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Functions11,330 in github.com/ValveSoftware/halflife

↓ 1 callersMethodGetPainColor
Returns back a color from the Green <-> Yellow <-> Red ramp
ricochet/cl_dll/health.cpp:145
↓ 1 callersMethodGetPainColor
Returns back a color from the Green <-> Yellow <-> Red ramp
cl_dll/health.cpp:144
↓ 1 callersMethodGetPainColor
Returns back a color from the Green <-> Yellow <-> Red ramp
dmc/cl_dll/health.cpp:144
↓ 1 callersMethodGetPlayerClass
ricochet/cl_dll/vgui_TeamFortressViewport.h:204
↓ 1 callersMethodGetPlayerClass
cl_dll/vgui_TeamFortressViewport.h:209
↓ 1 callersMethodGetPlayerClass
dmc/cl_dll/vgui_viewport.h:208
↓ 1 callersMethodGetPlayerLocation
return a pre-translated string for the player's location. Defaults to empty string for games without locations
game_shared/voice_status.h:34
↓ 1 callersMethodGetPlayerTextColor
ricochet/cl_dll/hud.cpp:40
↓ 1 callersMethodGetPlayerTextColor
cl_dll/hud.cpp:40
↓ 1 callersMethodGetPlayerTextColor
dmc/cl_dll/hud.cpp:37
↓ 1 callersMethodGetPlayerTextColor
game_shared/voice_status.h:124
↓ 1 callersFunctionGetPointBetweenLines
p = closest point between vector lines a1+x*m1 and a2+x*m2
cl_dll/interpolation.cpp:46
↓ 1 callersMethodGetProfile
game_shared/bot/bot.h:202
↓ 1 callersMethodGetSequence
utils/mdlviewer/studio_utils.cpp:213
↓ 1 callersFunctionGetSequenceFlags
ricochet/cl_dll/GameStudioModelRenderer.cpp:500
↓ 1 callersFunctionGetSequenceFlags
============================== GetSequenceFlags ============================== */
ricochet/cl_dll/hl/hl_weapons.cpp:661
↓ 1 callersFunctionGetSequenceFlags
cl_dll/GameStudioModelRenderer_Sample.cpp:508
↓ 1 callersFunctionGetSequenceInfo
ricochet/cl_dll/GameStudioModelRenderer.cpp:468
↓ 1 callersFunctionGetSequenceInfo
============================== GetSequenceInfo ============================== */
ricochet/cl_dll/hl/hl_weapons.cpp:623
↓ 1 callersFunctionGetSequenceInfo
cl_dll/GameStudioModelRenderer_Sample.cpp:476
↓ 1 callersFunctionGetSequenceInfo
dmc/dlls/animation.cpp:225
↓ 1 callersMethodGetServerCount
=================== GetServerCount Return number of servers in browser list =================== */
ricochet/cl_dll/hud_servers.cpp:1029
↓ 1 callersMethodGetServerCount
=================== GetServerCount Return number of servers in browser list =================== */
cl_dll/hud_servers.cpp:1016
↓ 1 callersMethodGetServerCount
=================== GetServerCount Return number of servers in browser list =================== */
dmc/cl_dll/hud_servers.cpp:1036
↓ 1 callersMethodGetServerInfo
=================== GetServerInfo Return info ( key/value ) string for particular server =================== */
ricochet/cl_dll/hud_servers.cpp:733
↓ 1 callersMethodGetServerInfo
=================== GetServerInfo Return info ( key/value ) string for particular server =================== */
cl_dll/hud_servers.cpp:720
↓ 1 callersMethodGetServerInfo
=================== GetServerInfo Return info ( key/value ) string for particular server =================== */
dmc/cl_dll/hud_servers.cpp:740
↓ 1 callersFunctionGetSkinHeight
utils/studiomdl/studiomdl.c:1506
↓ 1 callersFunctionGetSkinWidth
utils/studiomdl/studiomdl.c:1496
↓ 1 callersMethodGetSpeakerStatus
game_shared/voice_status.cpp:278
↓ 1 callersFunctionGetSpectatorLabel
cl_dll/vgui_SpectatorPanel.cpp:293
↓ 1 callersFunctionGetTGANameForRes
Get the name of TGA file, without a gamedir
ricochet/cl_dll/vgui_CustomObjects.cpp:47
↓ 1 callersFunctionGetTGANameForRes
Get the name of TGA file, without a gamedir
cl_dll/vgui_CustomObjects.cpp:47
↓ 1 callersMethodGetTeamIndex
dlls/teamplay_gamerules.cpp:487
↓ 1 callersMethodGetTeamIndex
What is the player's relationship with this entity?
