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Functions10,550 in github.com/TheForceEngine/TheForceEngine

↓ 3 callersFunctionmz_zip_writer_add_to_central_dir
TheForceEngine/TFE_Archive/zip/miniz.h:6039
↓ 3 callersFunctionmz_zip_writer_compute_padding_needed_for_file_alignment
TheForceEngine/sdl2_win32/include/miniz.h:4363
↓ 3 callersFunctionmz_zip_writer_create_local_dir_header
TheForceEngine/TFE_Archive/zip/miniz.h:5989
↓ 3 callersFunctionmz_zip_writer_init_file
TheForceEngine/TFE_Archive/zip/miniz.h:5879
↓ 3 callersFunctionmz_zip_writer_validate_archive_name
TheForceEngine/TFE_Archive/zip/miniz.h:6083
↓ 3 callersFunctionmz_zip_writer_validate_archive_name
TheForceEngine/sdl2_win32/include/miniz.h:4349
↓ 3 callersFunctionmz_zip_writer_write_zeros
TheForceEngine/sdl2_win32/include/miniz.h:4372
↓ 3 callersFunctionnormalize
TheForceEngine/TFE_ForceScript/ScriptAPI-Shared/scriptMath.cpp:136
↓ 3 callersFunctionnsvg__absf
TheForceEngine/sdl2_win32/include/nanosvgrast.h:335
↓ 3 callersFunctionnsvg__expandStroke
TheForceEngine/sdl2_win32/include/nanosvgrast.h:614
↓ 3 callersFunctionnsvg__parseColor
TheForceEngine/sdl2_win32/include/nanosvg.h:1439
↓ 3 callersFunctionnsvg__parseStyle
TheForceEngine/sdl2_win32/include/nanosvg.h:1874
↓ 3 callersMethodopen
TheForceEngine/TFE_Archive/lfdArchive.cpp:32
↓ 3 callersMethodopenPort
TheForceEngine/TFE_Audio/RtMidi.cpp:3762
↓ 3 callersFunctionoutputPrintFormat
TheForceEngine/TFE_Editor/LevelEditor/Scripting/ls_system.cpp:279
↓ 3 callersFunctionoutputPrintFormat
TheForceEngine/TFE_DarkForces/Scripting/gs_system.cpp:296
↓ 3 callersFunctionparseExternalEffects
TheForceEngine/TFE_ExternalData/weaponExternal.cpp:207
↓ 3 callersFunctionparseExternalPickups
TheForceEngine/TFE_ExternalData/pickupExternal.cpp:85
↓ 3 callersFunctionparseExternalProjectiles
TheForceEngine/TFE_ExternalData/weaponExternal.cpp:111
↓ 3 callersFunctionparseExternalWeapons
TheForceEngine/TFE_ExternalData/weaponExternal.cpp:303
↓ 3 callersFunctionparseFile
TheForceEngine/TFE_RenderBackend/Win32OpenGL/glslParser.cpp:63
↓ 3 callersFunctionparseJsonStringArray
TheForceEngine/TFE_Settings/settings.cpp:1652
↓ 3 callersFunctionparse_value
Parser core - when encountering text, process appropriately. */
TheForceEngine/TFE_System/cJSON.c:1317
↓ 3 callersFunctionpasteFromClipboard
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:4832
↓ 3 callersFunctionpauseLevelSound
TheForceEngine/TFE_DarkForces/darkForcesMain.cpp:733
↓ 3 callersMethodpauseSound
TheForceEngine/TFE_Outlaws/outlawsMain.cpp:16
↓ 3 callersFunctionphaseOne_canSeePlayer
TheForceEngine/TFE_DarkForces/Actor/phaseOne.cpp:63
↓ 3 callersFunctionphaseThree_updatePlayerPos
TheForceEngine/TFE_DarkForces/Actor/phaseThree.cpp:79
↓ 3 callersFunctionphaseTwo_updatePlayerPos
TheForceEngine/TFE_DarkForces/Actor/phaseTwo.cpp:72
↓ 3 callersFunctionplayer_clearEyeObject
TheForceEngine/TFE_DarkForces/player.cpp:980
↓ 3 callersFunctionplayer_revive
TheForceEngine/TFE_DarkForces/player.cpp:1063
↓ 3 callersFunctionplayer_setupCamera
TheForceEngine/TFE_DarkForces/player.cpp:1405
↓ 3 callersFunctionpostQuitMessage
TheForceEngine/TFE_System/system.cpp:285
↓ 3 callersFunctionproject_load
TheForceEngine/TFE_Editor/editorProject.cpp:125
↓ 3 callersFunctionqoi_read_32
TheForceEngine/sdl2_win32/include/qoi.h:368
↓ 3 callersFunctionqoi_write_32
TheForceEngine/sdl2_win32/include/qoi.h:361
↓ 3 callersFunctionrayAABBIntersection
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:3866
