Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Code oops
- ReturnToHubFunc() game.no_players = 2
- Mark, why is this here, ReturnToHubFunc() game.no_players = 2, it crashes things. line %d in %s
- DC
- // JDecompress (out, in);// return;
- LoadScreenTarga ()
- InitTextureList()
- MemLoadR2Polygon()
- MemLoadR2Texture()
- SND_CDAddNewPartition()
- PC
- HandleActivateApp()
- IDirectDraw7_SetCooperativeLevel()
- HandleActivate()
- IDirectDraw7_RestoreDisplayMode()
- DPStage_CloseSession()
- DPStage_ProcessDirectPlayMessages()
- GetLastError()
- NetStopGame()
- NetQuitGame()
- AddSync()
- SetTime()
- UpdateVertexBufferForSection()
- CreateVertexBuffersForSection()
- CreateVertexBuffers()
- RenderSkelNormal()
- BeginScene()
- EndScene()
- InitTextureList()
- UploadR2Texture()
- RestoreSurfaces()
- IDirectDraw7_SetDisplayMode()
- IDirectDrawSurface7_Restore()
- MemLoadR2Polygon()
- MemLoadR2Texture()
- GetTextureDataFromDB()
- CreateAndDownloadTextureFromDB()
- PS2
- FE_NAV_GROUP::RemoveEntry()
- FE_NAV_GROUP::SetLastEntry()
- FE_NAVIGATABLE::SetLinkBiDirectional()
- FE_DISPLAYABLE::AddChild()
- FE_DISPLAYABLE::RemoveChild()
- FE_ROOT::AllocateNavigatable()
- FE_ROOT::FreeNavigatable()
- FE_ROOT::AllocateDisplayable()
- FE_ROOT::FreeDisplayable()
- FE_ROOT::AllocateGroup()
- FE_ROOT::AddNavigatableToActiveList()
- FE_ROOT::RemoveNavigatableFromActiveList()
- FE_ROOT::AddDisplayableToActiveList()
- FE_ROOT::RemoveDisplayableFromActiveList()
- FE_ROOT::Update()
- call_on_unpause()
- call_on_quit()
- MemcardCommmandCallbackHandler()
- FE_ROOT::MemcardCommmandCallbackHandler()
- FE_DATA_TITLE_BUTTON::GetDisplayString()
- FE_DATA_NAV_BUTTON::GetDisplayString()
- FE_DATA_CONFIG_BUTTON::GetDisplayString()
- FE_DATA_INT_BUTTON::GetDisplayString()
- FE_DATA_TEXT_BUTTON::Initialise()
- FE_DATA_TEXT_BUTTON::GetDisplayString()
- FE_DATA_INT_ARRAY_BUTTON::GetDisplayString()
- FE_DATA_TEXT_ARRAY_BUTTON::GetDisplayString()
- FE_DATA_TEXT_ARRAY_MINI_BUTTON::GetDisplayString()
- FrontendControlEventCallback()
- CreateMemcardMenuCreateSave()
- CreateMemcardMenuCreateSaveDoIt()
- CreateMemcardMenuFormat()
- CreateMemcardMenuFullNoSave()
- CreateMemcardMenuAccessing()
- FluffLevelTextButtonUpdateProc()
- FluffLimitUpdateProc()
- TimeLimitUpdateProc()
- FluffLevelTextureUpdateProc()
- IngameMenuRestart()
- IngameMenuReturnToHub()
- IngameMenuUnPause()
- IngameMenuQuitToFe()
- InitFeIngameMenus()
- Ignoring E_PM_CHECK_VM cos I think it's lying.
- HACK to prevent E_PM_HOME overriding E_PM_DEAD !!!
- HACK to prevent repeated entry into the E_PM_CHECK_VM screen !!!
- Starting up E_PM_CHECK_VM ingame menu
- CloseFeIngameMenus()
- Player Lives
- Player Start Bullets
- SetSkel()
- BlendSkel()
- ProcessDmaList()
- RegisterDMAListIRQ()
- IOS
- SetTPage()
- LoadDDSTexture()
- CreateVertexBuffers()
- CreateGroundMeshVertexBuffers()
- UpdateVertexBufferForSection()
- CreateVertexBuffersForSection()
- RenderSkelNormal()
- GetTextureDataFromDB()
- InitTextureList()
- g_ContextStack.size()
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement