Data Dictionary Summary Report
g (Parameter)[xref]
[p_view.c, 397]
G_CheckChaseStats (Function)[xref]
[p_hud.c, 530]
G_CopyString (Function)[xref]
[g_utils.c, 391]
g_edicts (Global Object)[xref]
[g_main.c, 33]
G_Find (Function)[xref]
[g_utils.c, 45]
G_FindTeams (Function)[xref]
[g_spawn.c, 470]
G_FreeEdict (Function)[xref]
[g_utils.c, 452]
G_InitEdict (Function)[xref]
[g_utils.c, 401]
g_offset (Parameter)[xref]
[p_weapon.c, 816]
G_PickTarget (Function)[xref]
[g_utils.c, 118]
G_ProjectSource (Function)[xref]
[g_utils.c, 25]
G_RunEntity (Function)[xref]
[g_phys.c, 932]
G_RunFrame (Function)[xref]
[g_main.c, 381]
g_select_empty (Global Object)[xref]
[g_main.c, 47]
G_SetClientEffects (Function)[xref]
[p_view.c, 745]
G_SetClientEvent (Function)[xref]
[p_view.c, 798]
G_SetClientFrame (Function)[xref]
[p_view.c, 855]
G_SetClientSound (Function)[xref]
[p_view.c, 815]
G_SetMovedir (Function)[xref]
[g_utils.c, 314]
G_SetSpectatorStats (Function)[xref]
[p_hud.c, 549]
G_SetStats (Function)[xref]
[p_hud.c, 377]
G_Spawn (Function)[xref]
[g_utils.c, 420]
G_TouchSolids (Function)[xref]
[g_utils.c, 508]
G_TouchTriggers (Function)[xref]
[g_utils.c, 475]
G_UseTargets (Function)[xref]
[g_utils.c, 173]
GaldiatorMelee (Function)[xref]
[m_gladiator.c, 129]
game (Global Object)[xref]
[g_main.c, 23]
game (Local Object)[xref]
[g_svcmds.c, 244]
GAME_API_VERSION (Macro)[xref]
edict->svflags
[game.h, 23]
game_export_t (Typedef)[xref]
[game.h, 233]
GAME_HARD_LINKED (Unknown Macro)[xref]
game_helpchanged (Public Object)[xref]
[g_local.h, 862]
game_import_t (Typedef)[xref]
functions exported by the game subsystem
[game.h, 176]
GAME_INCLUDE (Macro)[xref]
the "gameversion" client command will print this plus compile date
[g_local.h, 27]
game_locals_t (Typedef)[xref]
this structure is cleared as each map is entered
it is read/written to the level.sav file for savegames
[g_local.h, 294]
GAMEVERSION (Macro)[xref]
protocol bytes that can be directly added to messages
[g_local.h, 31]
gclient_s (Struct)[xref]
[g_local.h, 881]
gclient_s::ammo_index (Public Object)[xref]
[g_local.h, 897]
gclient_s::anim_duck (Public Object)[xref]
[g_local.h, 939]
gclient_s::anim_end (Public Object)[xref]
[g_local.h, 937]
gclient_s::anim_priority (Public Object)[xref]
[g_local.h, 938]
gclient_s::anim_run (Public Object)[xref]
[g_local.h, 940]
gclient_s::bobtime (Public Object)[xref]
[g_local.h, 926]
gclient_s::bonus_alpha (Public Object)[xref]
[g_local.h, 923]
gclient_s::breather_framenum (Public Object)[xref]
[g_local.h, 945]
gclient_s::breather_sound (Public Object)[xref]
[g_local.h, 932]
gclient_s::buttons (Public Object)[xref]
[g_local.h, 899]
gclient_s::chase_target (Public Object)[xref]
[g_local.h, 961]
gclient_s::damage_alpha (Public Object)[xref]
[g_local.h, 922]
gclient_s::damage_armor (Public Object)[xref]
[g_local.h, 909]
gclient_s::damage_blend (Public Object)[xref]
[g_local.h, 924]
gclient_s::damage_blood (Public Object)[xref]
[g_local.h, 911]
gclient_s::damage_from (Public Object)[xref]
[g_local.h, 913]
gclient_s::damage_knockback (Public Object)[xref]
[g_local.h, 912]
gclient_s::damage_parmor (Public Object)[xref]
[g_local.h, 910]
gclient_s::enviro_framenum (Public Object)[xref]
[g_local.h, 946]
gclient_s::fall_time (Public Object)[xref]
[g_local.h, 921]
