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Functions10,550 in github.com/TheForceEngine/TheForceEngine

↓ 4 callersFunctionagent_writeSavedData
TheForceEngine/TFE_DarkForces/agent.cpp:308
↓ 4 callersFunctionallocTrigger
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:304
↓ 4 callersFunctionallocateTexture
TheForceEngine/TFE_Editor/EditorAsset/editorTexture.cpp:55
↓ 4 callersFunctionautodetectGamePaths
TheForceEngine/TFE_Settings/settings.cpp:169
↓ 4 callersFunctionautomap_computeScreenBounds
_computeScreenBounds() and computeScaledScreenBounds() in the original source: computeScaledScreenBounds() calls _computeScreenBounds() - so merged he
TheForceEngine/TFE_DarkForces/automap.cpp:129
↓ 4 callersFunctionautomap_setLayer
TheForceEngine/TFE_DarkForces/automap.cpp:350
↓ 4 callersFunctionbilinearDither
Approximate a bilinear filter using a screenspace dither This technique was first seen in Unreal 1 (as far as I know).
TheForceEngine/Shaders/textureSampleFunc.h:82
↓ 4 callersFunctionbilinearSharpness
Adjust the output
TheForceEngine/Shaders/filter.h:7
↓ 4 callersFunctionbindRenderTarget
TheForceEngine/TFE_RenderBackend/Win32OpenGL/renderBackend.cpp:764
↓ 4 callersFunctionbuildCurve
TheForceEngine/TFE_Editor/LevelEditor/editGeometry.cpp:2225
↓ 4 callersFunctioncJSON_CreateNumber
TheForceEngine/TFE_System/cJSON.c:2439
↓ 4 callersFunctioncalculateTextureCoordsSlope
TheForceEngine/TFE_Editor/LevelEditor/Rendering/viewport.cpp:787
↓ 4 callersFunctioncanCopy
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:4793
↓ 4 callersFunctioncanMoveTexture
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:4092
↓ 4 callersFunctioncast_away_const
helper function to cast away const */
TheForceEngine/TFE_System/cJSON.c:2007
↓ 4 callersFunctionclearActiveCaptions
TheForceEngine/TFE_A11y/accessibility.cpp:407
↓ 4 callersFunctionclearKeyPressed
TheForceEngine/TFE_Input/input.cpp:255
↓ 4 callersFunctionclearTextureOffset
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:1381
↓ 4 callersFunctionclipScanline
TheForceEngine/TFE_Jedi/Renderer/rscanline.cpp:221
↓ 4 callersMethodclose
TheForceEngine/TFE_Archive/lfdArchive.cpp:69
↓ 4 callersMethodclose
TheForceEngine/TFE_FileSystem/filestream-posix.cpp:95
↓ 4 callersMethodclosePort
TheForceEngine/TFE_Audio/RtMidi.cpp:3791
↓ 4 callersFunctionclosedir
* Close directory stream. */
TheForceEngine/TFE_Ui/imGUI/Dirent/dirent.h:837
↓ 4 callersFunctioncommitCurEntityChanges
TheForceEngine/TFE_Editor/LevelEditor/infoPanel.cpp:2211
↓ 4 callersFunctioncomputeCameraTransform
TheForceEngine/TFE_Editor/LevelEditor/camera.cpp:28
↓ 4 callersFunctionconvertExtendedAsciiToUtf8
Assumes codepoints between 0 - 255
TheForceEngine/TFE_System/utf8.cpp:101
↓ 4 callersFunctionconvertToString
Stores the vectors as strings for writings
TheForceEngine/TFE_Input/replay.cpp:255
↓ 4 callersFunctionconvertUtf8ToExtendedAscii
TheForceEngine/TFE_System/utf8.cpp:113
↓ 4 callersFunctioncreateCVar
TheForceEngine/TFE_FrontEndUI/console.cpp:137
↓ 4 callersFunctioncreateGuidelinesFromShape
