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Nightseeker

Fur Fighters code bits

May 1st, 2018
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  1. Code oops
  2. ReturnToHubFunc() game.no_players = 2
  3. Mark, why is this here, ReturnToHubFunc() game.no_players = 2, it crashes things. line %d in %s
  4.  
  5. DC
  6. // JDecompress (out, in);// return;
  7. LoadScreenTarga ()
  8. InitTextureList()
  9. MemLoadR2Polygon()
  10. MemLoadR2Texture()
  11. SND_CDAddNewPartition()
  12.  
  13. PC
  14. HandleActivateApp()
  15. IDirectDraw7_SetCooperativeLevel()
  16. HandleActivate()
  17. IDirectDraw7_RestoreDisplayMode()
  18. DPStage_CloseSession()
  19. DPStage_ProcessDirectPlayMessages()
  20. GetLastError()
  21. NetStopGame()
  22. NetQuitGame()
  23. AddSync()
  24. SetTime()
  25. UpdateVertexBufferForSection()
  26. CreateVertexBuffersForSection()
  27. CreateVertexBuffers()
  28. RenderSkelNormal()
  29. BeginScene()
  30. EndScene()
  31. InitTextureList()
  32. UploadR2Texture()
  33. RestoreSurfaces()
  34. IDirectDraw7_SetDisplayMode()
  35. IDirectDrawSurface7_Restore()
  36. MemLoadR2Polygon()
  37. MemLoadR2Texture()
  38. GetTextureDataFromDB()
  39. CreateAndDownloadTextureFromDB()
  40.  
  41. PS2
  42. FE_NAV_GROUP::RemoveEntry()
  43. FE_NAV_GROUP::SetLastEntry()
  44. FE_NAVIGATABLE::SetLinkBiDirectional()
  45. FE_DISPLAYABLE::AddChild()
  46. FE_DISPLAYABLE::RemoveChild()
  47. FE_ROOT::AllocateNavigatable()
  48. FE_ROOT::FreeNavigatable()
  49. FE_ROOT::AllocateDisplayable()
  50. FE_ROOT::FreeDisplayable()
  51. FE_ROOT::AllocateGroup()
  52. FE_ROOT::AddNavigatableToActiveList()
  53. FE_ROOT::RemoveNavigatableFromActiveList()
  54. FE_ROOT::AddDisplayableToActiveList()
  55. FE_ROOT::RemoveDisplayableFromActiveList()
  56. FE_ROOT::Update()
  57. call_on_unpause()
  58. call_on_quit()
  59. MemcardCommmandCallbackHandler()
  60. FE_ROOT::MemcardCommmandCallbackHandler()
  61. FE_DATA_TITLE_BUTTON::GetDisplayString()
  62. FE_DATA_NAV_BUTTON::GetDisplayString()
  63. FE_DATA_CONFIG_BUTTON::GetDisplayString()
  64. FE_DATA_INT_BUTTON::GetDisplayString()
  65. FE_DATA_TEXT_BUTTON::Initialise()
  66. FE_DATA_TEXT_BUTTON::GetDisplayString()
  67. FE_DATA_INT_ARRAY_BUTTON::GetDisplayString()
  68. FE_DATA_TEXT_ARRAY_BUTTON::GetDisplayString()
  69. FE_DATA_TEXT_ARRAY_MINI_BUTTON::GetDisplayString()
  70. FrontendControlEventCallback()
  71. CreateMemcardMenuCreateSave()
  72. CreateMemcardMenuCreateSaveDoIt()
  73. CreateMemcardMenuFormat()
  74. CreateMemcardMenuFullNoSave()
  75. CreateMemcardMenuAccessing()
  76. FluffLevelTextButtonUpdateProc()
  77. FluffLimitUpdateProc()
  78. TimeLimitUpdateProc()
  79. FluffLevelTextureUpdateProc()
  80. IngameMenuRestart()
  81. IngameMenuReturnToHub()
  82. IngameMenuUnPause()
  83. IngameMenuQuitToFe()
  84. InitFeIngameMenus()
  85. Ignoring E_PM_CHECK_VM cos I think it's lying.
  86. HACK to prevent E_PM_HOME overriding E_PM_DEAD !!!
  87. HACK to prevent repeated entry into the E_PM_CHECK_VM screen !!!
  88. Starting up E_PM_CHECK_VM ingame menu
  89. CloseFeIngameMenus()
  90. Player Lives
  91. Player Start Bullets
  92. SetSkel()
  93. BlendSkel()
  94. ProcessDmaList()
  95. RegisterDMAListIRQ()
  96.  
  97. IOS
  98. SetTPage()
  99. LoadDDSTexture()
  100. CreateVertexBuffers()
  101. CreateGroundMeshVertexBuffers()
  102. UpdateVertexBufferForSection()
  103. CreateVertexBuffersForSection()
  104. RenderSkelNormal()
  105. GetTextureDataFromDB()
  106. InitTextureList()
  107. g_ContextStack.size()
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