gclient_s::fall_value (Public Object)[xref]
[g_local.h, 921]
gclient_s::flood_locktill (Public Object)[xref]
[g_local.h, 955]
gclient_s::flood_when (Public Object)[xref]
[g_local.h, 956]
gclient_s::flood_whenhead (Public Object)[xref]
[g_local.h, 957]
gclient_s::grenade_blew_up (Public Object)[xref]
[g_local.h, 948]
gclient_s::grenade_time (Public Object)[xref]
[g_local.h, 949]
gclient_s::invincible_framenum (Public Object)[xref]
[g_local.h, 944]
gclient_s::kick_angles (Public Object)[xref]
[g_local.h, 918]
gclient_s::kick_origin (Public Object)[xref]
[g_local.h, 919]
gclient_s::killer_yaw (Public Object)[xref]
[g_local.h, 915]
gclient_s::latched_buttons (Public Object)[xref]
[g_local.h, 901]
gclient_s::machinegun_shots (Public Object)[xref]
[g_local.h, 934]
gclient_s::newweapon (Public Object)[xref]
[g_local.h, 905]
gclient_s::next_drown_time (Public Object)[xref]
[g_local.h, 930]
gclient_s::old_pmove (Public Object)[xref]
[g_local.h, 890]
gclient_s::old_waterlevel (Public Object)[xref]
[g_local.h, 931]
gclient_s::oldbuttons (Public Object)[xref]
[g_local.h, 900]
gclient_s::oldvelocity (Public Object)[xref]
[g_local.h, 928]
gclient_s::oldviewangles (Public Object)[xref]
[g_local.h, 927]
gclient_s::pers (Public Object)[xref]
[g_local.h, 888]
gclient_s::pickup_msg_time (Public Object)[xref]
[g_local.h, 953]
gclient_s::ping (Public Object)[xref]
[g_local.h, 885]
gclient_s::ps (Public Object)[xref]
[g_local.h, 884]
gclient_s::quad_framenum (Public Object)[xref]
[g_local.h, 943]
gclient_s::resp (Public Object)[xref]
[g_local.h, 889]
gclient_s::respawn_time (Public Object)[xref]
[g_local.h, 959]
gclient_s::showhelp (Public Object)[xref]
[g_local.h, 894]
gclient_s::showhelpicon (Public Object)[xref]
[g_local.h, 895]
gclient_s::showinventory (Public Object)[xref]
[g_local.h, 893]
gclient_s::showscores (Public Object)[xref]
[g_local.h, 892]
gclient_s::silencer_shots (Public Object)[xref]
[g_local.h, 950]
gclient_s::update_chase (Public Object)[xref]
[g_local.h, 962]
gclient_s::v_angle (Public Object)[xref]
[g_local.h, 925]
gclient_s::v_dmg_pitch (Public Object)[xref]
[g_local.h, 920]
gclient_s::v_dmg_roll (Public Object)[xref]
[g_local.h, 920]
gclient_s::v_dmg_time (Public Object)[xref]
[g_local.h, 920]
gclient_s::weapon_sound (Public Object)[xref]
[g_local.h, 951]
gclient_s::weapon_thunk (Public Object)[xref]
[g_local.h, 903]
gclient_s::weaponstate (Public Object)[xref]
[g_local.h, 917]
gclient_t (Typedef)[xref]
[game.h, 53]
GetChaseTarget (Function)[xref]
[g_chase.c, 159]
GetGameApi (Function)[xref]
[game.h, 235]
GetGameAPI (Function)[xref]
[g_main.c, 111]
GetItemByIndex (Function)[xref]
[g_items.c, 62]
gi (Global Object)[xref]
[g_main.c, 25]
gib (Local Object)[xref]
[g_misc.c, 137]
gib_die (Function)[xref]
[g_misc.c, 130]
GIB_METALLIC (Macro)[xref]
monster ai flags
[g_local.h, 124]
GIB_ORGANIC (Macro)[xref]
[g_local.h, 123]
gib_think (Function)[xref]
[g_misc.c, 92]
gib_touch (Function)[xref]
[g_misc.c, 104]
gibname (Parameter)[xref]
[g_misc.c, 135]
gibname (Parameter)[xref]
[g_misc.c, 183]
gibname (Local Object)[xref]
[g_misc.c, 232]
gitem_armor_t (Typedef)[xref]
gitem_t->flags
[g_local.h, 210]
gitem_s (Struct)[xref]
[g_local.h, 234]
gitem_s::ammo (Public Object)[xref]
[g_local.h, 252]
