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Functions10,550 in github.com/TheForceEngine/TheForceEngine

↓ 2 callersMethodSetArgDWord
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:1092
↓ 2 callersMethodSetDefaultNamespace
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_module.cpp:216
↓ 2 callersMethodSetInitFunc
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_globalproperty.cpp:123
↓ 2 callersMethodSetNextType
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_restore.cpp:3406
↓ 2 callersMethodSetNullConstant
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_compiler.cpp:16519
↓ 2 callersMethodSetProperty
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_scriptfunction.h:218
↓ 2 callersMethodSetRepeatCount
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_restore.cpp:3390
↓ 2 callersMethodSetReturnQWord
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_generic.cpp:379
↓ 2 callersMethodSetTexID
Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
TheForceEngine/TFE_Ui/imGUI/imgui.h:3125
↓ 2 callersMethodSetTypeInfoUserDataCleanupCallback
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_scriptengine.cpp:6378
↓ 2 callersMethodSetUserData
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_module.cpp:139
↓ 2 callersMethodSortAsc
Sort ascending
TheForceEngine/TFE_ForceScript/Angelscript/add_on/scriptarray/scriptarray.cpp:1413
↓ 2 callersMethodSortDesc
Sort descending
TheForceEngine/TFE_ForceScript/Angelscript/add_on/scriptarray/scriptarray.cpp:1425
↓ 2 callersFunctionStackToolFormatLevelInfo
TheForceEngine/TFE_Ui/imGUI/imgui.cpp:16080
↓ 2 callersMethodStartNewModule
TheForceEngine/TFE_ForceScript/Angelscript/add_on/scriptbuilder/scriptbuilder.cpp:52
↓ 2 callersMethodStrictlySimple
TheForceEngine/TFE_Polygon/clipper.hpp:283
↓ 2 callersFunctionTabBarCalcScrollableWidth
Scrolling happens only in the central section (leading/trailing sections are not scrolling)
TheForceEngine/TFE_Ui/imGUI/imgui_widgets.cpp:8147
↓ 2 callersFunctionTableGetColumnBorderCol
TheForceEngine/TFE_Ui/imGUI/imgui_tables.cpp:2670
↓ 2 callersFunctionTableSettingsInit
Clear and initialize empty settings instance
TheForceEngine/TFE_Ui/imGUI/imgui_tables.cpp:3523
↓ 2 callersFunctionTableSetupColumnFlags
Adjust flags: default width mode + stretch columns are not allowed when auto extending
TheForceEngine/TFE_Ui/imGUI/imgui_tables.cpp:718
↓ 2 callersFunctionTempInputIsActive
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:3496
↓ 2 callersFunctionTreeNodeStoreStackData
Store ImGuiTreeNodeStackData for just submitted node. Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero,
TheForceEngine/TFE_Ui/imGUI/imgui_widgets.cpp:6325
↓ 2 callersFunctionUnderLine
TheForceEngine/TFE_Ui/imGUI/imgui_markdown.h:322
↓ 2 callersFunctionUnpackAccumulativeOffsetsIntoRanges
TheForceEngine/TFE_Ui/imGUI/imgui_draw.cpp:3314
↓ 2 callersFunctionUpdateOutPtIdxs
TheForceEngine/TFE_Polygon/clipper.cpp:3307
↓ 2 callersMethodValidateVirtualProperty
Returns a negative value on invalid property -2 incorrect prefix -3 invalid signature -4 mismatching type for get/set -5 name conflict
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_builder.cpp:1777
↓ 2 callersMethodVarDecl
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_bytecode.cpp:1824
↓ 2 callersMethodVerifyProperty
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_builder.cpp:1023
↓ 2 callersMethodWriteError
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_builder.cpp:5596
↓ 2 callersMethodWriteWarning
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_builder.cpp:5613
↓ 2 callersMethod_ResetForNewFrame
Initialize before use in a new frame. We always have a command ready in the buffer. In the majority of cases, you would want to call PushClipRect() an
TheForceEngine/TFE_Ui/imGUI/imgui_draw.cpp:398
↓ 2 callersFunction__strupr
TheForceEngine/TFE_System/system.h:97
↓ 2 callersFunction_wclosedir
* Close directory stream opened by opendir() function. This invalidates the * DIR structure as well as any directory entry read previously by * _wr
TheForceEngine/TFE_Ui/imGUI/Dirent/dirent.h:542
↓ 2 callersFunctionaabbOverlap3d
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:4262
↓ 2 callersFunctionactorLogicCleanupFunc
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:1745
↓ 2 callersFunctionactor_applyTransform
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:1534
↓ 2 callersFunctionactor_createFlyingModule_Remote
TheForceEngine/TFE_DarkForces/Actor/flyers.cpp:109
↓ 2 callersFunctionactor_handleMovementAndCollision
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:1404
↓ 2 callersFunctionactor_handlePhysics
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:2040
↓ 2 callersFunctionactor_initAttackModule
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:267
↓ 2 callersFunctionactor_serializeAttackModuleBase
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:279
↓ 2 callersFunctionactor_serializeObject
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:145
↓ 2 callersFunctionactor_serializeThinkerModule
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:414
↓ 2 callersFunctionactor_serializeWall
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:159
↓ 2 callersFunctionaddCell
TheForceEngine/TFE_Asset/spriteAsset.cpp:170
↓ 2 callersFunctionaddDirectoryFiles
TheForceEngine/TFE_Editor/AssetBrowser/assetBrowser.cpp:1620
↓ 2 callersFunctionaddFeatureToSectorList
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:2442
↓ 2 callersFunctionaddFlatQuad
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:489
↓ 2 callersFunctionaddFlatTriangle
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:472
↓ 2 callersFunctionaddFrame
TheForceEngine/TFE_Asset/spriteAsset.cpp:183
↓ 2 callersFunctionaddMarker
TheForceEngine/TFE_Asset/vocAsset.cpp:204
↓ 2 callersFunctionaddObjectToNewSector
TheForceEngine/TFE_Editor/LevelEditor/editTransforms.cpp:1384
↓ 2 callersFunctionaddSearchPath
TheForceEngine/TFE_FileSystem/paths-posix.cpp:225
↓ 2 callersFunctionaddSearchPath
TheForceEngine/TFE_FileSystem/paths.cpp:216
↓ 2 callersFunctionaddSilence
TheForceEngine/TFE_Asset/vocAsset.cpp:196
↓ 2 callersFunctionaddSmoothQuad
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:541
↓ 2 callersFunctionaddSmoothTriangle
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:517
↓ 2 callersFunctionaddSoundData
Each sound block can have a different sampleRate but Dark Forces does not use this capability. Dark Forces requires the 8 bit codec to be used.
