Functions
all-texture-tweak-adjust(arg0: texture-page-dir, arg1: float) => nonesource
anim-test-anim-list-handler(arg0: int, arg1: list-control) => symbolsource
anim-test-edit-seq-insert-item(arg0: anim-test-seq-item, arg1: anim-test-sequence) => nonesource
anim-test-edit-sequence-list-handler(arg0: int, arg1: list-control) => symbolsource
anim-test-obj-init(arg0: anim-test-obj, arg1: list-control) => nonesource
anim-test-obj-item-valid?(arg0: anim-test-obj, arg1: anim-test-seq-item) => symbolsource
anim-test-obj-list-handler(arg0: int, arg1: list-control) => symbolsource
anim-test-obj-remove-invalid(arg0: anim-test-obj) => symbolsource
anim-test-seq-item-copy!(arg0: anim-test-seq-item, arg1: anim-test-seq-item) => anim-test-sequencesource
anim-test-seq-mark-as-edited(arg0: anim-test-sequence) => nonesource
anim-test-sequence-init(arg0: anim-test-sequence, arg1: anim-test-obj) => nonesource
anim-test-sequence-list-handler(arg0: int, arg1: list-control) => symbolsource
anim-tester-add-newobj(arg0: anim-tester, arg1: string, arg2: art-group) => objectsource
anim-tester-add-object(arg0: string) => nonesource
anim-tester-add-sequence(arg0: string) => nonesource
anim-tester-adjust-frame(arg0: float, arg1: float) => floatsource
anim-tester-disp-frame-num(arg0: string, arg1: float, arg2: float, arg3: font-context) => pointersource
anim-tester-interface() => nonesource
anim-tester-load-object-seqs(arg0: anim-tester, arg1: string) => symbolsource
anim-tester-num-print(arg0: basic, arg1: float) => nonesource
anim-tester-pick-item-setup(arg0: anim-test-seq-item, arg1: anim-test-sequence) => nonesource
anim-tester-post() => nonesource
anim-tester-real-post() => nonesource
anim-tester-reset() => nonesource
anim-tester-save-all-objects(arg0: anim-tester) => symbolsource
anim-tester-set-name(arg0: string) => objectsource
anim-tester-standard-event-handler(arg0: process, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource
anim-tester-start() => symbolsource
anim-tester-stop() => symbolsource
anim-tester-string-get-frame!!(arg0: list-field, arg1: string) => symbolsource
anim-tester-update-anim-info(arg0: anim-test-seq-item) => floatsource
anim-tester-x-init-by-other() => nonesource
anim-tester-x-interface() => intsource
anim-tester-x-reset() => intsource
atx-add-common-group() => symbolsource
atx-add-group(name: string, level-name: symbol) => intsource
atx-add-level-group() => symbolsource
atx-append-group(append-to: string, name: string, level-name: symbol) => objectsource
atx-list-append(lst: atx-list, item: atx-item) => atx-itemsource
append an item to a list. returns the added item.
atx-list-art-group-func(item: atx-item-art-group) => objectsource
atx-list-get-by-index(lst: atx-list, idx: int) => atx-itemsource
get an item by its index.
atx-list-get-by-name(lst: atx-list, name: string) => atx-itemsource
get an item by its index.
atx-list-init!(lst: atx-list) => atx-listsource
initialize an atx-list
atx-list-interface(lst: atx-list, title: string, warning: string, sel-obj: basic) => intsource
run interface and draw an atx-list
atx-list-joint-anim-func(item: atx-item) => objectsource
atx-list-joint-geo-func(item: atx-item) => objectsource
atx-list-mesh-geo-func(item: atx-item) => objectsource
atx-list-remove(lst: atx-list, item: atx-item) => intsource
remove an item from a list. removes all instances of that item. but it's weird if you have multiple...
atx-list-remove-by-object(lst: atx-list, obj: basic) => intsource
remove all items with a specific object from a list.