gitem_s::classname (Public Object)[xref]
[g_local.h, 236]
gitem_s::count_width (Public Object)[xref]
[g_local.h, 249]
gitem_s::drop (Public Object)[xref]
[g_local.h, 239]
gitem_s::flags (Public Object)[xref]
[g_local.h, 253]
gitem_s::icon (Public Object)[xref]
[g_local.h, 247]
gitem_s::info (Public Object)[xref]
[g_local.h, 257]
gitem_s::pickup (Public Object)[xref]
[g_local.h, 237]
gitem_s::pickup_name (Public Object)[xref]
[g_local.h, 248]
gitem_s::pickup_sound (Public Object)[xref]
[g_local.h, 241]
gitem_s::precaches (Public Object)[xref]
[g_local.h, 260]
gitem_s::quantity (Public Object)[xref]
[g_local.h, 251]
gitem_s::tag (Public Object)[xref]
[g_local.h, 258]
gitem_s::use (Public Object)[xref]
[g_local.h, 238]
gitem_s::view_model (Public Object)[xref]
[g_local.h, 244]
gitem_s::weapmodel (Public Object)[xref]
[g_local.h, 255]
gitem_s::weaponthink (Public Object)[xref]
[g_local.h, 240]
gitem_s::world_model (Public Object)[xref]
[g_local.h, 242]
gitem_s::world_model_flags (Public Object)[xref]
[g_local.h, 243]
gitem_t (Typedef)[xref]
this structure is left intact through an entire game
it should be initialized at dll load time, and read/written to
the server.ssv file for savegames
[g_local.h, 261]
give_all (Local Object)[xref]
[g_cmds.c, 158]
gladiator_attack (Function)[xref]
[m_gladiator.c, 198]
gladiator_cleaver_swing (Function)[xref]
[m_gladiator.c, 59]
gladiator_dead (Function)[xref]
[m_gladiator.c, 271]
gladiator_die (Function)[xref]
[m_gladiator.c, 308]
gladiator_frames_attack_gun (Global Object)[xref]
[m_gladiator.c, 184]
gladiator_frames_attack_melee (Global Object)[xref]
[m_gladiator.c, 140]
gladiator_frames_death (Global Object)[xref]
[m_gladiator.c, 281]
gladiator_frames_pain (Global Object)[xref]
[m_gladiator.c, 217]
gladiator_frames_pain_air (Global Object)[xref]
[m_gladiator.c, 228]
gladiator_frames_run (Global Object)[xref]
[m_gladiator.c, 109]
gladiator_frames_stand (Global Object)[xref]
[m_gladiator.c, 64]
gladiator_frames_walk (Global Object)[xref]
[m_gladiator.c, 82]
gladiator_idle (Function)[xref]
[m_gladiator.c, 44]
gladiator_melee (Function)[xref]
[m_gladiator.c, 162]
gladiator_move_attack_gun (Global Object)[xref]
[m_gladiator.c, 196]
gladiator_move_attack_melee (Global Object)[xref]
[m_gladiator.c, 160]
gladiator_move_death (Global Object)[xref]
[m_gladiator.c, 306]
gladiator_move_pain (Global Object)[xref]
[m_gladiator.c, 226]
gladiator_move_pain_air (Global Object)[xref]
[m_gladiator.c, 238]
gladiator_move_run (Global Object)[xref]
[m_gladiator.c, 118]
gladiator_move_stand (Global Object)[xref]
[m_gladiator.c, 74]
gladiator_move_walk (Global Object)[xref]
[m_gladiator.c, 101]
gladiator_pain (Function)[xref]
[m_gladiator.c, 240]
gladiator_run (Function)[xref]
[m_gladiator.c, 120]
gladiator_search (Function)[xref]
[m_gladiator.c, 54]
gladiator_sight (Function)[xref]
[m_gladiator.c, 49]
gladiator_stand (Function)[xref]
[m_gladiator.c, 76]
gladiator_walk (Function)[xref]
[m_gladiator.c, 103]
GladiatorGun (Function)[xref]
[m_gladiator.c, 168]
globals (Global Object)[xref]
[g_main.c, 26]
gmtime (Local Object)[xref]
[g_misc.c, 1697]
goal (Local Object)[xref]
[g_chase.c, 24]
goal (Parameter)[xref]
[m_move.c, 495]
goal (Local Object)[xref]
if the next step hits the enemy, return immediately
bump around...
