Data Dictionary Summary Report
b (Parameter)[xref]
[g_cmds.c, 671]
b (Local Object)[xref]
[g_spawn.c, 361]
b (Local Object)[xref]
[g_svcmds.c, 80]
b (Local Object)[xref]
[g_svcmds.c, 223]
b (Local Object)[xref]
[g_svcmds.c, 242]
b (Parameter)[xref]
[p_client.c, 1555]
b (Parameter)[xref]
[p_view.c, 397]
b (Public Object)[xref]
[q_shared.c, 989]
b1 (Local Object)[xref]
[q_shared.c, 954]
b1 (Local Object)[xref]
[q_shared.c, 969]
b2 (Local Object)[xref]
[q_shared.c, 954]
b2 (Local Object)[xref]
[q_shared.c, 969]
b3 (Local Object)[xref]
[q_shared.c, 969]
b4 (Local Object)[xref]
[q_shared.c, 969]
backoff (Local Object)[xref]
[g_phys.c, 147]
backoff (Local Object)[xref]
[g_phys.c, 674]
barrel_delay (Function)[xref]
[g_misc.c, 966]
barrel_explode (Function)[xref]
[g_misc.c, 887]
barrel_touch (Function)[xref]
[g_misc.c, 873]
base (Parameter)[xref]
[g_save.c, 227]
base (Parameter)[xref]
[g_save.c, 300]
base (Parameter)[xref]
[g_save.c, 321]
base (Local Object)[xref]
write out edict size for checking
write out a function pointer for checking
write out level_locals_t
write out all the entities
[g_save.c, 634]
base (Local Object)[xref]
[g_save.c, 688]
base_count (Public Object)[xref]
[g_local.h, 205]
bcolor (Static Local Object)[xref]
[p_view.c, 80]
BecomeExplosion1 (Function)[xref]
[g_misc.c, 314]
BecomeExplosion2 (Function)[xref]
[g_misc.c, 325]
BeginIntermission (Function)[xref]
[p_hud.c, 73]
berserk_attack_club (Function)[xref]
[m_berserk.c, 196]
berserk_attack_spike (Function)[xref]
[m_berserk.c, 170]
berserk_dead (Function)[xref]
[m_berserk.c, 336]
berserk_die (Function)[xref]
[m_berserk.c, 381]
berserk_fidget (Function)[xref]
[m_berserk.c, 91]
berserk_frames_attack_club (Global Object)[xref]
[m_berserk.c, 204]
berserk_frames_attack_spike (Global Object)[xref]
[m_berserk.c, 182]
berserk_frames_attack_strike (Global Object)[xref]
[m_berserk.c, 228]
berserk_frames_death1 (Global Object)[xref]
[m_berserk.c, 347]
berserk_frames_death2 (Global Object)[xref]
[m_berserk.c, 367]
berserk_frames_pain1 (Global Object)[xref]
[m_berserk.c, 280]
berserk_frames_pain2 (Global Object)[xref]
[m_berserk.c, 290]
berserk_frames_run1 (Global Object)[xref]
[m_berserk.c, 150]
berserk_frames_stand (Global Object)[xref]
[m_berserk.c, 51]
berserk_frames_stand_fidget (Global Object)[xref]
[m_berserk.c, 66]
berserk_frames_walk (Global Object)[xref]
[m_berserk.c, 103]
berserk_melee (Function)[xref]
[m_berserk.c, 249]
berserk_move_attack_club (Global Object)[xref]
[m_berserk.c, 219]
berserk_move_attack_spike (Global Object)[xref]
[m_berserk.c, 193]
berserk_move_attack_strike (Global Object)[xref]
[m_berserk.c, 246]
berserk_move_death1 (Global Object)[xref]
[m_berserk.c, 364]
berserk_move_death2 (Global Object)[xref]
[m_berserk.c, 378]
berserk_move_pain1 (Global Object)[xref]
[m_berserk.c, 287]
berserk_move_pain2 (Global Object)[xref]
[m_berserk.c, 313]
