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Functions20,015 in github.com/TTimo/doom3.gpl

↓ 12 callersMethodSetOwner
================ idWeapon::SetOwner Only called at player spawn time, not each weapon switch ================ */
neo/d3xp/Weapon.cpp:223
↓ 12 callersMethodSetParent
================ idWindow::SetParent ================ */
neo/ui/Window.cpp:1503
↓ 12 callersMethodSetStartTime
===================== idAnimBlend::SetStartTime ===================== */
neo/game/anim/Anim_Blend.cpp:1515
↓ 12 callersMethodSetStartTime
===================== idAnimBlend::SetStartTime ===================== */
neo/d3xp/anim/Anim_Blend.cpp:1601
↓ 12 callersMethodSetTempSize
neo/idlib/math/Matrix.h:2262
↓ 12 callersMethodSort
neo/tools/compilers/roqvq/codec.cpp:83
↓ 12 callersMethodStartupVariable
================== idCommonLocal::StartupVariable Searches for command line parameters that are set commands. If match is not NULL, only that cvar wi
neo/framework/Common.cpp:918
↓ 12 callersMethodStripLeadingOnce
============ idStr::StripLeadingOnce ============ */
neo/idlib/Str.cpp:498
↓ 12 callersFunctionSys_EnterCriticalSection
================== Sys_EnterCriticalSection ================== */
neo/sys/win32/win_main.cpp:161
↓ 12 callersMethodTransformJoints
============ idSIMD_AltiVec::TransformJoints ============ */
neo/idlib/math/Simd_AltiVec.cpp:5235
↓ 12 callersMethodTransposeMultiply
neo/idlib/math/Matrix.h:717
↓ 12 callersMethodWrite
=============== idAudioHardwareOSS::Write rely on m_freeWriteChunks which has been set in Flush() before engine did the mixing for this MIXBUFFER_SAMP
neo/sys/linux/sound.cpp:361
↓ 12 callersFunction_get_next_page
neo/sound/OggVorbis/vorbissrc/vorbisfile.c:100
↓ 12 callersFunctionadd_buffer
* add_buffer() appends a memory chunk to the existing one */
neo/curl/lib/http.c:638
↓ 12 callersFunctionanalysis
neo/sound/OggVorbis/vorbissrc/psytune.c:196
↓ 12 callersMethodbitmapData
neo/tools/compilers/roqvq/NSBitmapImageRep.cpp:75
↓ 12 callersFunctioncurl_getenv
neo/curl/lib/getenv.c:68
↓ 12 callersFunctioncurl_multi_add_handle
neo/curl/lib/multi.c:134
↓ 12 callersFunctionexit_zlib
neo/curl/lib/content_encoding.c:63
↓ 12 callersMethodgetTime
neo/tools/radiant/splines.h:316
↓ 12 callersFunctionglimit
neo/tools/compilers/roqvq/codec.cpp:33
↓ 12 callersFunctiontty_FlushIn
neo/sys/posix/posix_main.cpp:702
↓ 12 callersFunctionusage
neo/renderer/jpeg-6/jpegtran.c:39
↓ 11 callersMethodAdd
=============== idMsgQueue::Add =============== */
neo/framework/async/MsgChannel.cpp:82
↓ 11 callersMethodBeginFrame
==================== BeginFrame ==================== */
neo/renderer/RenderSystem.cpp:627
↓ 11 callersFunctionBrush_Alloc
================ Brush_Alloc ================ */
neo/tools/radiant/EditorBrush.cpp:117
↓ 11 callersMethodCholesky_Factor
============ idMatX::Cholesky_Factor in-place Cholesky factorization: LL' L is a triangular matrix stored in the lower triangle. The upper tria
neo/idlib/math/Matrix.cpp:5294
↓ 11 callersFunctionCleanList
======================================================================================================================= =============================
neo/tools/radiant/XYWnd.cpp:988
↓ 11 callersMethodClear
================ function_t::Clear ================ */
neo/game/script/Script_Program.cpp:114
↓ 11 callersMethodClear
================ idServerScan::Clear ================ */
neo/framework/async/ServerScan.cpp:86
↓ 11 callersMethodClear
================ function_t::Clear ================ */
neo/d3xp/script/Script_Program.cpp:114
↓ 11 callersMethodClipModelsTouchingBounds
================ idClip::ClipModelsTouchingBounds ================ */
neo/d3xp/physics/Clip.cpp:804
↓ 11 callersMethodContainsPoint
============ idFrustum::ContainsPoint ============ */
neo/idlib/bv/Frustum.cpp:795
↓ 11 callersMethodCoverage
MC_OPAQUE, MC_PERFORATED, or MC_TRANSLUCENT, for interaction list linking and dmap flood filling The depth buffer will not be filled for MC_TRANSLUCEN
neo/renderer/Material.h:428