↓ 3 callersFunctionrayPlaneIntersection
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:5319
↓ 3 callersFunctionreadEntityFromSnapshot
TheForceEngine/TFE_Editor/LevelEditor/levelDataSnapshot.cpp:208
↓ 3 callersFunctionreadGuidelineFromSnapshot
TheForceEngine/TFE_Editor/LevelEditor/levelDataSnapshot.cpp:279
↓ 3 callersFunctionreadU16
TheForceEngine/TFE_Asset/gmidAsset.cpp:104
↓ 3 callersFunctionreadVariableLength
TheForceEngine/TFE_Asset/gmidAsset.cpp:119
↓ 3 callersFunctionread_file
TheForceEngine/TFE_Settings/linux/vdf_parser.hpp:246
↓ 3 callersFunctionreaddir
* Read next directory entry. */
TheForceEngine/TFE_Ui/imGUI/Dirent/dirent.h:726
↓ 3 callersFunctionrebuildAssets
TheForceEngine/TFE_Editor/AssetBrowser/assetBrowser.cpp:1080
↓ 3 callersFunctionregion_getRealPointer
TheForceEngine/TFE_Memory/memoryRegion.cpp:455
↓ 3 callersFunctionregion_getRelativePointer
TheForceEngine/TFE_Memory/memoryRegion.cpp:432
↓ 3 callersFunctionrender
TheForceEngine/TFE_Ui/ui.cpp:95
↓ 3 callersFunctionrenderSectorPolygon2d
TheForceEngine/TFE_Editor/LevelEditor/Rendering/viewport.cpp:3033
↓ 3 callersFunctionresetGrid
TheForceEngine/TFE_Editor/LevelEditor/Rendering/grid.cpp:14
↓ 3 callersFunctionresetState
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/rclassicGPU.cpp:28
↓ 3 callersFunctionreticle_setColor
TheForceEngine/TFE_Game/reticle.cpp:88
↓ 3 callersFunctionreticle_setScale
TheForceEngine/TFE_Game/reticle.cpp:95
↓ 3 callersFunctionreticle_setShape
TheForceEngine/TFE_Game/reticle.cpp:78
↓ 3 callersFunctionrobj3d_transformVertices
TheForceEngine/TFE_Jedi/Renderer/RClassic_Fixed/robj3d_fixed/robj3dFixed_TransformAndLighting.cpp:35
↓ 3 callersFunctionrobj3d_transformVertices
TheForceEngine/TFE_Jedi/Renderer/RClassic_Float/robj3d_float/robj3dFloat_TransformAndLighting.cpp:35
↓ 3 callersFunctionsaveLevel
Save in the binary editor format.
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:1333
↓ 3 callersFunctionsaveLevelToPath
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:1178
↓ 3 callersFunctionsaveLoadConfirmed
TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp:1656
↓ 3 callersFunctionsbuffer_handleEdgeWrapping
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/sbuffer.cpp:99
↓ 3 callersFunctionscreenGPU_setHudTextureCallbacks
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/screenDrawGPU.cpp:157
↓ 3 callersFunctionscrollToSector
TheForceEngine/TFE_Editor/LevelEditor/infoPanel.cpp:355
↓ 3 callersFunctionsdisplayList_getPlanesFromPortal
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/sectorDisplayList.cpp:166
↓ 3 callersFunctionsdla_queryaudiodevs
TheForceEngine/TFE_Audio/audioDevice.cpp:16
↓ 3 callersFunctionsector_adjustTextureMirrorOffsets_Floor
TheForceEngine/TFE_Jedi/Level/rsector.cpp:358
↓ 3 callersFunctionsector_adjustTextureWallOffsets_Floor
TheForceEngine/TFE_Jedi/Level/rsector.cpp:331
↓ 3 callersFunctionsector_calculateFloor
TheForceEngine/TFE_Jedi/Collision/collision.cpp:387
↓ 3 callersFunctionsector_clear
//////////////////////////////////////////// API Implementation ////////////////////////////////////////////
TheForceEngine/TFE_Jedi/Level/rsector.cpp:41
↓ 3 callersFunctionsector_computeBounds
TheForceEngine/TFE_Jedi/Level/rsector.cpp:191
↓ 3 callersFunctionsector_getGroupColor
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.h:419
↓ 3 callersFunctionsector_inViewRange
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:4343
↓ 3 callersFunctionsector_pointInsideDF
The original DF algorithm.