berserk_move_run1 (Global Object)[xref]
[m_berserk.c, 159]
berserk_move_stand (Global Object)[xref]
[m_berserk.c, 59]
berserk_move_stand_fidget (Global Object)[xref]
[m_berserk.c, 89]
berserk_move_walk (Global Object)[xref]
[m_berserk.c, 118]
berserk_pain (Function)[xref]
[m_berserk.c, 315]
berserk_run (Function)[xref]
[m_berserk.c, 161]
berserk_search (Function)[xref]
[m_berserk.c, 44]
berserk_sight (Function)[xref]
[m_berserk.c, 39]
berserk_stand (Function)[xref]
[m_berserk.c, 61]
berserk_strike (Function)[xref]
[m_berserk.c, 222]
berserk_swing (Function)[xref]
[m_berserk.c, 177]
berserk_walk (Function)[xref]
[m_berserk.c, 120]
best (Local Object)[xref]
[m_medic.c, 49]
bestdistance (Local Object)[xref]
[p_client.c, 792]
bestplayerdistance (Local Object)[xref]
[p_client.c, 697]
bestplayerdistance (Local Object)[xref]
[p_client.c, 792]
bestspot (Local Object)[xref]
[p_client.c, 791]
bfg (Local Object)[xref]
[g_weapon.c, 886]
bfg_explode (Function)[xref]
[g_weapon.c, 723]
bfg_think (Function)[xref]
[g_weapon.c, 806]
bfg_touch (Function)[xref]
[g_weapon.c, 767]
bigbuffer (Local Object)[xref]
[q_shared.c, 1227]
bigendien (Global Object)[xref]
can't just use function pointers, or dll linkage can
mess up when qcommon is included in multiple places
[q_shared.c, 934]
BigFloat (Function)[xref]
[q_shared.c, 949]
BigLong (Function)[xref]
[q_shared.c, 947]
BigShort (Function)[xref]
[q_shared.c, 945]
Blaster_Fire (Function)[xref]
[p_weapon.c, 816]
blaster_flash (Static Global Object)[xref]
[m_soldier.c, 458]
blaster_touch (Function)[xref]
[g_weapon.c, 306]
blend (Public Object)[xref]
[q_shared.h, 1182]
block (Local Object)[xref]
[g_phys.c, 406]
blocked (Local Object)[xref]
floor
step
[g_phys.c, 149]
blocked (Local Object)[xref]
[g_phys.c, 196]
bnum (Local Object)[xref]
[g_cmds.c, 673]
bob (Local Object)[xref]
[p_view.c, 225]
bob_pitch (Global Object)[xref]
[g_main.c, 64]
bob_roll (Global Object)[xref]
[g_main.c, 65]
bob_up (Global Object)[xref]
[g_main.c, 63]
bobcycle (Global Object)[xref]
odd cycles are right foot going forward
[p_view.c, 33]
bobfracsin (Global Object)[xref]
sin(bobfrac*M_PI)
SV_CalcRoll
[p_view.c, 34]
bobmove (Global Object)[xref]
[p_view.c, 32]
bobtime (Local Object)[xref]
[p_view.c, 960]
body (Local Object)[xref]
grab a body que and cycle to the next one
FIXME: send an effect on the removed body
[p_client.c, 948]
body_armor_index (Global Object)[xref]
[g_local.h, 463]
body_armor_index (Static Global Object)[xref]
[g_items.c, 45]
body_die (Function)[xref]
[p_client.c, 931]
body_que (Public Object)[xref]
[g_local.h, 338]
BODY_QUEUE_SIZE (Macro)[xref]
[g_local.h, 82]
bodyarmor_info (Global Object)[xref]
[g_items.c, 41]
bolt (Local Object)[xref]
[g_weapon.c, 347]
bops_initialized (Static Local Object)[xref]
[q_shared.c, 420]
boss2_attack (Function)[xref]
[m_boss2.c, 432]
boss2_attack_mg (Function)[xref]