atx-list-size(lst: atx-list) => intsource
return size of an atx-list
bike-cam-limit(arg0: float) => floatsource
build-continue-menu(arg0: debug-menu, arg1: game-info) => debug-menu-contextsource
build-entity-list() => pairsource
Fill the entity pick menu
build-instance-list(arg0: object) => nonesource
build-particles-list() => pairsource
build-shader-list() => nonesource
cam-collision-record-draw() => nonesource
cam-collision-record-save(arg0: vector, arg1: vector, arg2: int, arg3: symbol, arg4: camera-slave) => nonesource
cam-collision-record-step(arg0: int) => nonesource
cam-debug-add-coll-tri(arg0: cam-debug-tri, arg1: vector, arg2: cam-debug-tri) => nonesource
cam-debug-add-los-tri(arg0: inline-array, arg1: vector, arg2: vector) => nonesource
cam-debug-draw-tris() => symbolsource
cam-debug-reset-coll-tri() => nonesource
cam-index-options->string(arg0: cam-index-options, arg1: object) => stringsource
cam-layout-do-action(arg0: clm-item-action) => symbolsource
cam-layout-do-menu(arg0: clm) => nonesource
cam-layout-entity-info(arg0: entity-actor) => basicsource
cam-layout-entity-volume-info() => symbolsource
cam-layout-entity-volume-info-create(arg0: entity-camera, arg1: symbol) => symbolsource
cam-layout-function-call(arg0: symbol, arg1: string, arg2: int, arg3: basic) => symbolsource
cam-layout-init() => nonesource
cam-layout-intersect-dist(arg0: vector, arg1: vector, arg2: vector) => floatsource
cam-layout-print(arg0: int, arg1: int, arg2: string) => pointersource
cam-layout-restart() => nonesource
cam-layout-save-align(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-cam-rot(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-cam-trans(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-campoints-flags(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-campointsoffset(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-flags(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-focalpull(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-focalpull-flags(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-fov(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-interesting(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-interptime(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-introsplineexitval(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-introsplinetime(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-maxAngle(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-pivot(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-spline-follow-dist-offset(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-splineoffset(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-stringCliffHeight(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-stringMaxHeight(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-stringMaxLength(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-stringMinHeight(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-stringMinLength(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-save-tiltAdjust(arg0: symbol, arg1: string, arg2: entity-actor) => stringsource
cam-layout-start() => nonesource
cam-layout-stop() => symbolsource
cam-line-dma() => pointersource
cam-slave-options->string(arg0: cam-slave-options, arg1: object) => stringsource
camera-bounding-box-draw(arg0: bounding-box, arg1: basic, arg2: rgba) => nonesource
camera-fov-draw(arg0: int, arg1: int, arg2: vector, arg3: float, arg4: float, arg5: vector4w) => symbolsource
camera-fov-frame(arg0: matrix, arg1: vector, arg2: float, arg3: float, arg4: float, arg5: vector4w) => nonesource
camera-line(arg0: vector, arg1: vector, arg2: vector4w) => nonesource
camera-line-draw(arg0: vector, arg1: vector) => symbolsource
camera-line-rel(arg0: vector, arg1: vector, arg2: vector4w) => nonesource
camera-line-rel-len(arg0: vector, arg1: vector, arg2: float, arg3: vector4w) => nonesource
camera-line-setup(arg0: vector4w) => nonesource
camera-line2d(arg0: vector4w, arg1: vector4w) => pointersource
camera-master-debug(arg0: camera-master) => nonesource
camera-plot-float-func(arg0: float, arg1: float, arg2: float, arg3: float, arg4: function, arg5: vector4w) => nonesource