↓ 11 callersMethodCreate
================ idProjectile::Create ================ */
neo/d3xp/Projectile.cpp:218
↓ 11 callersFunctionCurl_ftpsendf
* * Curl_ftpsendf() * * Sends the formated string as a ftp command to a ftp server * * NOTE: we build the command in a fixed-length buffer, which
neo/curl/lib/ftp.c:2416
↓ 11 callersFunctionCurl_share_lock
neo/curl/lib/share.c:179
↓ 11 callersFunctionCurl_share_unlock
neo/curl/lib/share.c:197
↓ 11 callersMethodDWarning
============ idGameLocal::DWarning ============ */
neo/d3xp/Game_local.cpp:757
↓ 11 callersFunctionDivide
=============== Divide For each element in vectors: n = a / b =============== */ Use reciprocal estimate and multiply to divide a vector
neo/idlib/math/Simd_AltiVec.cpp:346
↓ 11 callersFunctionDoColor
neo/tools/radiant/MainFrm.cpp:2644
↓ 11 callersMethodFindJoint
neo/MayaImport/maya_main.cpp:947
↓ 11 callersFunctionFloatForKey
======================================================================================================================= =============================
neo/tools/radiant/EditorEntity.cpp:186
↓ 11 callersFunctionFormAddTest
neo/curl/lib/formdata.c:1384
↓ 11 callersMethodFree
============ idBrushList::Free ============ */
neo/tools/compilers/aas/Brush.cpp:1209
↓ 11 callersMethodGetChild
neo/tools/common/PropTree/PropTreeItem.cpp:355
↓ 11 callersMethodGetClipMask
================ idPhysics_Base::GetClipMask ================ */
neo/game/physics/Physics_Base.cpp:196
↓ 11 callersMethodGetFreeBlockMemory
neo/idlib/Heap.h:269
↓ 11 callersMethodGetInstance
neo/tools/guied/GEApp.h:168
↓ 11 callersMethodGetJointName
==================== idDeclModelDef::GetJointName ==================== */
neo/game/anim/Anim_Blend.cpp:2942
↓ 11 callersMethodGetMapDecl
=============== idFileSystemLocal::GetMapDecl retrieve the decl dictionary, add a 'path' value =============== */
neo/framework/FileSystem.cpp:4148
↓ 11 callersMethodGetMatrix
neo/idlib/Dict.h:284
↓ 11 callersMethodGetMaxValue
neo/framework/CVarSystem.h:133
↓ 11 callersMethodGetMinValue
neo/framework/CVarSystem.h:132
↓ 11 callersMethodGetNormalFont
neo/tools/common/PropTree/PropTree.cpp:272
↓ 11 callersMethodGetParmType
================ idTypeDef::GetParmType ================ */
neo/game/script/Script_Program.cpp:481
↓ 11 callersMethodGetParmType
================ idTypeDef::GetParmType ================ */
neo/d3xp/script/Script_Program.cpp:481
↓ 11 callersMethodGetStringFromMarker
================ idParser::GetStringFromMarker FIXME: this is very bad code, the script isn't even garrenteed to still be around ================ *
neo/idlib/Parser.cpp:2929
↓ 11 callersMethodGetTextLength
================= idDeclLocal::GetTextLength ================= */
neo/framework/DeclManager.cpp:1892
↓ 11 callersMethodGetValue
neo/ui/SliderWindow.h:47
↓ 11 callersMethodHasAmmo
=============== idInventory::HasAmmo =============== */
neo/game/Player.cpp:877
↓ 11 callersMethodInitFromFile
================ idRenderModelStatic::InitFromFile ================ */
neo/renderer/Model.cpp:277
↓ 11 callersMethodIntersect
====================== idScreenRect::Intersect ====================== */
neo/renderer/tr_main.cpp:93
↓ 11 callersMethodIsDiscrete
a discrete surface will never be merged with other surfaces by dmap, which is necessary to prevent mutliple gui surfaces, mirrors, autosprites, and so
neo/renderer/Material.h:441
↓ 11 callersFunctionIsExpression
================ IsExpression Returns true if the given string is an expression ================ */
neo/tools/guied/guied.cpp:146
↓ 11 callersMethodLast
============ idStr::Last returns -1 if not found otherwise the index of the char ============ */
neo/idlib/Str.cpp:452
↓ 11 callersMethodLineIntersection
============ idBox::LineIntersection Returns true if the line intersects the box between the start and end point. ============ */
neo/idlib/bv/Box.cpp:538
↓ 11 callersFunctionMakePowerOfTwo
neo/renderer/Image_load.cpp:46
↓ 11 callersMethodMatX_MultiplyMatX