[m_boss2.c, 453]
Boss2_CheckAttack (Function)[xref]
[m_boss2.c, 540]
boss2_dead (Function)[xref]
[m_boss2.c, 497]
boss2_die (Function)[xref]
[m_boss2.c, 507]
boss2_firebullet_left (Function)[xref]
[m_boss2.c, 113]
boss2_firebullet_right (Function)[xref]
[m_boss2.c, 97]
boss2_frames_attack_mg (Global Object)[xref]
[m_boss2.c, 282]
boss2_frames_attack_post_mg (Global Object)[xref]
[m_boss2.c, 293]
boss2_frames_attack_pre_mg (Global Object)[xref]
[m_boss2.c, 266]
boss2_frames_attack_rocket (Global Object)[xref]
[m_boss2.c, 302]
boss2_frames_death (Global Object)[xref]
[m_boss2.c, 360]
boss2_frames_fidget (Global Object)[xref]
[m_boss2.c, 180]
boss2_frames_pain_heavy (Global Object)[xref]
[m_boss2.c, 328]
boss2_frames_pain_light (Global Object)[xref]
[m_boss2.c, 351]
boss2_frames_run (Global Object)[xref]
[m_boss2.c, 241]
boss2_frames_stand (Global Object)[xref]
[m_boss2.c, 154]
boss2_frames_walk (Global Object)[xref]
[m_boss2.c, 215]
boss2_move_attack_mg (Global Object)[xref]
[m_boss2.c, 291]
boss2_move_attack_post_mg (Global Object)[xref]
[m_boss2.c, 300]
boss2_move_attack_pre_mg (Global Object)[xref]
[m_boss2.c, 278]
boss2_move_attack_rocket (Global Object)[xref]
[m_boss2.c, 326]
boss2_move_death (Global Object)[xref]
[m_boss2.c, 412]
boss2_move_fidget (Global Object)[xref]
[m_boss2.c, 213]
boss2_move_pain_heavy (Global Object)[xref]
[m_boss2.c, 349]
boss2_move_pain_light (Global Object)[xref]
[m_boss2.c, 358]
boss2_move_run (Global Object)[xref]
[m_boss2.c, 264]
boss2_move_stand (Global Object)[xref]
[m_boss2.c, 178]
boss2_move_walk (Global Object)[xref]
[m_boss2.c, 238]
boss2_pain (Function)[xref]
[m_boss2.c, 470]
boss2_reattack_mg (Function)[xref]
[m_boss2.c, 458]
boss2_run (Function)[xref]
[m_boss2.c, 419]
boss2_search (Function)[xref]
[m_boss2.c, 41]
boss2_stand (Function)[xref]
[m_boss2.c, 414]
boss2_walk (Function)[xref]
[m_boss2.c, 427]
Boss2MachineGun (Function)[xref]
[m_boss2.c, 130]
Boss2Rocket (Function)[xref]
[m_boss2.c, 55]
BossExplode (Function)[xref]
[m_supertank.c, 594]
bottom (Local Object)[xref]
if all of the points under the corners are solid world, don't bother
with the tougher checks
the corners must be within 16 of the midpoint
[m_move.c, 42]
BOX_ON_PLANE_SIDE (Macro)[xref]
[q_shared.h, 189]
BoxEdicts (Public Object)[xref]
[game.h, 140]
BoxOnPlaneSide (Function)[xref]
[q_shared.c, 418]
BoxOnPlaneSide2 (Function)[xref]
[q_shared.c, 310]
bprintf (Public Object)[xref]
[game.h, 105]
brain_chest_closed (Function)[xref]
[m_brain.c, 471]
brain_chest_open (Function)[xref]
[m_brain.c, 454]
brain_dead (Function)[xref]
[m_brain.c, 574]
brain_die (Function)[xref]
[m_brain.c, 586]
brain_dodge (Function)[xref]
[m_brain.c, 352]
brain_duck_down (Function)[xref]
[m_brain.c, 313]
brain_duck_hold (Function)[xref]
[m_brain.c, 323]
brain_duck_up (Function)[xref]
[m_brain.c, 331]
brain_frames_attack1 (Global Object)[xref]
