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github.com/TheForceEngine/TheForceEngine
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Functions
10,550 in github.com/TheForceEngine/TheForceEngine
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Functions
10,550
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Types & classes
1,850
↓ 2 callers
Method
SetArgDWord
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:1092
↓ 2 callers
Method
SetDefaultNamespace
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_module.cpp:216
↓ 2 callers
Method
SetInitFunc
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_globalproperty.cpp:123
↓ 2 callers
Method
SetNextType
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_restore.cpp:3406
↓ 2 callers
Method
SetNullConstant
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_compiler.cpp:16519
↓ 2 callers
Method
SetProperty
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_scriptfunction.h:218
↓ 2 callers
Method
SetRepeatCount
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_restore.cpp:3390
↓ 2 callers
Method
SetReturnQWord
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_generic.cpp:379
↓ 2 callers
Method
SetTexID
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 callers
Method
SetTypeInfoUserDataCleanupCallback
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_scriptengine.cpp:6378
↓ 2 callers
Method
SetUserData
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_module.cpp:139
↓ 2 callers
Method
SortAsc
Sort ascending
TheForceEngine/TFE_ForceScript/Angelscript/add_on/scriptarray/scriptarray.cpp:1413
↓ 2 callers
Method
SortDesc
Sort descending
TheForceEngine/TFE_ForceScript/Angelscript/add_on/scriptarray/scriptarray.cpp:1425
↓ 2 callers
Function
StackToolFormatLevelInfo
TheForceEngine/TFE_Ui/imGUI/imgui.cpp:16080
↓ 2 callers
Method
StartNewModule
TheForceEngine/TFE_ForceScript/Angelscript/add_on/scriptbuilder/scriptbuilder.cpp:52
↓ 2 callers
Method
StrictlySimple
TheForceEngine/TFE_Polygon/clipper.hpp:283
↓ 2 callers
Function
TabBarCalcScrollableWidth
Scrolling happens only in the central section (leading/trailing sections are not scrolling)
TheForceEngine/TFE_Ui/imGUI/imgui_widgets.cpp:8147
↓ 2 callers
Function
TableGetColumnBorderCol
TheForceEngine/TFE_Ui/imGUI/imgui_tables.cpp:2670
↓ 2 callers
Function
TableSettingsInit
Clear and initialize empty settings instance
TheForceEngine/TFE_Ui/imGUI/imgui_tables.cpp:3523
↓ 2 callers
Function
TableSetupColumnFlags
Adjust flags: default width mode + stretch columns are not allowed when auto extending
TheForceEngine/TFE_Ui/imGUI/imgui_tables.cpp:718
↓ 2 callers
Function
TempInputIsActive
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:3496
↓ 2 callers
Function
TreeNodeStoreStackData
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 callers
Function
UnderLine
TheForceEngine/TFE_Ui/imGUI/imgui_markdown.h:322
↓ 2 callers
Function
UnpackAccumulativeOffsetsIntoRanges
TheForceEngine/TFE_Ui/imGUI/imgui_draw.cpp:3314
↓ 2 callers
Function
UpdateOutPtIdxs
TheForceEngine/TFE_Polygon/clipper.cpp:3307
↓ 2 callers
Method
ValidateVirtualProperty
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 callers
Method
VarDecl
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_bytecode.cpp:1824
↓ 2 callers
Method
VerifyProperty
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_builder.cpp:1023
↓ 2 callers
Method
WriteError
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_builder.cpp:5596
↓ 2 callers
Method
WriteWarning
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_builder.cpp:5613
↓ 2 callers
Method
_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 callers
Function
__strupr
TheForceEngine/TFE_System/system.h:97
↓ 2 callers
Function
_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 callers
Function
aabbOverlap3d
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:4262
↓ 2 callers
Function
actorLogicCleanupFunc
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:1745
↓ 2 callers
Function
actor_applyTransform
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:1534
↓ 2 callers
Function
actor_createFlyingModule_Remote
TheForceEngine/TFE_DarkForces/Actor/flyers.cpp:109
↓ 2 callers
Function
actor_handleMovementAndCollision
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:1404
↓ 2 callers
Function
actor_handlePhysics
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:2040
↓ 2 callers
Function
actor_initAttackModule
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:267
↓ 2 callers
Function
actor_serializeAttackModuleBase
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:279
↓ 2 callers
Function
actor_serializeObject
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:145
↓ 2 callers
Function
actor_serializeThinkerModule
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:414
↓ 2 callers
Function
actor_serializeWall
TheForceEngine/TFE_DarkForces/Actor/actorSerialization.cpp:159
↓ 2 callers
Function
addCell
TheForceEngine/TFE_Asset/spriteAsset.cpp:170
↓ 2 callers
Function
addDirectoryFiles
TheForceEngine/TFE_Editor/AssetBrowser/assetBrowser.cpp:1620
↓ 2 callers