============ idSIMD_SSE::MatX_MultiplyMatX optimizes the following matrix multiplications: NxN * Nx6 6xN * Nx6 Nx6 * 6xN 6x6 * 6xN with N in
neo/idlib/math/Simd_SSE.cpp:8312
↓ 11 callersFunctionNumberEdit_Attach
================ NumberEdit_Attach Allows editing of floating point numbers ================ */
neo/tools/common/MaskEdit.cpp:93
↓ 11 callersMethodPlayAnim
===================== idAnimState::PlayAnim ===================== */
neo/game/Actor.cpp:189
↓ 11 callersMethodPlayAnim
===================== idAnimState::PlayAnim ===================== */
neo/d3xp/Actor.cpp:189
↓ 11 callersFunctionR_AxisToModelMatrix
neo/renderer/tr_main.cpp:445
↓ 11 callersFunctionR_BoundTriSurf
================= R_BoundTriSurf ================= */
neo/renderer/tr_trisurf.cpp:704
↓ 11 callersFunctionReciprocalSquareRoot
=============== ReciprocalSquareRoot For each element in vector: n = 1 / sqrt(n) =============== */ Reciprocal square root estimate of a vector
neo/idlib/math/Simd_AltiVec.cpp:323
↓ 11 callersMethodReload
================ rvDebuggerScript::Reload Reload the contents of the script ================ */
neo/tools/debugger/DebuggerScript.cpp:183
↓ 11 callersMethodRemoveOriginOffset
===================== idAnimator::RemoveOriginOffset ===================== */
neo/game/anim/Anim_Blend.cpp:3328
↓ 11 callersMethodRemoveOriginOffset
===================== idAnimator::RemoveOriginOffset ===================== */
neo/d3xp/anim/Anim_Blend.cpp:3414
↓ 11 callersMethodRotatePoint
neo/idlib/math/Rotation.h:204
↓ 11 callersMethodSetAASAreaState
================ idDoor::SetAASAreaState ================ */
neo/game/Mover.cpp:3379
↓ 11 callersMethodSetCVarFloat
============ idCVarSystemLocal::SetCVarFloat ============ */
neo/framework/CVarSystem.cpp:673
↓ 11 callersMethodSetColor
====================== BOEntity::SetVisible ====================== */
neo/ui/GameBustOutWindow.cpp:144
↓ 11 callersMethodSetFriction
================ idAFBody::SetFriction ================ */
neo/game/physics/Physics_AF.cpp:4247
↓ 11 callersMethodSetFriction
================ idAFBody::SetFriction ================ */
neo/d3xp/physics/Physics_AF.cpp:4248
↓ 11 callersMethodSetKeyBindingNames
============== idUserInterfaceLocal::SetKeyBindingNames ============== */
neo/ui/UserInterface.cpp:623
↓ 11 callersMethodSetLockMemory
neo/idlib/Heap.h:518
↓ 11 callersMethodSetMaterial
====================== BSEntity::SetMaterial ====================== */
neo/ui/GameBearShootWindow.cpp:126
↓ 11 callersMethodSetNumPoints
neo/idlib/geometry/Winding.h:242
↓ 11 callersMethodSetOrigin
================ idPhysics_AF::SetOrigin ================ */
neo/d3xp/physics/Physics_AF.cpp:7501
↓ 11 callersMethodSetRect
================ rvGEWindowWrapper::SetRect Sets the wrapper's rectangle and the attached windows rectangle as well ================ */
neo/tools/guied/GEWindowWrapper.cpp:184
↓ 11 callersMethodSetStatusText
======================================================================================================================= =============================
neo/tools/radiant/MainFrm.cpp:3922
↓ 11 callersMethodSetValue
neo/ui/SliderWindow.cpp:198
↓ 11 callersMethodShouldCreateBackSides
Standard two-sided triangle rendering won't work with bump map lighting, because the normal and tangent vectors won't be correct for the back sides.
neo/renderer/Material.h:412
↓ 11 callersMethodSpawnEntityType
================ idGameLocal::SpawnEntityType ================ */
neo/game/Game_local.cpp:2972
↓ 11 callersMethodStorageSize
================== StorageSize ================== */
neo/renderer/Image_load.cpp:2047
↓ 11 callersMethodTouch
=========== idVertexCache::Touch =========== */
neo/renderer/VertexCache.cpp:307
↓ 11 callersMethodWriteFile
============ idFileSystemLocal::WriteFile Filenames are relative to the search path ============ */
neo/framework/FileSystem.cpp:1164
↓ 11 callersFunctiongetI2
neo/renderer/Model_lwo.cpp:1058
↓ 11 callersMethodh
neo/ui/Winvar.h:423
↓ 11 callersFunctiontodB
neo/sound/OggVorbis/vorbissrc/scales.h:40
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