunctionset_algorythm
set algorithm connection */
src/Engine/Adlib/fmopl.cpp:361
↓ 1 callersFunctionset_ar_dr
set attack rate & decay rate */
src/Engine/Adlib/fmopl.cpp:419
↓ 1 callersFunctionset_ksl_tl
set ksl & tl */
src/Engine/Adlib/fmopl.cpp:403
↓ 1 callersFunctionset_mul
set multi,am,vib,EG-TYP,KSR,mul */
src/Engine/Adlib/fmopl.cpp:389
↓ 1 callersMethodset_shader
src/Engine/OpenGL.cpp:214
↓ 1 callersFunctionset_sl_rr
set sustain level & release rate */
src/Engine/Adlib/fmopl.cpp:436
↓ 1 callersMethodsetupDefenses
src/Savegame/Base.cpp:1237
↓ 1 callersMethodshowAll
* Shows all the hidden Surface child elements. */
src/Engine/State.cpp:185
↓ 1 callersFunctionshowError
* Displays a message box with an error message. * @param error Error message. */
src/Engine/CrossPlatform.cpp:78
↓ 1 callersFunctionshowHelp
* Displays command-line help when appropriate. * @param argc Number of arguments. * @param argv Array of argument strings. */
src/Engine/Options.cpp:342
↓ 1 callersMethodsortLists
* Sorts all our lists according to their weight. */
src/Ruleset/Ruleset.cpp:1303
↓ 1 callersMethodspendEnergy
* Spend energy if it can. Return false if it can't. * @param tu * @return flag if it could spend the time units or not. */
src/Savegame/BattleUnit.cpp:1175
↓ 1 callersMethodstartItem
src/Savegame/Production.cpp:190
↓ 1 callersMethodstimulant
* Restore soldier energy and reduce stun level * @param energy The amount of energy to add * @param s The amount of stun level to reduce */
src/Savegame/BattleUnit.cpp:2083
↓ 1 callersMethodstopMouseScrolling
src/Battlescape/Camera.cpp:608
↓ 1 callersMethodtargetFloor
* Set the boolean flag to angle a blaster bomb towards the floor. */
src/Battlescape/ProjectileFlyBState.cpp:675
↓ 1 callersFunctiontimeToString
* Converts a date/time into a human-readable string * using the ISO 8601 standard. * @param time Value in timestamp format. * @return String pair w
src/Engine/CrossPlatform.cpp:820
↓ 1 callersMethodtoggleFireDamage
* toggle the state of the fire damage tracking boolean. */
src/Savegame/BattleUnit.cpp:2611
↓ 1 callersMethodtogglePersonalLighting
* Toggles personal lighting on / off. */
src/Battlescape/TileEngine.cpp:2381
↓ 1 callersMethodtoggleShowAllLayers
* Toggles showing all map layers. * @return New layer setting. */
src/Battlescape/Camera.cpp:555
↓ 1 callersMethodtookFireDamage
* did this unit already take fire damage this turn? * (used to avoid damaging large units multiple times.) * @return ow it burns */
src/Savegame/BattleUnit.cpp:2603
↓ 1 callersMethodtrainPsi
* Trains a soldier's Psychic abilities after 1 month. */
src/Savegame/Soldier.cpp:465
↓ 1 callersMethodtrainPsi1Day
* Trains a soldier's Psychic abilities after 1 day. * (anytimePsiTraining option) */
src/Savegame/Soldier.cpp:490
↓ 1 callersFunctionucvector_resizev
resize and give all new elements the value*/
src/lodepng.cpp:242
↓ 1 callersMethodufoLifting
* This function is called when one of the mission's UFOs has finished it's time on the ground. * It takes care of sending the UFO to the next waypoin
src/Savegame/AlienMission.cpp:520
↓ 1 callersMethodufoReachedWaypoint
* This function is called when one of the mission's UFOs arrives at it's current destination. * It takes care of sending the UFO to the next waypoint
src/Savegame/AlienMission.cpp:360
↓ 1 callersMethodufoShotDown
* This function is called when one of the mission's UFOs is shot down (crashed or destroyed). * Currently the only thing that happens is delaying the
src/Savegame/AlienMission.cpp:493
↓ 1 callersFunctionuivector_copy
copy q to p, returns 1 if success, 0 if failure ==> nothing done*/
src/lodepng.cpp:186
↓ 1 callersFunctionunfilterScanline
src/lodepng.cpp:4008
↓ 1 callersMethodunload
