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hub / github.com/TheForceEngine/TheForceEngine / allocateObject

Function allocateObject

TheForceEngine/TFE_Jedi/Level/robject.cpp:15–35  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

13 void computeTransform3x3(fixed16_16* transform, angle14_32 yaw, angle14_32 pitch, angle14_32 roll);
14
15 SecObject* allocateObject()
16 {
17 SecObject* obj = objData_allocFromArray();
18 obj->yaw = 0;
19 obj->pitch = 0;
20 obj->roll = 0;
21 obj->frame = 0;
22 obj->anim = 0;
23 obj->worldWidth = -1;
24 obj->worldHeight = -1;
25 obj->ptr = nullptr;
26 obj->sector = nullptr;
27 obj->logic = nullptr;
28 obj->projectileLogic = nullptr;
29 obj->type = OBJ_TYPE_SPIRIT;
30 obj->entityFlags = ETFLAG_NONE;
31 obj->flags = OBJ_FLAG_NEEDS_TRANSFORM | OBJ_FLAG_MOVABLE;
32 obj->self = obj;
33 obj->serializeIndex = 0;
34 return obj;
35 }
36
37 void freeObject(SecObject* obj)
38 {

Callers 15

level_loadObjectsFunction · 0.85
hitEffectTaskFuncFunction · 0.85
hitEffectExplodeFuncFunction · 0.85
generatorTaskFuncFunction · 0.85
createProjectileFunction · 0.85
item_createFunction · 0.85
logic_spawnEnemyFunction · 0.85
sewerCreatureDamageFuncFunction · 0.85
sceneryLogicFuncFunction · 0.85
mousebot_dieFunction · 0.85
phaseTwo_handleDyingFunction · 0.85

Calls 1

objData_allocFromArrayFunction · 0.85

Tested by

no test coverage detected