[m_brain.c, 431]
brain_frames_attack2 (Global Object)[xref]
[m_brain.c, 481]
brain_frames_death1 (Global Object)[xref]
[m_brain.c, 375]
brain_frames_death2 (Global Object)[xref]
[m_brain.c, 365]
brain_frames_defense (Global Object)[xref]
[m_brain.c, 244]
brain_frames_duck (Global Object)[xref]
[m_brain.c, 339]
brain_frames_idle (Global Object)[xref]
[m_brain.c, 114]
brain_frames_pain1 (Global Object)[xref]
[m_brain.c, 282]
brain_frames_pain2 (Global Object)[xref]
[m_brain.c, 269]
brain_frames_pain3 (Global Object)[xref]
[m_brain.c, 258]
brain_frames_run (Global Object)[xref]
[m_brain.c, 516]
brain_frames_stand (Global Object)[xref]
[m_brain.c, 67]
brain_frames_walk1 (Global Object)[xref]
[m_brain.c, 161]
brain_hit_left (Function)[xref]
[m_brain.c, 422]
brain_hit_right (Function)[xref]
[m_brain.c, 408]
brain_idle (Function)[xref]
[m_brain.c, 151]
brain_melee (Function)[xref]
[m_brain.c, 503]
brain_move_attack1 (Global Object)[xref]
[m_brain.c, 452]
brain_move_attack2 (Global Object)[xref]
[m_brain.c, 501]
brain_move_death1 (Global Object)[xref]
[m_brain.c, 396]
brain_move_death2 (Global Object)[xref]
[m_brain.c, 373]
brain_move_defense (Global Object)[xref]
[m_brain.c, 256]
brain_move_duck (Global Object)[xref]
[m_brain.c, 350]
brain_move_idle (Global Object)[xref]
[m_brain.c, 149]
brain_move_pain1 (Global Object)[xref]
[m_brain.c, 306]
brain_move_pain2 (Global Object)[xref]
[m_brain.c, 280]
brain_move_pain3 (Global Object)[xref]
[m_brain.c, 267]
brain_move_run (Global Object)[xref]
[m_brain.c, 530]
brain_move_stand (Global Object)[xref]
[m_brain.c, 102]
brain_move_walk1 (Global Object)[xref]
[m_brain.c, 175]
brain_pain (Function)[xref]
[m_brain.c, 542]
brain_run (Function)[xref]
[m_brain.c, 532]
brain_search (Function)[xref]
[m_brain.c, 53]
brain_sight (Function)[xref]
[m_brain.c, 48]
brain_stand (Function)[xref]
[m_brain.c, 104]
brain_swing_left (Function)[xref]
[m_brain.c, 417]
brain_swing_right (Function)[xref]
[m_brain.c, 403]
brain_tentacle_attack (Function)[xref]
[m_brain.c, 461]
brain_walk (Function)[xref]
[m_brain.c, 234]
breather (Local Object)[xref]
[p_view.c, 581]
buffer (Local Object)[xref]
[g_target.c, 83]
buffer (Parameter)[xref]
[q_shared.c, 1161]
bumpcount (Local Object)[xref]
[g_phys.c, 186]
BUTTON_ANY (Macro)[xref]
any key whatsoever
usercmd_t is sent to the server each client frame
[q_shared.h, 505]
BUTTON_ATTACK (Macro)[xref]
[q_shared.h, 503]
button_done (Function)[xref]
[g_func.c, 692]
button_fire (Function)[xref]
[g_func.c, 726]
button_killed (Function)[xref]
[g_func.c, 755]
button_return (Function)[xref]
[g_func.c, 699]
button_touch (Function)[xref]
[g_func.c, 743]
BUTTON_USE (Macro)[xref]
[q_shared.h, 504]
button_use (Function)[xref]
[g_func.c, 737]
button_wait (Function)[xref]
[g_func.c, 711]
buttonMask (Local Object)[xref]
[p_client.c, 1768]
byte (Typedef)[xref]
[q_shared.h, 54]