* Unloads the selected weapon, placing the gun * on the right hand and the ammo on the left hand. * @return The success of the weapon being unlaoded
src/Battlescape/Inventory.cpp:749
↓ 1 callersMethodunloadData
* Unloads the terrain data. */
src/Ruleset/MapDataSet.cpp:249
↓ 1 callersMethodunpress
* Simulates a "mouse button release". Used in circumstances * where the surface is unpressed without user input. * @param state Pointer to running s
src/Engine/InteractiveSurface.cpp:228
↓ 1 callersMethodunsetNewBaseHover
src/Geoscape/Globe.cpp:1366
↓ 1 callersFunctionupdateOptions
* Updates the game's options with those in the configuation * file, if it exists yet, and any supplied on the command line. */
src/Engine/Options.cpp:469
↓ 1 callersMethodupdateSelectedPart
* Updates the selected body part. * If there is a wounded body part, selects that. * Otherwise does not change the selected part. */
src/Battlescape/MedikitView.cpp:129
↓ 1 callersFunctionupdate_adler32
src/lodepng.cpp:2036
↓ 1 callersMethodvoxelCheck
* Checks if we hit a voxel. * @param voxel The voxel to check. * @param excludeUnit Don't do checks on this unit. * @param excludeAllUnits Don't do
src/Battlescape/TileEngine.cpp:2303
↓ 1 callersMethodwasResearchPopped
* checks if an unresearched topic has previously been popped up. * @param research is the project we are checking for * @return whether or not it ha
src/Savegame/SavedGame.cpp:1644
↓ 1 callersFunctionwriteSignature
src/lodepng.cpp:4889
↓ 1 callersMethodzoomDogfightIn
* Zooms the globe smoothly into dogfight level. * @return Is the globe already zoomed in? */
src/Geoscape/Globe.cpp:745
↓ 1 callersMethodzoomDogfightOut
* Zooms the globe smoothly out of dogfight level. * @return Is the globe already zoomed out? */
src/Geoscape/Globe.cpp:770
MethodAbandonGameState
* Initializes all the elements in the Abandon Game screen. * @param game Pointer to the core game. * @param origin Game section that originated this
src/Menu/AbandonGameState.cpp:41
MethodAbortMissionState
* Initializes all the elements in the Abort Mission window. * @param game Pointer to the core game. * @param battleGame Pointer to the saved game.
src/Battlescape/AbortMissionState.cpp:45
MethodAction
* Creates a new action. * @param scaleX Screen's X scaling factor. * @param scaleY Screen's Y scaling factor. * @param topBlackBand Screen's top bl
src/Engine/Action.cpp:33
MethodActionMenuItem
* Sets up an Action menu item. * @param id The unique identifier of the menu item. * @param game Pointer to the game. * @param x Position on the x-
src/Battlescape/ActionMenuItem.cpp:36
MethodActionMenuState
* Initializes all the elements in the Action Menu window. * @param game Pointer to the core game. * @param action Pointer to the action. * @param x
src/Battlescape/ActionMenuState.cpp:52
MethodAdlibMusic
* Initializes a new music track. * @param volume Music volume modifier (1.0 = 100%). */
src/Engine/AdlibMusic.cpp:42
MethodAlienBAIState
* Sets up a BattleAIState. * @param save Pointer to the battle game. * @param unit Pointer to the unit. * @param node Pointer to the node the unit
src/Battlescape/AlienBAIState.cpp:53
MethodAlienBase
* Initializes an alien base */
src/Savegame/AlienBase.cpp:29
MethodAlienBaseState
* Initializes all the elements in the Aliens Base discovered window. * @param game Pointer to the core game. * @param base Pointer to the alien base
src/Geoscape/AlienBaseState.cpp:47
MethodAlienDeployment
* Creates a blank ruleset for a certain * type of deployment data. * @param type String defining the type. */
src/Ruleset/AlienDeployment.cpp:63
MethodAlienMission
src/Savegame/AlienMission.cpp:51
MethodAlienRace
* Creates a blank alien race. * @param id String defining the id. */
src/Ruleset/AlienRace.cpp:28
MethodAlienStrategy