TheForceEngine/TFE_Editor/LevelEditor/editGuidelines.cpp:345
↓ 4 callersFunctioncreateSectorFromRect
TheForceEngine/TFE_Editor/LevelEditor/editGeometry.cpp:2592
↓ 4 callersFunctioncutsceneFilm_isFading
TheForceEngine/TFE_DarkForces/Landru/cutscene_film.cpp:826
↓ 4 callersFunctioncutsceneFilm_isNextFrame
TheForceEngine/TFE_DarkForces/Landru/cutscene_film.cpp:602
↓ 4 callersFunctioncutsceneFilm_startFade
TheForceEngine/TFE_DarkForces/Landru/cutscene_film.cpp:814
↓ 4 callersFunctioncutsceneFilm_stop
TheForceEngine/TFE_DarkForces/Landru/cutscene_film.cpp:972
↓ 4 callersFunctiondirectorySelectDialog
TheForceEngine/TFE_Ui/ui.cpp:129
↓ 4 callersFunctiondisableCleats
TheForceEngine/TFE_DarkForces/mission.cpp:1011
↓ 4 callersFunctiondisableMask
TheForceEngine/TFE_DarkForces/mission.cpp:1026
↓ 4 callersFunctiondrawBox3d
TheForceEngine/TFE_Editor/LevelEditor/Rendering/gizmo.cpp:67
↓ 4 callersFunctiondrawColoredQuad
TheForceEngine/TFE_DarkForces/GameUI/uiDraw.cpp:30
↓ 4 callersFunctiondrawWallLines3D_Highlighted
TheForceEngine/TFE_Editor/LevelEditor/Rendering/viewport.cpp:833
↓ 4 callersFunctionedit_cleanSectorList
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:834
↓ 4 callersFunctionedit_getMoveAxis
TheForceEngine/TFE_Editor/LevelEditor/editTransforms.cpp:350
↓ 4 callersFunctionedit_getTransformAnchor
TheForceEngine/TFE_Editor/LevelEditor/editTransforms.cpp:331
↓ 4 callersFunctionedit_gizmoCursor3d
TheForceEngine/TFE_Editor/LevelEditor/editTransforms.cpp:321
↓ 4 callersFunctionedit_interactingWithGizmo
TheForceEngine/TFE_Editor/LevelEditor/editTransforms.cpp:100
↓ 4 callersFunctionedit_isTransformToolActive
TheForceEngine/TFE_Editor/LevelEditor/editTransforms.cpp:85
↓ 4 callersFunctionedit_moveSelectedVertices
TheForceEngine/TFE_Editor/LevelEditor/editVertex.cpp:464
↓ 4 callersFunctionedit_viewportHovered
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:1413
↓ 4 callersFunctioneditor_closeLevel
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:2395
↓ 4 callersFunctionend
TheForceEngine/TFE_Ui/imGUI/imgui.h:2053
↓ 4 callersFunctionend
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:640
↓ 4 callersFunctionendFrame
/////////////////////////////////////////////////// Implementation ///////////////////////////////////////////////////
TheForceEngine/TFE_Input/input.cpp:56
↓ 4 callersFunctionentityDefsEqual
TheForceEngine/TFE_Editor/LevelEditor/entity.cpp:1220
↓ 4 callersFunctionexistsNoCase
TheForceEngine/TFE_FileSystem/fileutil-posix.cpp:341
↓ 4 callersFunctionexitLoadSaveMenu
TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp:1670
↓ 4 callersFunctionexitToMenu
TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp:516
↓ 4 callersFunctionfindFileObjectNoCase
Linux filesystems are case-sensitive; try to open the base directory and find a file/directory that has the same name with different case. Caller MUST
TheForceEngine/TFE_FileSystem/fileutil-posix.cpp:260
↓ 4 callersFunctionfindSector
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:421
↓ 4 callersFunctionfindSectorDf
Find a sector based on DF rules.
