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Functions10,550 in github.com/TheForceEngine/TheForceEngine

↓ 21 callersFunctionactor_setupAnimation
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:1831
↓ 21 callersFunctionallocator_deleteItem
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:119
↓ 21 callersFunctionallocator_getCount
Random access.
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:148
↓ 21 callersFunctionallocator_restoreIter
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:279
↓ 21 callersFunctionallocator_saveIter
Iteration
TheForceEngine/TFE_Jedi/Memory/allocator.cpp:272
↓ 21 callersFunctionedit_viewportCoordToWorldDir3d
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:4021
↓ 21 callersFunctiongetShortcutKeyComboText
TheForceEngine/TFE_Editor/LevelEditor/hotkeys.cpp:576
↓ 21 callersFunctiongetVertex
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/modelGPU.cpp:421
↓ 21 callersFunctioninfoLabel
TheForceEngine/TFE_Editor/LevelEditor/infoPanel.cpp:804
↓ 21 callersFunctionopenEditorPopup
TheForceEngine/TFE_Editor/editor.cpp:1064
↓ 21 callersFunctionpopFont
TheForceEngine/TFE_Editor/editor.cpp:1026
↓ 21 callersFunctionpushFont
TheForceEngine/TFE_Editor/editor.cpp:1012
↓ 21 callersFunctionsegmentCrossesLine
Determines if segment A is disjoint from the line formed by B - i.e. they do not intersect. Returns 1 if segment A does NOT cross line B or 0 if it do
TheForceEngine/TFE_Jedi/Renderer/RClassic_Fixed/rwallFixed.cpp:2006
↓ 21 callersFunctionsegmentCrossesLine
Determines if segment A is disjoint from the line formed by B - i.e. they do not intersect. Returns 1 if segment A does NOT cross line B or 0 if it do
TheForceEngine/TFE_Jedi/Renderer/RClassic_Float/rwallFloat.cpp:2074
↓ 20 callersFunctionGetKeyData
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:3239
↓ 20 callersFunctionaddDisplayListItem
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/sectorDisplayList.cpp:308
↓ 20 callersMethoddestroy
TheForceEngine/TFE_RenderBackend/Win32OpenGL/shader.cpp:148
↓ 20 callersFunctiondrawViewportInfo
TheForceEngine/TFE_Editor/LevelEditor/levelEditor.cpp:2177
↓ 20 callersFunctioneditor_infPropertySelectable
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:1651
↓ 20 callersFunctionmakeDirectory
TheForceEngine/TFE_FileSystem/fileutil.cpp:65
↓ 20 callersFunctionselection_getVertex
TheForceEngine/TFE_Editor/LevelEditor/selection.cpp:264
↓ 20 callersFunctionstb_textedit_clamp
make the selection/cursor state valid if client altered the string
TheForceEngine/TFE_Ui/imGUI/imstb_textedit.h:573
↓ 20 callersFunctionstbi__get32be
TheForceEngine/sdl2_win32/include/stb_image.h:1774
↓ 20 callersFunctionstbi__malloc
TheForceEngine/sdl2_win32/include/stb_image.h:1041
↓ 20 callersFunctionstep
TheForceEngine/TFE_ForceScript/ScriptAPI-Shared/scriptMath.cpp:102
↓ 20 callersFunctionstrToUInt
TheForceEngine/TFE_Jedi/InfSystem/infSystem.cpp:118
↓ 20 callersFunctiontask_setUserData
TheForceEngine/TFE_Jedi/Task/task.cpp:326
↓ 19 callersFunctionClear
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:611
↓ 19 callersFunctionImHashStr
Zero-terminated string hash, with support for ### to reset back to seed value We support a syntax of "label###id" where only "###id" is included in th
TheForceEngine/TFE_Ui/imGUI/imgui.cpp:2137
↓ 19 callersFunctionImIsPowerOfTwo
Helpers: Bit manipulation
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:366
↓ 19 callersFunctionPopStyleCompact
TheForceEngine/TFE_Ui/imGUI/imgui_demo.cpp:4027
↓ 19 callersFunctionPushStyleCompact
Make the UI compact because there are so many fields
TheForceEngine/TFE_Ui/imGUI/imgui_demo.cpp:4020
↓ 19 callersMethodReturnContext
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_scriptengine.cpp:1010
↓ 19 callersFunctiondisableNextItem
TheForceEngine/TFE_Editor/editor.cpp:657
↓ 19 callersFunctionfloor20
truncates a 44.20 fixed point number, returns an int: x >> 20
TheForceEngine/TFE_Jedi/Renderer/RClassic_Float/fixedPoint20.h:34
↓ 19 callersFunctiongetA11ySettings
TheForceEngine/TFE_Settings/settings.cpp:379
↓ 19 callersFunctionhandleProjectileHit
Returns JTRUE if the hit was properly handled, otherwise returns JFALSE.