TheForceEngine/TFE_Jedi/Level/rsector.cpp:674
↓ 3 callersFunctionselectNextTask
TheForceEngine/TFE_Jedi/Task/task.cpp:402
↓ 3 callersFunctionselectNone
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:1994
↓ 3 callersFunctionselectableClassName
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:3070
↓ 3 callersMethodsendMessage
TheForceEngine/TFE_Audio/RtMidi.cpp:3908
↓ 3 callersFunctionsetCurveSegDelta
TheForceEngine/TFE_Editor/LevelEditor/editGeometry.cpp:2220
↓ 3 callersFunctionsetDemoPlayback
TheForceEngine/TFE_Input/replay.cpp:152
↓ 3 callersFunctionsetLuminanceMask
TheForceEngine/TFE_DarkForces/mission.cpp:805
↓ 3 callersFunctionsetMaximumNoteLength
Set the length in seconds that a note is allowed to play for in seconds.
TheForceEngine/TFE_Audio/midiPlayer.cpp:252
↓ 3 callersFunctionsetObjPos_AddToSector
TheForceEngine/TFE_Jedi/Level/level.cpp:1063
↓ 3 callersFunctionsetProjectileGravityAccel
TFE
TheForceEngine/TFE_DarkForces/projectile.cpp:294
↓ 3 callersFunctionsetSelectMode
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:2122
↓ 3 callersFunctionsetSoundFade
TheForceEngine/TFE_DarkForces/Landru/lsound.cpp:156
↓ 3 callersFunctionsetSoundName
TheForceEngine/TFE_DarkForces/Landru/lsound.cpp:257
↓ 3 callersFunctionsetSoundVolume
TheForceEngine/TFE_DarkForces/Landru/lsound.cpp:151
↓ 3 callersFunctionsetupAnimationFromLogic
TheForceEngine/TFE_DarkForces/animLogic.cpp:205
↓ 3 callersFunctionsnapToGridOrGuidelines2d
TheForceEngine/TFE_Editor/LevelEditor/guidelines.cpp:424
↓ 3 callersFunctionsoundCalculateCue
/////////////////////////////////////////////////////////////// Internal ///////////////////////////////////////////////////////////////
TheForceEngine/TFE_DarkForces/sound.cpp:398
↓ 3 callersFunctionsound_levelStop
TheForceEngine/TFE_DarkForces/sound.cpp:100
↓ 3 callersFunctionsound_setPan
TheForceEngine/TFE_DarkForces/sound.cpp:265
↓ 3 callersFunctionsplitArgs
puts the arguments in the correct place in the mipsArgs-array. See comments above. This could be done better.
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_callfunc_mips.cpp:394
↓ 3 callersFunctionsplitArgs
puts the arguments in the correct place in the sh4Args-array. See comments above. This could be done better.
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_callfunc_sh4.cpp:164
↓ 3 callersFunctionstackArgs
puts the arguments in the correct place in the stack array. See comments above.
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_callfunc_ppc_64.cpp:390
↓ 3 callersFunctionstackArgs
puts the arguments in the correct place in the stack array. See comments above.
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_callfunc_ppc.cpp:344
↓ 3 callersFunctionstartSfx
//////////////////////////////////////////////////// Game Sound <-> iMuse interface. ////////////////////////////////////////////////////
TheForceEngine/TFE_DarkForces/Landru/lsound.cpp:134
↓ 3 callersFunctionstartSpeech
TheForceEngine/TFE_DarkForces/Landru/lsound.cpp:140
↓ 3 callersFunctionstb__lit
TheForceEngine/TFE_Ui/imGUI/imgui_draw.cpp:4434
↓ 3 callersFunctionstb_textedit_move_to_last
move cursor to last character of selection
TheForceEngine/TFE_Ui/imGUI/imstb_textedit.h:632
↓ 3 callersFunctionstbi__addsizes_valid
return 1 if the sum is valid, 0 on overflow. negative terms are considered invalid.
TheForceEngine/sdl2_win32/include/stb_image.h:1058
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