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:5247
↓ 4 callersFunctionfinishSectorDraw
TheForceEngine/TFE_Editor/LevelEditor/editGeometry.cpp:2261
↓ 4 callersFunctionfixupLevel
General level fix-up: Remove Zero-Wall and Zero-Vertex sectors. TODO: Other issues that may cause crashes, etc. This should be done when: Saving. Load
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:5414
↓ 4 callersFunctionframe_setData
TheForceEngine/TFE_Jedi/Level/robject.cpp:121
↓ 4 callersFunctionfreeOffScreenBuffer
TheForceEngine/TFE_Jedi/Level/roffscreenBuffer.cpp:28
↓ 4 callersFunctiongameMusic_random
TheForceEngine/TFE_DarkForces/gameMusic.cpp:540
↓ 4 callersFunctiongameMusic_startFight
TheForceEngine/TFE_DarkForces/gameMusic.cpp:267
↓ 4 callersFunctiongetAssetPalette
TheForceEngine/TFE_Editor/AssetBrowser/assetBrowser.cpp:1202
↓ 4 callersFunctiongetDisplayMonitorInfo
TheForceEngine/TFE_RenderBackend/Win32OpenGL/renderBackend.cpp:396
↓ 4 callersFunctiongetEntityDefId
TheForceEngine/TFE_Editor/LevelEditor/entity.cpp:1232
↓ 4 callersFunctiongetFramesFromAnim
TheForceEngine/TFE_DarkForces/GameUI/delt.cpp:82
↓ 4 callersFunctiongetGameHeader
TheForceEngine/TFE_Settings/settings.cpp:399
↓ 4 callersMethodgetHandle
TheForceEngine/TFE_RenderBackend/shader.h:68
↓ 4 callersFunctiongetMidiDevice
TheForceEngine/TFE_Audio/midiPlayer.cpp:170
↓ 4 callersFunctiongetPaletteTexture
TheForceEngine/TFE_RenderBackend/Win32OpenGL/renderBackend.cpp:701
↓ 4 callersFunctiongetRenderTargetTexture
TheForceEngine/TFE_RenderBackend/Win32OpenGL/renderBackend.cpp:823
↓ 4 callersFunctiongetSaturation
TheForceEngine/TFE_RenderShared/texturePacker.cpp:414
↓ 4 callersMethodgetSize
TheForceEngine/TFE_FileSystem/filestream-posix.cpp:191
↓ 4 callersMethodgetType
TheForceEngine/TFE_Archive/archive.h:46
↓ 4 callersFunctionget_array_item
TheForceEngine/TFE_System/cJSON.c:1856
↓ 4 callersFunctiongroups_getMainId
TheForceEngine/TFE_Editor/LevelEditor/groups.cpp:155
↓ 4 callersFunctionhandleReflectVariation
Originally this code was inlined in the final DOS code, but I am splitting it out to reduce redundant code. This code adds some variation to the final
TheForceEngine/TFE_DarkForces/projectile.cpp:829
↓ 4 callersFunctionhandleWallDragAndDrop
TheForceEngine/TFE_Editor/LevelEditor/infoPanel.cpp:1320
↓ 4 callersFunctionhistory_clear
TheForceEngine/TFE_Editor/history.cpp:65
↓ 4 callersFunctionhistory_getPos
TheForceEngine/TFE_Editor/history.cpp:459
↓ 4 callersFunctionhistory_getPrevCmdAndName
TheForceEngine/TFE_Editor/history.cpp:480
↓ 4 callersFunctionhistory_removeLast
TheForceEngine/TFE_Editor/history.cpp:385
↓ 4 callersFunctionhud_drawElementToScreen
TheForceEngine/TFE_DarkForces/hud.cpp:1353
↓ 4 callersFunctioninf_gotoInitialStop
TheForceEngine/TFE_Jedi/InfSystem/infSystem.cpp:201
↓ 4 callersFunctioninf_serializeLink
TheForceEngine/TFE_Jedi/InfSystem/infState.cpp:793
↓ 4 callersFunctioninf_startElevator
TheForceEngine/TFE_Jedi/InfSystem/infSystem.cpp:1473
↓ 4 callersFunctioninf_wallAndMirrorSendMessageAtPos
TheForceEngine/TFE_Jedi/InfSystem/infSystem.cpp:1856
↓ 4 callersFunctioninfoPanelClearFeatures
TheForceEngine/TFE_Editor/LevelEditor/infoPanel.cpp:119
↓ 4 callersFunctioninit
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:241
↓ 4 callersFunctioninputMapping_getBindingByIndex
TheForceEngine/TFE_Input/inputMapping.cpp:568
↓ 4 callersFunctionisAligned
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_memory.cpp:103
↓ 4 callersFunctionisBindingPressed
TheForceEngine/TFE_Input/inputMapping.cpp:594
↓ 4 callersFunctionis_separator
TheForceEngine/TFE_Ui/imGUI/imgui_widgets.cpp:3868
↓ 4 callersFunctionitem_create
TheForceEngine/TFE_DarkForces/item.cpp:105
↓ 4 callersFunctionjsonAiLogics
TheForceEngine/TFE_Settings/settings.cpp:1435
↓ 4 callersFunctionlactor_keepData
TheForceEngine/TFE_DarkForces/Landru/lactor.cpp:360
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