TheForceEngine/TFE_DarkForces/projectile.cpp:1467
↓ 19 callersFunctionloadGpuImage
TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp:295
↓ 19 callersFunctionrotateVectorM3x3
TheForceEngine/TFE_Jedi/Math/core_math.cpp:58
↓ 19 callersFunctionselection_surface
TheForceEngine/TFE_Editor/LevelEditor/selection.cpp:218
↓ 19 callersFunctionsetProjectileLogic
TFE: Set the Projectile logic from external data. These were hardcoded in vanilla DF.
TheForceEngine/TFE_DarkForces/projectile.cpp:256
↓ 19 callersFunctionsetProjectileObject
TFE: Set the Projectile object from external data. These were hardcoded in vanilla DF.
TheForceEngine/TFE_DarkForces/projectile.cpp:201
↓ 19 callersFunctiontjei_be_word
Memory order as big endian. On little-endian machines: 0xhilo -> 0xlohi which looks as 0xhi 0xlo in memory On big-endian machines: leave 0xhilo unchan
TheForceEngine/sdl2_win32/include/tiny_jpeg.h:391
↓ 18 callersMethodAddFontFromFileTTF
TheForceEngine/TFE_Ui/imGUI/imgui_draw.cpp:2563
↓ 18 callersMethodRelease
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:243
↓ 18 callersMethodRemoveIndex
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_array.h:493
↓ 18 callersMethodappendf
TheForceEngine/TFE_Ui/imGUI/imgui.cpp:2804
↓ 18 callersMethodclear
TheForceEngine/TFE_RenderBackend/Win32OpenGL/textureGpu.cpp:234
↓ 18 callersFunctionenableNextItem
TheForceEngine/TFE_Editor/editor.cpp:663
↓ 18 callersFunctionfreeTexture
TheForceEngine/TFE_Editor/EditorAsset/editorTexture.cpp:22
↓ 18 callersFunctiongetAngleDifference
TheForceEngine/TFE_Jedi/Math/core_math.cpp:133
↓ 18 callersFunctiongetMessage
TheForceEngine/TFE_System/tfeMessage.cpp:18
↓ 18 callersFunctioninputMapping_serialize
TheForceEngine/TFE_Input/inputMapping.cpp:192
↓ 18 callersMethodload
TheForceEngine/TFE_FileSystem/memorystream.cpp:46
↓ 18 callersFunctionmousePressed
TheForceEngine/TFE_Input/input.cpp:368
↓ 18 callersFunctionsetEffectData
TFE: Set up effect from external data.
TheForceEngine/TFE_DarkForces/hitEffect.cpp:82
↓ 18 callersFunctionsolveForZ
Solve for perspective correct Z at the current x pixel coordinate.
TheForceEngine/TFE_Jedi/Renderer/RClassic_Fixed/rwallFixed.cpp:2046
↓ 18 callersFunctionsolveForZ
Solve for perspective correct Z at the current x pixel coordinate.
TheForceEngine/TFE_Jedi/Renderer/RClassic_Float/rwallFloat.cpp:2103
↓ 18 callersFunctionstbtt__handle_clipped_edge
the edge passed in here does not cross the vertical line at x or the vertical line at x+1 (i.e. it has already been clipped to those)
TheForceEngine/TFE_Ui/imGUI/imstb_truetype.h:3033
↓ 18 callersFunctiontfe_adjustWeaponCollisionSpeed
Adjust the speed - in TFE the framerate may be higher than expected by the original code, which means that this step (proj->delta) is too large for th
TheForceEngine/TFE_DarkForces/weaponFireFunc.cpp:218
↓ 18 callersFunctionttULONG
TheForceEngine/TFE_Ui/imGUI/imstb_truetype.h:1293
↓ 17 callersMethodGet
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_symboltable.h:269
↓ 17 callersFunctionGetCurrentWindowRead
Windows We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) If this ever crashes because g.CurrentWindow is NULL,
TheForceEngine/TFE_Ui/imGUI/imgui_internal.h:3026
↓ 17 callersMethodInstrINT
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_bytecode.cpp:2769
↓ 17 callersMethodIsEnumType
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_datatype.cpp:684
↓ 17 callersMethodPopState
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_context.cpp:1740