* Create an AlienStrategy with no values. * Running a game like this will most likely crash. */
src/Savegame/AlienStrategy.cpp:36
MethodAlienTerrorState
* Initializes all the elements in the Aliens Terrorise window. * @param game Pointer to the core game. * @param terror Pointer to the respective Ter
src/Geoscape/AlienTerrorState.cpp:45
MethodAliensCrashState
* Initializes all the elements in the Aliens Crash screen. * @param game Pointer to the core game. */
src/Battlescape/AliensCrashState.cpp:37
MethodAllocatePsiTrainingState
* Initializes all the elements in the Psi Training screen. * @param game Pointer to the core game. * @param base Pointer to the base to handle. */
src/Geoscape/AllocatePsiTrainingState.cpp:46
MethodArmor
* Creates a blank ruleset for a certain * type of armor. * @param type String defining the type. */
src/Ruleset/Armor.cpp:29
MethodArrowButton
* Sets up an arrow button with the specified size and position. * @param shape Shape of the arrow. * @param width Width in pixels. * @param height
src/Interface/ArrowButton.cpp:35
MethodArticleDefinition
* Constructor. * @param type_id Article type of this instance. */
src/Ruleset/ArticleDefinition.cpp:58
MethodArticleDefinitionArmor
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:252
MethodArticleDefinitionBaseFacility
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:201
MethodArticleDefinitionCraft
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:127
MethodArticleDefinitionCraftWeapon
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:147
MethodArticleDefinitionItem
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:218
MethodArticleDefinitionRect
* Constructor. */
src/Ruleset/ArticleDefinition.cpp:107
MethodArticleDefinitionText
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:165
MethodArticleDefinitionTextImage
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:182
MethodArticleDefinitionUfo
* Constructor (only setting type of base class). */
src/Ruleset/ArticleDefinition.cpp:235
MethodArticleDefinitionVehicle
* Constructor (only setting type of base class) */
src/Ruleset/ArticleDefinition.cpp:269
MethodArticleState
* Constructor * @param game Pointer to current game. * @param article_id The article id of this article state instance. */
src/Ufopaedia/ArticleState.cpp:40
MethodArticleStateArmor
src/Ufopaedia/ArticleStateArmor.cpp:40
MethodArticleStateBaseFacility
src/Ufopaedia/ArticleStateBaseFacility.cpp:40
MethodArticleStateCraft
src/Ufopaedia/ArticleStateCraft.cpp:38
MethodArticleStateCraftWeapon
src/Ufopaedia/ArticleStateCraftWeapon.cpp:39
MethodArticleStateItem
src/Ufopaedia/ArticleStateItem.cpp:40
MethodArticleStateText
src/Ufopaedia/ArticleStateText.cpp:34
MethodArticleStateTextImage
src/Ufopaedia/ArticleStateTextImage.cpp:34
MethodArticleStateUfo
src/Ufopaedia/ArticleStateUfo.cpp:39
MethodArticleStateVehicle
src/Ufopaedia/ArticleStateVehicle.cpp:40
MethodAudioSequence
src/Menu/IntroState.cpp:332
MethodBar
* Sets up a blank bar with the specified size and position. * @param width Width in pixels. * @param height Height in pixels. * @param x X position
src/Interface/Bar.cpp:33
MethodBase
* Initializes an empty base. * @param rule Pointer to ruleset. */
src/Savegame/Base.cpp:54
MethodBaseDefenseState
* Initializes all the elements in the Base Defense screen. * @param game Pointer to the core game. * @param base Pointer to the base being attacked.
src/Geoscape/BaseDefenseState.cpp:55
MethodBaseDestroyedState
src/Geoscape/BaseDestroyedState.cpp:39
MethodBaseFacility
* Initializes a base facility of the specified type. * @param rules Pointer to ruleset. * @param base Pointer to base of origin. */
src/Savegame/BaseFacility.cpp:31
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