ricochet/dlls/gamerules.h:145
↓ 1 callersMethodGetTeamIndex
What is the player's relationship with this entity?
dmc/dlls/gamerules.h:145
↓ 1 callersFunctionGetVGUITGAName
Get the name of TGA file, based on GameDir
ricochet/cl_dll/vgui_TeamFortressViewport.cpp:166
↓ 1 callersFunctionGetVGUITGAName
Get the name of TGA file, based on GameDir
cl_dll/vgui_TeamFortressViewport.cpp:175
↓ 1 callersFunctionGetViewEntity
================= GetViewEntity Return's the current weapon/view model ================= */
ricochet/cl_dll/ev_common.cpp:46
↓ 1 callersFunctionGetViewEntity
================= GetViewEntity Return's the current weapon/view model ================= */
cl_dll/ev_common.cpp:48
↓ 1 callersMethodGetXOffset
ricochet/cl_dll/vgui_TeamFortressViewport.h:250
↓ 1 callersMethodGetXOffset
cl_dll/vgui_TeamFortressViewport.h:406
↓ 1 callersMethodGetXOffset
dmc/cl_dll/vgui_viewport.h:266
↓ 1 callersMethodGetYOffset
ricochet/cl_dll/vgui_TeamFortressViewport.h:251
↓ 1 callersMethodGetYOffset
cl_dll/vgui_TeamFortressViewport.h:407
↓ 1 callersMethodGetYOffset
dmc/cl_dll/vgui_viewport.h:267
↓ 1 callersMethodGivePowerup
================================================================================= PLAYER HANDLING FOR POWERUPS =======================================
ricochet/dlls/disc_powerups.cpp:192
↓ 1 callersFunctionGrab_Animation
utils/studiomdl/studiomdl.c:2288
↓ 1 callersFunctionGrab_BMP
=============== Grab_Skin =============== */
utils/studiomdl/studiomdl.c:1457
↓ 1 callersFunctionGrab_Skeleton
utils/studiomdl/studiomdl.c:1976
↓ 1 callersFunctionGrab_Skin
utils/studiomdl/studiomdl.c:1581
↓ 1 callersFunctionGrab_Studio
utils/studiomdl/studiomdl.c:2063
↓ 1 callersFunctionGrab_Triangles
utils/studiomdl/studiomdl.c:1765
↓ 1 callersFunctionHACK_GetPlayerUniqueID
ricochet/cl_dll/vgui_ScorePanel.cpp:256
↓ 1 callersFunctionHACK_GetPlayerUniqueID
cl_dll/vgui_ScorePanel.cpp:253
↓ 1 callersFunctionHACK_GetPlayerUniqueID
dmc/cl_dll/vgui_ScorePanel.cpp:239
↓ 1 callersFunctionHUD_CreateBenchObjects
cl_dll/hud_bench.cpp:794
↓ 1 callersFunctionHUD_GetFOV
===================== HUD_GetFOV Returns last FOV ===================== */
cl_dll/hud.cpp:614
↓ 1 callersFunctionHUD_GetLastOrg
===================== HUD_GetLastOrg Retruns the last position that we stored for egon beam endpoint. ===================== */
cl_dll/hl/hl_weapons.cpp:631
↓ 1 callersFunctionHUD_GetLastOrg
===================== HUD_GetLastOrg Retruns the last position that we stored for egon beam endpoint. ===================== */
dmc/cl_dll/quake/quake_weapons.cpp:570
↓ 1 callersFunctionHUD_GetModelIndex
dmc/cl_dll/quake/quake_weapons.cpp:451
↓ 1 callersFunctionHUD_GetWeaponAnim
===================== HUD_GetWeaponAnim Retrieve current predicted weapon animation ===================== */
ricochet/cl_dll/com_weapons.cpp:102
↓ 1 callersFunctionHUD_GetWeaponAnim
===================== HUD_GetWeaponAnim Retrieve current predicted weapon animation ===================== */
cl_dll/com_weapons.cpp:102
↓ 1 callersFunctionHUD_GetWeaponAnim
===================== HUD_GetWeaponAnim Retrieve current predicted weapon animation ===================== */
dmc/cl_dll/com_weapons.cpp:102
↓ 1 callersFunctionHUD_InitClientWeapons
===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */
ricochet/cl_dll/hl/hl_weapons.cpp:534
↓ 1 callersFunctionHUD_InitClientWeapons
===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */
cl_dll/hl/hl_weapons.cpp:573
↓ 1 callersFunctionHUD_InitClientWeapons
===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */
dmc/cl_dll/quake/quake_weapons.cpp:606
↓ 1 callersFunctionHUD_PlaySound