↓ 17 callersFunctionSTB_TEXTEDIT_GETCHAR
TheForceEngine/TFE_Ui/imGUI/imgui_widgets.cpp:3851
↓ 17 callersFunctionaddEdgeToBPoly
TheForceEngine/TFE_Polygon/polygon.cpp:824
↓ 17 callersFunctionaddToHistory
TheForceEngine/TFE_FrontEndUI/console.cpp:642
↓ 17 callersFunctionallocateObject
TheForceEngine/TFE_Jedi/Level/robject.cpp:15
↓ 17 callersFunctioncJSON_New_Item
Internal constructor. */
TheForceEngine/TFE_System/cJSON.c:241
↓ 17 callersFunctioncollision_pathWallCollision
TheForceEngine/TFE_Jedi/Collision/collision.cpp:152
↓ 17 callersFunctioncreateTexture
TheForceEngine/TFE_FrontEndUI/uiTexture.cpp:44
↓ 17 callersFunctioneditor_infSelectEditClass
TheForceEngine/TFE_Editor/LevelEditor/levelEditorInf.cpp:1637
↓ 17 callersFunctiongetFileNameFromPath
TheForceEngine/TFE_FileSystem/fileutil.cpp:167
↓ 17 callersFunctiongetTexture
TheForceEngine/TFE_Editor/LevelEditor/levelEditorData.cpp:3551
↓ 17 callersMethodgetTexture
TheForceEngine/TFE_RenderBackend/Win32OpenGL/renderTarget.h:25
↓ 17 callersFunctioniconButtonInline
TheForceEngine/TFE_Editor/editor.cpp:195
↓ 17 callersFunctionlactor_setState
TheForceEngine/TFE_DarkForces/Landru/lactor.cpp:526
↓ 17 callersFunctionlrect_set
TheForceEngine/TFE_DarkForces/Landru/lrect.cpp:17
↓ 17 callersFunctionnsvg__cubicBezTo
TheForceEngine/sdl2_win32/include/nanosvg.h:762
↓ 17 callersFunctionsector_getObjFloorAndCeilHeight
TheForceEngine/TFE_Jedi/Level/rsector.cpp:1214
↓ 17 callersFunctionselection_get
TODO: Finish
TheForceEngine/TFE_Editor/LevelEditor/selection.cpp:413
↓ 17 callersMethodtokenizeLine
Split a line into tokens using space, comma or equals as separators. Note strings with spaces still work, they need to be closed in quotes, which are
TheForceEngine/TFE_System/parser.cpp:169
↓ 16 callersFunctionDupOutPt
TheForceEngine/TFE_Polygon/clipper.cpp:3348
↓ 16 callersFunctionImControlChange
TheForceEngine/TFE_Jedi/IMuse/imMidiCmd.cpp:178
↓ 16 callersMethodList
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_symboltable.h:467
↓ 16 callersFunctionOPL3_EnvelopeKeyOff
TheForceEngine/TFE_Audio/MidiSynth/opl3.c:539
↓ 16 callersMethodSetReturnAddress
interface
TheForceEngine/TFE_ForceScript/Angelscript/angelscript/source/as_generic.cpp:427
↓ 16 callersFunctionTooltip
TheForceEngine/TFE_FrontEndUI/frontEndUi.cpp:3986
↓ 16 callersFunctionactor_addPhysicsActorToWorld
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:156
↓ 16 callersFunctionactor_createDispatch
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:178
↓ 16 callersFunctionactor_removePhysicsActorFromWorld
TheForceEngine/TFE_DarkForces/Actor/actor.cpp:166
↓ 16 callersMethodappend
TheForceEngine/TFE_Ui/imGUI/imgui.cpp:2786
↓ 16 callersFunctionclosestPointOnLineSegment
Find the closest point to p2 on line segment p0 -> p1 as a parametric value on the segment. Fills in point with the point itself.
TheForceEngine/TFE_Polygon/polygon.cpp:1626
↓ 16 callersMethoddestroy
TheForceEngine/TFE_Jedi/Renderer/RClassic_GPU/rsectorGPU.cpp:233
↓ 16 callersFunctionfindAsset
///////////////////////////////////// Internal /////////////////////////////////////
TheForceEngine/TFE_Editor/EditorAsset/editorAsset.cpp:209
↓ 16 callersFunctionflat_addEdges
TheForceEngine/TFE_Jedi/Renderer/RClassic_Fixed/rflatFixed.cpp:37
↓ 16 callersFunctionflat_addEdges
TheForceEngine/TFE_Jedi/Renderer/RClassic_Float/rflatFloat.cpp:39
↓ 16 callersFunctionfreeObject
TheForceEngine/TFE_Jedi/Level/robject.cpp:37
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