camera-slave-debug(arg0: camera-slave) => nonesource
camera-sphere(arg0: vector, arg1: float, arg2: vector) => nonesource
clean-art-groups() => symbolsource
clmf-button-test() => symbolsource
clmf-cam-deg(arg0: degrees, arg1: symbol) => symbolsource
clmf-cam-flag(arg0: string, arg1: uint, arg2: uint) => symbolsource
clmf-cam-flag-toggle(arg0: int, arg1: int) => symbolsource
clmf-cam-float(arg0: float, arg1: symbol) => symbolsource
clmf-cam-float-adjust(arg0: symbol, arg1: pointer) => symbolsource
clmf-cam-fov(arg0: degrees, arg1: symbol) => symbolsource
clmf-cam-interp-time(arg0: float, arg1: symbol) => symbolsource
clmf-cam-intro-time(arg0: float, arg1: symbol) => symbolsource
clmf-cam-meters(arg0: meters, arg1: symbol) => symbolsource
clmf-cam-string(arg0: string, arg1: symbol) => symbolsource
clmf-implement() => symbolsource
clmf-input(arg0: vector, arg1: vector, arg2: int) => vectorsource
clmf-look-through() => symbolsource
clmf-next-entity(arg0: int) => symbolsource
clmf-next-vol-dpad() => symbolsource
clmf-next-volume(arg0: int) => symbolsource
clmf-pos-rot(arg0: symbol, arg1: symbol) => symbolsource
clmf-save-all(arg0: symbol) => symbolsource
clmf-save-one(arg0: symbol) => symbolsource
clmf-save-single(arg0: entity-camera, arg1: symbol, arg2: symbol) => file-streamsource
clmf-to-edit() => symbolsource
clmf-to-edit-cam() => symbolsource
clmf-to-focalpull-attr() => symbolsource
clmf-to-index-attr() => symbolsource
clmf-to-intro-attr() => symbolsource
clmf-to-select() => symbolsource
clmf-to-spline-attr() => symbolsource
clmf-to-vol-attr() => symbolsource
debug-create-cam-restore() => nonesource
debug-euler(arg0: cam-dbg-scratch) => objectsource
debug-menu-append-item(menu: debug-menu, item: debug-menu-node) => debug-menu-nodesource
Add an entry to the debug menu.
debug-menu-context-activate-selection(arg0: debug-menu-context) => debug-menu-contextsource
Press on the selected thing. Note that we named this enum press, not activate.
debug-menu-context-default-selection(ctxt: debug-menu-context, keep-current: symbol) => debug-menu-contextsource
Set the menu to a default selection.
If keep-current-selection is set to #t, this will only change the selection if nothing is selected yet.
If keep-current-selection is set to #t, this will only change the selection if nothing is selected yet.
debug-menu-context-grab-joypad(ctxt: debug-menu-context, callback-arg: basic, callback-func: function) => symbolsource
Set up this context to be controlled from a joypad. If we are already, return #f, otherwise return #t
debug-menu-context-open-submenu(arg0: debug-menu-context, arg1: debug-menu) => basicsource
debug-menu-context-release-joypad(ctxt: debug-menu-context) => symbolsource
Remove joypad control from this context
debug-menu-context-render(arg0: debug-menu-context) => debug-menu-contextsource
Render all menus
debug-menu-context-select-new-item(arg0: debug-menu-context, arg1: int) => debug-menu-contextsource
debug-menu-context-select-next-or-prev-item(arg0: debug-menu-context, arg1: int) => debug-menu-contextsource
Go up or down 1 in the currently open thing. The sign of arg1 determines direction
debug-menu-context-send-msg(arg0: debug-menu-context, arg1: debug-menu-msg, arg2: debug-menu-dest) => debug-menu-contextsource
Send the arg1 message to the given place.
debug-menu-context-set-root-menu(context: debug-menu-context, menu: debug-menu) => debug-menu-contextsource
Set the root menu and reset everything.
debug-menu-find-from-template(arg0: debug-menu-context, arg1: pair) => debug-menusource
Find a debug-menu that was added by a template. This could be used to modify it after,
for example to add in options that might not be known at compile-time.
for example to add in options that might not be known at compile-time.
debug-menu-func-decode(arg0: object) => functionsource
Get a function. The input can be a symbol or a function. Otherwise it will give you the nothing function.
debug-menu-item-flag-msg(arg0: debug-menu-item-flag, arg1: debug-menu-msg) => debug-menu-item-flagsource
debug-menu-item-flag-render(item: debug-menu-item-flag, x: int, y: int, submenus: int, arg4: symbol) => debug-menu-item-flagsource
Draw the text for a flag.