===================== HUD_PlaySound Play a sound, if we are seeing this command for the first time ===================== */
ricochet/cl_dll/com_weapons.cpp:114
↓ 1 callersFunctionHUD_PlaySound
===================== HUD_PlaySound Play a sound, if we are seeing this command for the first time ===================== */
cl_dll/com_weapons.cpp:114
↓ 1 callersFunctionHUD_PlaySound
===================== HUD_PlaySound Play a sound, if we are seeing this command for the first time ===================== */
dmc/cl_dll/com_weapons.cpp:114
↓ 1 callersFunctionHUD_SetLastOrg
===================== HUD_SetLastOrg Remember our exact predicted origin so we can draw the egon to the right position. ===================== */
cl_dll/hl/hl_weapons.cpp:649
↓ 1 callersFunctionHUD_SetLastOrg
===================== HUD_SetLastOrg Remember our exact predicted origin so we can draw the egon to the right position. ===================== */
dmc/cl_dll/quake/quake_weapons.cpp:588
↓ 1 callersFunctionHUD_SetupBenchObjects
cl_dll/hud_bench.cpp:686
↓ 1 callersFunctionHUD_WeaponsPostThink
===================== HUD_WeaponsPostThink Run Weapon firing code on client ===================== */
ricochet/cl_dll/hl/hl_weapons.cpp:1064
↓ 1 callersFunctionHUD_WeaponsPostThink
===================== HUD_WeaponsPostThink Run Weapon firing code on client ===================== */
cl_dll/hl/hl_weapons.cpp:667
↓ 1 callersFunctionHUD_WeaponsPostThink
===================== HUD_WeaponsPostThink Run Weapon firing code on client ===================== */
dmc/cl_dll/quake/quake_weapons.cpp:687
↓ 1 callersMethodHandleReqStateMsg
ricochet/cl_dll/voice_status.cpp:662
↓ 1 callersMethodHandleReqStateMsg
cl_dll/voice_status.cpp:662
↓ 1 callersMethodHandleReqStateMsg
dmc/cl_dll/voice_status.cpp:662
↓ 1 callersMethodHandleReqStateMsg
game_shared/voice_status.cpp:337
↓ 1 callersMethodHandleVoiceMaskMsg
ricochet/cl_dll/voice_status.cpp:636
↓ 1 callersMethodHandleVoiceMaskMsg
cl_dll/voice_status.cpp:636
↓ 1 callersMethodHandleVoiceMaskMsg
dmc/cl_dll/voice_status.cpp:636
↓ 1 callersMethodHandleVoiceMaskMsg
game_shared/voice_status.cpp:311
↓ 1 callersMethodHasConditions
dlls/basemonster.h:244
↓ 1 callersFunctionHasCpuid
If CPUID supported return 1, else return 0
utils/procinfo/procinfo.cpp:44
↓ 1 callersMethodHasNamedPlayerItem
========================================================= HasNamedPlayerItem Does the player already have this item? =================================
dlls/player.cpp:4793
↓ 1 callersMethodHasPlayerItemFromID
========================================================= HasPlayerItemFromID Just compare IDs, rather than classnames ===============================
dlls/player.cpp:4819
↓ 1 callersMethodHasTarget
dlls/triggers.cpp:375
↓ 1 callersMethodHasTarget
ricochet/dlls/triggers.cpp:380
↓ 1 callersMethodHasTarget
dmc/dlls/triggers.cpp:381
↓ 1 callersFunctionHasTsc
If RDTSC supported return 1, else return 0
utils/procinfo/procinfo.cpp:72
↓ 1 callersFunctionHash
dlls/nodes.cpp:782
↓ 1 callersFunctionHash
dmc/dlls/nodes.cpp:779
↓ 1 callersMethodHashSearch
dmc/dlls/nodes.cpp:2683
↓ 1 callersFunctionHashVec
utils/qbsp2/surfaces.c:245
↓ 1 callersFunctionHashVec
utils/qbsp2/tjunc.c:81
↓ 1 callersMethodHideScoreBoard
----------------------------------------------------------------------------- Purpose: Hide the scoreboard -------------------------------------------
ricochet/cl_dll/vgui_TeamFortressViewport.cpp:1231
↓ 1 callersMethodHideVGUIMenu
Removes all VGUI Menu's onscreen
cl_dll/vgui_TeamFortressViewport.cpp:1948
↓ 1 callersFunctionIN_Commands
=========== IN_Commands =========== */
ricochet/cl_dll/inputw32.cpp:628
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