TheForceEngine/TFE_Asset/vocAsset.cpp:178
↓ 2 callersFunctionaddUniqueEntity
TheForceEngine/TFE_Editor/LevelEditor/levelDataSnapshot.cpp:93
↓ 2 callersFunctionaddWallToList
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:695
↓ 2 callersFunctionagentMenu_removeAgent
TheForceEngine/TFE_DarkForces/GameUI/agentMenu.cpp:545
↓ 2 callersFunctionagentMenu_setAgentName
TheForceEngine/TFE_DarkForces/GameUI/agentMenu.cpp:504
↓ 2 callersFunctionagent_checkNameLen
////////////////////////////////////// API Implementation //////////////////////////////////////
TheForceEngine/TFE_DarkForces/agent.cpp:42
↓ 2 callersFunctionagent_createLevelEndTask
TheForceEngine/TFE_DarkForces/agent.cpp:211
↓ 2 callersFunctionagent_levelComplete
TheForceEngine/TFE_DarkForces/agent.cpp:171
↓ 2 callersFunctionagent_levelEndTask
TheForceEngine/TFE_DarkForces/agent.cpp:206
↓ 2 callersFunctionagent_loadData
TheForceEngine/TFE_DarkForces/agent.cpp:147
↓ 2 callersFunctionalignGridToSelectedEdge
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:2370
↓ 2 callersFunctionallocElev
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:295
↓ 2 callersFunctionallocTeleporter
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:313
↓ 2 callersFunctionalloc_align
TheForceEngine/TFE_Memory/memoryRegion.cpp:672
↓ 2 callersFunctionallocate
Allocate a new color map.
TheForceEngine/TFE_Asset/colormapAsset.cpp:22
↓ 2 callersFunctionallocateMidiDevice
TheForceEngine/TFE_Audio/midiPlayer.cpp:561
↓ 2 callersFunctionallocateNewBlock
TheForceEngine/TFE_Memory/memoryRegion.cpp:750
↓ 2 callersFunctionallocatePolygon
TheForceEngine/TFE_Asset/modelAsset_jedi.cpp:353
↓ 2 callersFunctionallocator_getTail
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:312
↓ 2 callersFunctionallocator_validate
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:84
↓ 2 callersFunctionangleToFloat
TheForceEngine/TFE_Jedi/Math/fixedPoint.h:121
↓ 2 callersFunctionapplySectorElevValue
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:5217
↓ 2 callersFunctionapplyTextureToItem
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:4648
↓ 2 callersFunctionarcCosFixed
TheForceEngine/TFE_Jedi/Math/core_math.cpp:167
↓ 2 callersFunctionasAtomicDec
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_atomic.cpp:92
↓ 2 callersFunctionasAtomicInc
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_atomic.cpp:87
↓ 2 callersFunctionasPopActiveContext
internal
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:163
↓ 2 callersFunctionasPushActiveContext
internal
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:152
↓ 2 callersFunctionasReleaseSharedLock
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_thread.cpp:100
↓ 2 callersFunctionasStringDecodeUTF8
The function will decode an UTF8 character and return the unicode code point. outLength will receive the number of bytes that were decoded. This func
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_string_util.cpp:283
↓ 2 callersFunctionasStringScanDouble
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_string_util.cpp:77
↓ 2 callersFunctionasStringScanUInt64
If base is 0 the string should be prefixed by 0x, 0d, 0o, or 0b to allow the function to automatically determine the radix
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_string_util.cpp:174
↓ 2 callersFunctionasThreadCleanup
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_thread.cpp:56
↓ 2 callersFunctionas_powi64
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:6487
↓ 2 callersFunctionas_powu
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:6425
↓ 2 callersFunctionas_powu64
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:6567
↓ 2 callersFunctionautomap_draw
TheForceEngine/TFE_DarkForces/automap.cpp:332
↓ 2 callersFunctionautomap_drawPointWithRadius
TheForceEngine/TFE_DarkForces/automap.cpp:422
↓ 2 callersFunctionautomap_enableLock
TheForceEngine/TFE_DarkForces/automap.cpp:322
↓ 2 callersFunctionbegin
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:638
↓ 2 callersFunctionbeginRender
TheForceEngine/TFE_Jedi/Renderer/jediRenderer.cpp:472
↓ 2 callersFunctionbeginZone
TheForceEngine/TFE_System/profiler.cpp:105
↓ 2 callersFunctionbitmap_clearLevelData
Added for TFE to clear out per-level texture data.
TheForceEngine/TFE_Jedi/Level/rtexture.cpp:107
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