debug-menu-item-function-msg(arg0: debug-menu-item-function, arg1: debug-menu-msg) => debug-menu-item-functionsource
debug-menu-item-function-render(item: debug-menu-item-function, x: int, y: int, submenus: int, selected: symbol) => debug-menu-item-functionsource
Draw the text for a function entry. Also updates the timer for the highlight.
debug-menu-item-get-max-width(arg0: debug-menu-item, arg1: debug-menu) => intsource
Determine the width, in pixels
debug-menu-item-render(item: debug-menu-item, x: int, y: int, submenus: int, selected: symbol) => debug-menu-itemsource
Draw an item. This feels like it should have been a method...
debug-menu-item-send-msg(arg0: debug-menu-item, arg1: debug-menu-msg) => debug-menu-itemsource
Call the appropriate message handler for the given item.
debug-menu-item-submenu-msg(arg0: debug-menu-item-submenu, arg1: debug-menu-msg) => debug-menu-item-submenusource
debug-menu-item-submenu-render(item: debug-menu-item-submenu, x: int, y: int, submenus: int, selected: symbol) => debug-menu-item-submenusource
Draw the text for a submenu. Like Render...
The submenus parameter is the number of _open_ menus below the one containing this item
The submenus parameter is the number of _open_ menus below the one containing this item
debug-menu-item-var-joypad-handler(arg0: debug-menu-item-var) => debug-menu-item-varsource
Handle joypad inputs for a variable
debug-menu-item-var-make-float(item: debug-menu-item-var, callback: function, inc: float, has-range: symbol, range-min: float, range-max: float, precision: int) => debug-menu-item-varsource
Set up the given item as a float variable
debug-menu-item-var-make-int(item: debug-menu-item-var, callback: function, inc: int, has-range: symbol, range-min: int, range-max: int, hex: symbol) => debug-menu-item-varsource
Set up the given item as an integer variable
debug-menu-item-var-msg(arg0: debug-menu-item-var, arg1: debug-menu-msg) => debug-menu-item-varsource
debug-menu-item-var-render(item: debug-menu-item-var, x: int, y: int, submenus: int, selected: symbol) => debug-menu-item-varsource
Draw the text for a variable
debug-menu-item-var-update-display-str(arg0: debug-menu-item-var) => debug-menu-item-varsource
Update display-str to the current value of the variable
debug-menu-make-camera-mode-menu(arg0: debug-menu, arg1: debug-menu) => nonesource
debug-menu-make-from-template(arg0: debug-menu-context, arg1: pair) => debug-menu-nodesource
Make a debug menu from static layout data. The keys are:
- menu : make a new submenu
- main-menu : make the root menu
- flag - flag entry
- function - function entry
- var, int-var, int-var-gat1, hex-var, float-var, flat-fixed-var
- menu : make a new submenu
- main-menu : make the root menu
- flag - flag entry
- function - function entry
- var, int-var, int-var-gat1, hex-var, float-var, flat-fixed-var
debug-menu-make-load-want-menu(ctx: debug-menu-context, lev-idx: int) => debug-menu-item-submenusource
debug-menu-make-task-need-hint-menu(arg0: debug-menu, arg1: debug-menu-context) => nonesource
debug-menu-make-task-need-introduction-menu(arg0: debug-menu, arg1: debug-menu-context) => nonesource
debug-menu-make-task-need-reminder-a-menu(arg0: debug-menu, arg1: debug-menu-context) => nonesource
debug-menu-make-task-need-reminder-menu(arg0: debug-menu, arg1: debug-menu-context) => nonesource
debug-menu-make-task-need-resolution-menu(arg0: debug-menu, arg1: debug-menu-context) => nonesource
debug-menu-make-task-need-reward-speech-menu(arg0: debug-menu, arg1: debug-menu-context) => nonesource
debug-menu-make-task-unknown-menu(arg0: debug-menu, arg1: debug-menu-context) => nonesource
debug-menu-node<?(arg0: debug-menu-node, arg1: debug-menu-node) => symbolsource
debug-menu-rebuild(menu: debug-menu) => debug-menusource
Set the width and height of the background. If needed, completely reset the menu.
