MCPcopy Create free account

hub / github.com/TheForceEngine/TheForceEngine / functions

Functions10,550 in github.com/TheForceEngine/TheForceEngine

↓ 4 callersFunctionlevelNote_getGroup
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.h:428
↓ 4 callersFunctionlevelSetClean
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:1989
↓ 4 callersFunctionlevel_createLevelSectorSnapshotSameAssets
Take a sector snapshot assuming the assets are going to stay the same.
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:4547
↓ 4 callersFunctionlevel_getLevelSnapshotDelta
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:4552
↓ 4 callersFunctionlfade_copyToVideo
TheForceEngine/TFE_DarkForces/Landru/lfade.cpp:297
↓ 4 callersFunctionlfade_isActive
TheForceEngine/TFE_DarkForces/Landru/lfade.cpp:183
↓ 4 callersFunctionlfade_isStep
TheForceEngine/TFE_DarkForces/Landru/lfade.cpp:132
↓ 4 callersFunctionlfade_startColorFade
TheForceEngine/TFE_DarkForces/Landru/lfade.cpp:87
↓ 4 callersFunctionlfont_setFrame
TheForceEngine/TFE_DarkForces/Landru/lfont.cpp:223
↓ 4 callersFunctionlineDraw2d_addCurve
TheForceEngine/TFE_RenderShared/lineDraw2d.cpp:184
↓ 4 callersFunctionlineDraw3d_setLineDrawMode
TheForceEngine/TFE_RenderShared/lineDraw3d.cpp:163
↓ 4 callersFunctionlistSelectionPalette
TheForceEngine/TFE_Editor/AssetBrowser/assetBrowser.cpp:167
↓ 4 callersFunctionlmusic_reset
TheForceEngine/TFE_DarkForces/Landru/lmusic.cpp:119
↓ 4 callersFunctionloadEntityData
TheForceEngine/TFE_Editor/LevelEditor/entity.cpp:688
↓ 4 callersFunctionloadHeader
TheForceEngine/TFE_Game/saveSystem.cpp:125
↓ 4 callersFunctionlog2
TheForceEngine/TFE_System/math.h:24
↓ 4 callersFunctionltime_checkTimeElapsed
TheForceEngine/TFE_DarkForces/Landru/ltimer.cpp:68
↓ 4 callersFunctionltime_isFrameReady
returns JTRUE if the frame is ready. This is implemented instead of the DOS while loop.
TheForceEngine/TFE_DarkForces/Landru/ltimer.cpp:80
↓ 4 callersFunctionmax3
max(a, b, c)
TheForceEngine/TFE_Editor/editorMath.h:20
↓ 4 callersFunctionmenu_openResourceArchive
TheForceEngine/TFE_DarkForces/GameUI/menu.cpp:119
↓ 4 callersFunctionmidiAllocCmd
///////////////////////////////////////////// Command Buffer /////////////////////////////////////////////
TheForceEngine/TFE_Audio/midiPlayer.cpp:223
↓ 4 callersFunctionmin3
min(a, b, c)
TheForceEngine/TFE_Editor/editorMath.h:15
↓ 4 callersFunctionmodLoader_read
TheForceEngine/TFE_FrontEndUI/modLoader.cpp:102
↓ 4 callersFunctionmodifyTextureOffset
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:1343
↓ 4 callersFunctionmz_zip_reader_extract_to_mem_no_alloc
TheForceEngine/TFE_Archive/zip/miniz.h:5297
↓ 4 callersFunctionmz_zip_reader_filename_less
TheForceEngine/TFE_Archive/zip/miniz.h:4548
↓ 4 callersFunctionmz_zip_reader_filename_less
TheForceEngine/sdl2_win32/include/miniz.h:3232
↓ 4 callersFunctionmz_zip_reader_init_file
TheForceEngine/TFE_Archive/zip/miniz.h:5041
↓ 4 callersFunctionmz_zip_writer_compute_padding_needed_for_file_alignment
TheForceEngine/TFE_Archive/zip/miniz.h:6097
↓ 4 callersFunctionmz_zip_writer_end
TheForceEngine/sdl2_win32/include/miniz.h:4903
↓ 4 callersFunctionmz_zip_writer_finalize_archive