Function
addFeatureToSectorList
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:2442
↓ 2 callers
Function
addFlatQuad
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:489
↓ 2 callers
Function
addFlatTriangle
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:472
↓ 2 callers
Function
addFrame
TheForceEngine/TFE_Asset/spriteAsset.cpp:183
↓ 2 callers
Function
addMarker
TheForceEngine/TFE_Asset/vocAsset.cpp:204
↓ 2 callers
Function
addObjectToNewSector
TheForceEngine/TFE_Editor/LevelEditor/editTransforms.cpp:1384
↓ 2 callers
Function
addSearchPath
TheForceEngine/TFE_FileSystem/paths-posix.cpp:225
↓ 2 callers
Function
addSearchPath
TheForceEngine/TFE_FileSystem/paths.cpp:216
↓ 2 callers
Function
addSilence
TheForceEngine/TFE_Asset/vocAsset.cpp:196
↓ 2 callers
Function
addSmoothQuad
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:541
↓ 2 callers
Function
addSmoothTriangle
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:517
↓ 2 callers
Function
addSoundData
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 callers
Function
addUniqueEntity
TheForceEngine/TFE_Editor/LevelEditor/levelDataSnapshot.cpp:93
↓ 2 callers
Function
addWallToList
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:695
↓ 2 callers
Function
agentMenu_removeAgent
TheForceEngine/TFE_DarkForces/GameUI/agentMenu.cpp:545
↓ 2 callers
Function
agentMenu_setAgentName
TheForceEngine/TFE_DarkForces/GameUI/agentMenu.cpp:504
↓ 2 callers
Function
agent_checkNameLen
////////////////////////////////////// API Implementation //////////////////////////////////////
TheForceEngine/TFE_DarkForces/agent.cpp:42
↓ 2 callers
Function
agent_createLevelEndTask
TheForceEngine/TFE_DarkForces/agent.cpp:211
↓ 2 callers
Function
agent_levelComplete
TheForceEngine/TFE_DarkForces/agent.cpp:171
↓ 2 callers
Function
agent_levelEndTask
TheForceEngine/TFE_DarkForces/agent.cpp:206
↓ 2 callers
Function
agent_loadData
TheForceEngine/TFE_DarkForces/agent.cpp:147
↓ 2 callers
Function
alignGridToSelectedEdge
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:2370
↓ 2 callers
Function
allocElev
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:295
↓ 2 callers
Function
allocTeleporter
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:313
↓ 2 callers
Function
alloc_align
TheForceEngine/TFE_Memory/memoryRegion.cpp:672
↓ 2 callers
Function
allocate
Allocate a new color map.
TheForceEngine/TFE_Asset/colormapAsset.cpp:22
↓ 2 callers
Function
allocateMidiDevice
TheForceEngine/TFE_Audio/midiPlayer.cpp:561
↓ 2 callers
Function
allocateNewBlock
TheForceEngine/TFE_Memory/memoryRegion.cpp:750
↓ 2 callers
Function
allocatePolygon
TheForceEngine/TFE_Asset/modelAsset_jedi.cpp:353
↓ 2 callers
Function
allocator_getTail
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:312
↓ 2 callers
Function
allocator_validate
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:84
↓ 2 callers
Function
angleToFloat
TheForceEngine/TFE_Jedi/Math/fixedPoint.h:121
↓ 2 callers
Function
applySectorElevValue
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:5217
↓ 2 callers
Function
applyTextureToItem
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:4648
↓ 2 callers
Function
arcCosFixed
TheForceEngine/TFE_Jedi/Math/core_math.cpp:167
↓ 2 callers
Function
asAtomicDec
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_atomic.cpp:92
↓ 2 callers
Function
asAtomicInc
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_atomic.cpp:87
↓ 2 callers
Function
asPopActiveContext
internal
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:163
↓ 2 callers
Function
asPushActiveContext
internal
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:152
↓ 2 callers
Function
asReleaseSharedLock
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_thread.cpp:100
↓ 2 callers
Function
asStringDecodeUTF8
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 callers
Function
asStringScanDouble
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_string_util.cpp:77
↓ 2 callers
Function
asStringScanUInt64
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 callers
Function
asThreadCleanup
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_thread.cpp:56
↓ 2 callers
Function
as_powi64
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:6487
↓ 2 callers
Function
as_powu
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:6425
↓ 2 callers
Function
as_powu64
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:6567
↓ 2 callers
Function
automap_draw
TheForceEngine/TFE_DarkForces/automap.cpp:332
↓ 2 callers
Function
automap_drawPointWithRadius
TheForceEngine/TFE_DarkForces/automap.cpp:422
↓ 2 callers
Function
automap_enableLock
TheForceEngine/TFE_DarkForces/automap.cpp:322
↓ 2 callers
Function
begin
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:638
↓ 2 callers
Function
beginRender
TheForceEngine/TFE_Jedi/Renderer/jediRenderer.cpp:472
↓ 2 callers
Function
beginZone
TheForceEngine/TFE_System/profiler.cpp:105
↓ 2 callers
Function
bitmap_clearLevelData
Added for TFE to clear out per-level texture data.
TheForceEngine/TFE_Jedi/Level/rtexture.cpp:107
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