debug-menu-remove-all-items(arg0: debug-menu) => debug-menusource
Remove all the items from a menu
debug-menu-render(menu: debug-menu, x-pos: int, y-pos: int, selected: debug-menu-node, submenus: int) => debug-menusource
Render a menu.
debug-menu-send-msg(arg0: debug-menu, arg1: debug-menu-msg, arg2: symbol) => debug-menusource
Send to all items in menu. Arg2 picks if we are recursive or not.
debug-menus-active(arg0: debug-menu-context) => debug-menu-contextsource
Run the menu context
debug-menus-default-joypad-func(arg0: debug-menu-context) => debug-menu-contextsource
Control the menu from the joystick
debug-set-camera-pos-rot!(arg0: vector, arg1: matrix) => vectorsource
disasm-dma-list(data: dma-packet, mode: symbol, verbose: symbol, stream: symbol, expected-size: int) => symbolsource
Disassemble a dma list, starting from the given packet.
disasm-dma-tag(arg0: dma-tag, arg1: symbol) => nonesource
disasm-vif-details(stream: symbol, data: pointer, kind: vif-cmd, count: int) => symbolsource
disasm-vif-tag(data: pointer, words: int, stream: symbol, details: symbol) => intsource
Print out a vif code and the immediate data.
Will print stuff until the number of words has been reached.
Returns how many bytes we overshot by.
Will print stuff until the number of words has been reached.
Returns how many bytes we overshot by.
display-list-control(arg0: list-control) => nonesource
dm-actor-marks-pick-func(arg0: symbol, arg1: debug-menu-msg) => symbolsource
dm-actor-vis-pick-func(arg0: symbol, arg1: debug-menu-msg) => symbolsource
dm-anim-tester-flag-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-anim-tester-func(arg0: int, arg1: debug-menu-msg) => nonesource
dm-anim-tester-x-flag-func(action: symbol, msg: debug-menu-msg) => symbolsource
dm-anim-tester-x-func(action: symbol) => intsource
dm-boolean-toggle-pick-func(arg0: pointer, arg1: debug-menu-msg) => symbolsource
dm-cam-externalize(arg0: symbol, arg1: debug-menu-msg) => symbolsource
dm-cam-mode-func(arg0: state, arg1: debug-menu-msg) => objectsource
dm-cam-render-float(arg0: int, arg1: debug-menu-msg, arg2: float, arg3: float) => floatsource
dm-cam-settings-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-cam-settings-func-int(arg0: int, arg1: debug-menu-msg, arg2: int, arg3: int) => intsource
dm-collision-filter-event-pick-func(arg: int, msg: debug-menu-msg) => symbolsource
dm-collision-filter-material-pick-func(arg: int, msg: debug-menu-msg) => symbolsource
dm-collision-filter-mode-pick-func(arg: int, msg: debug-menu-msg) => symbolsource
dm-collision-filter-skip-pick-func(arg: int, msg: debug-menu-msg) => symbolsource
dm-collision-mode-pick-func(arg: pc-collision-mode, msg: debug-menu-msg) => symbolsource
dm-compact-actor-pick-func(arg0: symbol, arg1: debug-menu-msg) => symbolsource
dm-current-continue(arg0: string, arg1: debug-menu-msg) => symbolsource
dm-display-entities-pick-func(arg0: symbol) => nonesource
dm-display-level-toggle-pick-func(arg0: symbol, arg1: debug-menu-msg) => basicsource
dm-edit-instance-toggle-pick-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-enable-instance-func(arg0: string, arg1: debug-menu-msg) => symbolsource
dm-entity-pick-func(e: entity, msg: debug-menu-msg) => symbolsource
dm-game-mode-pick-func(arg0: symbol, arg1: debug-menu-msg) => symbolsource
dm-give-all-cells(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-give-cell(arg0: game-task) => nonesource
dm-instance-pick-func(arg0: string, arg1: debug-menu-msg) => basicsource
dm-lavabike-ready(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-levitator-ready(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-lod-int(arg0: int, arg1: debug-menu-msg, arg2: int, arg3: int) => intsource
dm-mood-override-palette-pick-func(bpal: int, msg: debug-menu-msg) => symbolsource
dm-mood-override-pick-func(kind: symbol, msg: debug-menu-msg) => symbolsource
dm-mood-palette-float(pal: int, arg1: debug-menu-msg, newval: float, val: float) => floatsource
dm-music-player-func(lst: object) => pointersource
