Here is a list of all functions with links to the files they belong to:
- l -
- LakituAI_GetAvailableSpiny() : LakituAI.inc.c
- LakituAI_Loiter() : LakituAI.inc.c
- LakituAI_Wander() : LakituAI.inc.c
- landing_dust_appendGfx() : landing_dust.c
- landing_dust_init() : landing_dust.c
- landing_dust_main() : landing_dust.c
- landing_dust_render() : landing_dust.c
- landing_dust_update() : landing_dust.c
- lateral_hit_interactable_entity() : kooper.c
- length2D() : functions.h, 43F0.c
- lens_flare_appendGfx() : lens_flare.c
- lens_flare_init() : lens_flare.c
- lens_flare_main() : lens_flare.c
- lens_flare_render() : lens_flare.c
- lens_flare_update() : lens_flare.c
- light_rays_appendGfx() : light_rays.c
- light_rays_init() : light_rays.c
- light_rays_main() : light_rays.c
- light_rays_render() : light_rays.c
- light_rays_update() : light_rays.c
- lightning_appendGfx() : lightning.c
- lightning_bolt_appendGfx() : lightning_bolt.c
- lightning_bolt_get_rand_symmetric() : lightning_bolt.c
- lightning_bolt_init() : lightning_bolt.c
- lightning_bolt_main() : lightning_bolt.c
- lightning_bolt_render() : lightning_bolt.c
- lightning_bolt_update() : lightning_bolt.c
- lightning_init() : lightning.c
- lightning_main() : lightning.c
- lightning_render() : lightning.c
- lightning_update() : lightning.c
- lil_oink_appendGfx() : lil_oink.c
- lil_oink_init() : lil_oink.c
- lil_oink_main() : lil_oink.c
- lil_oink_render() : lil_oink.c
- lil_oink_update() : lil_oink.c
- load_area_specific_entity_data() : entity.c
- load_asset_by_name() : functions.h, world.c
- load_battle() : functions.h, battle.c
- load_battle_hit_asset() : functions.h, collision.c
- load_battle_section() : functions.h, battle.c
- load_data_for_models() : functions.h, model.c
- load_demo_battle() : battle.c, battle.h
- load_effect() : effects.h, effects.c
- load_engine_data() : main_loop.c, main.c
- load_engine_data_obfuscated() : load_engine_data_obfuscated.c, obfuscation_shims.c
- load_entity_model() : entity.h, entity_model.c
- load_font() : functions.h, msg.c
- load_font_data() : functions.h, msg.c
- load_hit_data() : collision.c
- load_map_bg() : functions.h, background.c
- load_map_by_IDs() : functions.h, world.c
- load_map_hit_asset() : collision.c, world.c
- load_map_script_lib() : functions.h, world.c
- load_mesh_animator_node() : animator.c
- load_mesh_animator_tree() : functions.h, animator.c
- load_message_to_buffer() : msg.c
- load_model_animator_node() : animator.c
- load_model_animator_tree() : functions.h, animator.c
- load_model_transforms() : model.c
- load_next_model_textures() : model.c
- load_obfuscation_shims() : load_obfuscation_shims.c, functions.h
- load_partner_actor() : functions.h, 190B20.c
- load_path_data() : f8f60_len_1560.c
- load_player_actor() : functions.h, 190B20.c
- load_simple_entity_data() : entity.c
- load_split_entity_data() : entity.c
- load_symbol_string() : backtrace.c
- load_tattle_flags() : functions.h, 181810.c
- load_texture_by_name() : model.c
- load_texture_impl() : model.c
- load_texture_variants() : model.h, model.c
- LoadAnimatedMesh() : common.h
- LoadAnimatedModel() : common.h
- LoadDemoBattle() : common.h
- LoadPath() : common.h
- LoadSettings() : common.h
- lookup_defense() : functions.h, 190B20.c
- lookup_status_chance() : functions.h, 190B20.c
- lookup_status_duration_mod() : 190B20.c