TheForceEngine/TFE_Archive/zip/miniz.h:6659
↓ 4 callersFunctionmz_zip_writer_write_zeros
TheForceEngine/TFE_Archive/zip/miniz.h:6107
↓ 4 callersFunctionnormalizeVec3
TheForceEngine/TFE_Jedi/Math/core_math.cpp:39
↓ 4 callersFunctionnsvg__appendPathPoint
TheForceEngine/sdl2_win32/include/nanosvgrast.h:269
↓ 4 callersFunctionnsvg__normalize
TheForceEngine/sdl2_win32/include/nanosvgrast.h:324
↓ 4 callersFunctionnsvg__parseGradient
TheForceEngine/sdl2_win32/include/nanosvg.h:2625
↓ 4 callersFunctionnsvg__parseOpacity
TheForceEngine/sdl2_win32/include/nanosvg.h:1451
↓ 4 callersFunctionnsvg__viewAlign
TheForceEngine/sdl2_win32/include/nanosvg.h:2898
↓ 4 callersFunctionnsvg__xformInverse
TheForceEngine/sdl2_win32/include/nanosvg.h:530
↓ 4 callersFunctionnsvg__xformSetTranslation
TheForceEngine/sdl2_win32/include/nanosvg.h:481
↓ 4 callersFunctionobj_createPickup
TheForceEngine/TFE_DarkForces/pickup.cpp:455
↓ 4 callersFunctionobj_setEnemyLogic
TheForceEngine/TFE_DarkForces/logic.cpp:220
↓ 4 callersMethodoffset_from_ptr
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:720
↓ 4 callersFunctiononSoundPlay
TheForceEngine/TFE_A11y/accessibility.cpp:413
↓ 4 callersMethodopen
TheForceEngine/TFE_FileSystem/filestream-posix.cpp:43
↓ 4 callersFunctionopenArchiveFile
TheForceEngine/TFE_Asset/assetSystem.cpp:24
↓ 4 callersFunctionopendir
* Open directory stream using plain old C-string. */
TheForceEngine/TFE_Ui/imGUI/Dirent/dirent.h:665
↓ 4 callersFunctionosShellExecute
TheForceEngine/TFE_System/system.cpp:240
↓ 4 callersFunctionparseMessageFile
FileStream and TFE_Parser are used to read the file and parse out lines. However all other processing matches the original DOS version.
TheForceEngine/TFE_DarkForces/gameMessage.cpp:19
↓ 4 callersFunctionparseValue
TheForceEngine/TFE_Editor/LevelEditor/entity.cpp:1126
↓ 4 callersFunctionpause
TheForceEngine/TFE_Audio/midiPlayer.cpp:275
↓ 4 callersFunctionpda_drawButton
TheForceEngine/TFE_DarkForces/GameUI/pda.cpp:712
↓ 4 callersFunctionplaneIntersectionInPolygon
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:3913
↓ 4 callersFunctionplayer_setNextWeapon
TheForceEngine/TFE_DarkForces/player.cpp:512
↓ 4 callersMethodpop
TheForceEngine/TFE_Audio/RtMidi.cpp:771
↓ 4 callersFunctionprint
TheForceEngine/TFE_DarkForces/GameUI/uiDraw.cpp:11
↓ 4 callersMethodreadBuffer
TheForceEngine/TFE_FileSystem/filestream-posix.cpp:213
↓ 4 callersFunctionreadShort
TheForceEngine/TFE_Jedi/Level/rtexture.cpp:63
↓ 4 callersFunctionreadStringFromRegistry
TheForceEngine/TFE_Settings/windows/registry.cpp:11
↓ 4 callersFunctionreadU8
TheForceEngine/TFE_Asset/gmidAsset.cpp:112
↓ 4 callersFunctionreadUShort
TheForceEngine/TFE_Jedi/Level/rtexture.cpp:70
↓ 4 callersFunctionrelativeModeEnabled
TheForceEngine/TFE_Input/input.cpp:373
↓ 4 callersFunctionremoveHeaderFromFreelist
TheForceEngine/TFE_Memory/memoryRegion.cpp:687
↓ 4 callersFunctionremoveLastArchive
TheForceEngine/TFE_FileSystem/paths.cpp:328
↓ 4 callersFunctionrender_setResolution
TheForceEngine/TFE_Jedi/Renderer/jediRenderer.cpp:246
↓ 4 callersFunctionrenderer_addHudTextureCallback
TheForceEngine/TFE_Jedi/Renderer/jediRenderer.cpp:203
↓ 4 callersFunctionrenderer_getPalFx
TheForceEngine/TFE_Jedi/Renderer/jediRenderer.cpp:431
↓ 4 callersFunctionreserve
Resize a vector to a smaller size, guaranteed not to cause a reallocation
TheForceEngine/TFE_Ui/imGUI/imgui.h:2065
↓ 4 callersMethodreset
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/rsectorGPU.cpp:263
↓ 4 callersFunctionresources_clear
TheForceEngine/TFE_Editor/editorResources.cpp:156
↓ 4 callersFunctionresume
TheForceEngine/TFE_Audio/midiPlayer.cpp:286
↓ 4 callersFunctionresumeLevelSound
TheForceEngine/TFE_DarkForces/darkForcesMain.cpp:739
↓ 4 callersFunctionscaleUv
TheForceEngine/Shaders/textureSampleFunc.h:113
↓ 4 callersMethodscriptRegister
TheForceEngine/TFE_Editor/LevelEditor/Scripting/ls_draw.cpp:103
↓ 4 callersMethodscriptRegister
TheForceEngine/TFE_DarkForces/Scripting/gs_game.cpp:30
↓ 4 callersFunctionsecondsToMicroseconds
TheForceEngine/TFE_A11y/accessibility.cpp:750
↓ 4 callersFunctionsector_getKey
TheForceEngine/TFE_Jedi/InfSystem/infSystem.cpp:3917
↓ 4 callersFunctionsector_objOverlapsWall
returns 0 if the object does NOT overlap, otherwise non-zero. objSide: 0 = no overlap, -1/+1 front or behind.
TheForceEngine/TFE_Jedi/Level/rsector.cpp:1128
↓ 4 callersMethodselectOutput
TheForceEngine/TFE_Audio/systemMidiDevice.cpp:126
↓ 4 callersFunctionselection_isFeatureIdInSet
TheForceEngine/TFE_Editor/LevelEditor/selection.cpp:626
↓ 4 callersFunctionserialization_setMode
TheForceEngine/TFE_Jedi/Serialization/serialization.h:102
↓ 4 callersFunctionsetCurrentGame
TheForceEngine/TFE_Game/saveSystem.cpp:320
↓ 4 callersFunctionsetDrawFlags
TheForceEngine/TFE_RenderShared/triDraw3d.cpp:814
↓ 4 callersFunctionsetState
TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp:3956
↓ 4 callersFunctionsetupInitCameraAndLights
TheForceEngine/TFE_Jedi/Renderer/jediRenderer.cpp:181
↓ 4 callersFunctionsetupSignTexture
TheForceEngine/TFE_Jedi/Renderer/RClassic_Fixed/rwallFixed.cpp:678
↓ 4 callersFunctionsetupSignTexture
TheForceEngine/TFE_Jedi/Renderer/RClassic_Float/rwallFloat.cpp:711
↓ 4 callersFunctionshapeToPolygon
TheForceEngine/TFE_Editor/LevelEditor/editGeometry.cpp:687
↓ 4 callersFunctionshouldLogReplay
TheForceEngine/TFE_Input/replay.cpp:121
↓ 4 callersFunctionsignV2A
TheForceEngine/TFE_Jedi/Math/core_math.h:81
↓ 4 callersFunctionsignZero
TheForceEngine/TFE_Jedi/Math/core_math.h:75
↓ 4 callersFunctionsignedArea
TheForceEngine/TFE_Polygon/polygon.h:74
↓ 4 callersFunctionslope_getHeightAtXZ
TheForceEngine/TFE_Editor/LevelEditor/editGeometry.cpp:3142
↓ 4 callersFunctionsoundInstance
TheForceEngine/TFE_DarkForces/sound.cpp:434
↓ 4 callersFunctionsound_maintain
TheForceEngine/TFE_DarkForces/sound.cpp:357
↓ 4 callersFunctionsound_setBaseVolume
TheForceEngine/TFE_DarkForces/sound.cpp:248
↓ 4 callersFunctionspirit_setData
TheForceEngine/TFE_Jedi/Level/robject.cpp:81
↓ 4 callersMethodstart_process
TheForceEngine/TFE_Ui/portable-file-dialogs.h:621
↓ 4 callersFunctionstb_text_createundo
TheForceEngine/TFE_Ui/imGUI/imstb_textedit.h:1197
↓ 4 callersFunctionstb_textedit_delete
delete characters while updating undo
TheForceEngine/TFE_Ui/imGUI/imstb_textedit.h:587
← previousnext →1,501–1,600 of 10,550, ranked by callers