dm-ocean-subdiv-draw-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-part-pick-func(id: int, msg: debug-menu-msg) => symbolsource
dm-setting-language(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-shader-pick-func(arg0: texture-id, arg1: debug-menu-msg) => symbolsource
dm-strip-lines-set-pick-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-strip-lines-toggle-pick-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-subdiv-draw-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-subdiv-float(arg0: symbol, arg1: debug-menu-msg, arg2: float, arg3: float) => floatsource
dm-subdiv-int(arg0: symbol, arg1: debug-menu-msg, arg2: int, arg3: int) => intsource
dm-subtitle-language(blang: int, msg: debug-menu-msg) => symbolsource
dm-subtitle-setting(setting: symbol, msg: debug-menu-msg) => symbolsource
dm-task-get-money(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-task-hint(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-task-introduction(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-task-reminder(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-task-reminder-a(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-task-resolution(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-task-reward-speech(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-task-unknown(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-text-language(blang: int, msg: debug-menu-msg) => symbolsource
dm-texture-user-set-pick-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-texture-user-toggle-pick-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-time-of-day-func(arg0: int, arg1: debug-menu-msg) => symbolsource
dm-time-of-day-func2(arg0: pointer, arg1: debug-menu-msg) => symbolsource
dm-time-of-day-pick-func(arg0: symbol, arg1: debug-menu-msg) => nonesource
dm-toggle-collision-pick-func(arg: symbol, msg: debug-menu-msg) => objectsource
dm-vu1-user-set-pick-func(arg0: vu1-renderer-mask, arg1: debug-menu-msg) => symbolsource
dm-vu1-user-toggle-pick-func(arg0: vu1-renderer-mask, arg1: debug-menu-msg) => symbolsource
dm-want-level-toggle-pick-func(arg0: pair, arg1: debug-menu-msg) => symbolsource
entity-inspect-draw(inspect-info: entity-debug-inspect) => objectsource
external-cam-reset!() => nonesource
float-lookup-blueline(arg0: float) => floatsource
float-lookup-greenline(arg0: float) => floatsource
float-lookup-redline(arg0: float) => floatsource
float-lookup-timeplot(arg0: float) => floatsource
float-lookup-yellowline(arg0: float) => floatsource
float-save-blueline(arg0: float) => nonesource
float-save-greenline(arg0: float) => nonesource
float-save-redline(arg0: float) => nonesource
float-save-timeplot(arg0: float) => nonesource
float-save-yellowline(arg0: float) => nonesource
glst-add-head(list: glst-list, node: glst-node) => glst-nodesource
glst-add-tail(list: glst-list, node: glst-node) => glst-nodesource
glst-empty?(list: glst-list) => symbolsource
glst-end-of-list?(node: glst-node) => symbolsource
glst-find-node-by-name(list: glst-list, name: string) => glst-nodesource
glst-get-node-by-index(list: glst-list, n: int) => glst-nodesource
glst-get-node-index(list: glst-list, node: glst-node) => intsource
glst-init-list!(list: glst-list) => glst-listsource
glst-length-of-longest-name(list: glst-list) => intsource
glst-node-name(node: glst-named-node) => stringsource
glst-num-elements(list: glst-list) => intsource
glst-remove(list: glst-list, node: glst-node) => glst-nodesource
glst-remove-head(list: glst-list) => glst-nodesource
glst-remove-tail(list: glst-list) => glst-nodesource
glst-set-name!(node: glst-named-node, name: string) => stringsource
glst-start-of-list?(node: glst-node) => symbolsource
initialize-anim-tester() => nonesource
interp-test(arg0: function, arg1: interp-test-info) => basicsource
interp-test-deg(arg0: function, arg1: interp-test-info) => basicsource
master-draw-coordinates(arg0: vector) => nonesource
mem-size(arg0: basic, arg1: symbol, arg2: int) => intsource
Compute the size of arg0. If arg1, then print the result. Arg2 is flags