[m_move.c, 517]
gravity (Public Object)[xref]
[q_shared.h, 494]
gravity (Public Object)[xref]
[g_local.h, 361]
grenade (Local Object)[xref]
[g_weapon.c, 488]
grenade (Local Object)[xref]
[g_weapon.c, 521]
Grenade_Explode (Static Function)[xref]
[g_weapon.c, 398]
GRENADE_MAXSPEED (Macro)[xref]
[p_weapon.c, 544]
GRENADE_MINSPEED (Macro)[xref]
[p_weapon.c, 543]
GRENADE_TIMER (Macro)[xref]
[p_weapon.c, 542]
Grenade_Touch (Static Function)[xref]
[g_weapon.c, 455]
groundentity (Public Object)[xref]
[q_shared.h, 539]
groundentity (Local Object)[xref]
[g_phys.c, 822]
gun_x (Global Object)[xref]
[g_main.c, 57]
gun_y (Global Object)[xref]
[g_main.c, 58]
gun_z (Global Object)[xref]
[g_main.c, 59]
gunangles (Public Object)[xref]
[q_shared.h, 1177]
gunframe (Public Object)[xref]
[q_shared.h, 1180]
gunindex (Public Object)[xref]
[q_shared.h, 1179]
gunner_attack (Function)[xref]
[m_gunner.c, 547]
gunner_dead (Function)[xref]
[m_gunner.c, 309]
gunner_die (Function)[xref]
[m_gunner.c, 335]
gunner_dodge (Function)[xref]
[m_gunner.c, 409]
gunner_duck_down (Function)[xref]
[m_gunner.c, 363]
gunner_duck_hold (Function)[xref]
[m_gunner.c, 380]
gunner_duck_up (Function)[xref]
[m_gunner.c, 388]
gunner_fidget (Function)[xref]
[m_gunner.c, 124]
gunner_fire_chain (Function)[xref]
[m_gunner.c, 562]
gunner_frames_attack_chain (Global Object)[xref]
[m_gunner.c, 474]
gunner_frames_attack_grenade (Global Object)[xref]
[m_gunner.c, 521]
gunner_frames_death (Global Object)[xref]
[m_gunner.c, 319]
gunner_frames_duck (Global Object)[xref]
[m_gunner.c, 396]
gunner_frames_endfire_chain (Global Object)[xref]
[m_gunner.c, 509]
gunner_frames_fidget (Global Object)[xref]
[m_gunner.c, 66]
gunner_frames_fire_chain (Global Object)[xref]
[m_gunner.c, 496]
gunner_frames_pain1 (Global Object)[xref]
[m_gunner.c, 260]
gunner_frames_pain2 (Global Object)[xref]
[m_gunner.c, 247]
gunner_frames_pain3 (Global Object)[xref]
[m_gunner.c, 237]
gunner_frames_run (Global Object)[xref]
[m_gunner.c, 198]
gunner_frames_runandshoot (Global Object)[xref]
[m_gunner.c, 220]
gunner_frames_stand (Global Object)[xref]
[m_gunner.c, 132]
gunner_frames_walk (Global Object)[xref]
[m_gunner.c, 175]
gunner_idlesound (Function)[xref]
[m_gunner.c, 41]
gunner_move_attack_chain (Global Object)[xref]
[m_gunner.c, 494]
gunner_move_attack_grenade (Global Object)[xref]
[m_gunner.c, 545]
gunner_move_death (Global Object)[xref]
[m_gunner.c, 333]
gunner_move_duck (Global Object)[xref]
[m_gunner.c, 407]
gunner_move_endfire_chain (Global Object)[xref]
[m_gunner.c, 519]
gunner_move_fidget (Global Object)[xref]
[m_gunner.c, 122]
gunner_move_fire_chain (Global Object)[xref]
[m_gunner.c, 507]
gunner_move_pain1 (Global Object)[xref]
[m_gunner.c, 281]
gunner_move_pain2 (Global Object)[xref]
[m_gunner.c, 258]
gunner_move_pain3 (Global Object)[xref]
[m_gunner.c, 245]
gunner_move_run (Global Object)[xref]
[m_gunner.c, 210]
gunner_move_runandshoot (Global Object)[xref]
[m_gunner.c, 230]
gunner_move_stand (Global Object)[xref]
[m_gunner.c, 167]
gunner_move_walk (Global Object)[xref]
[m_gunner.c, 191]
gunner_opengun (Function)[xref]
[m_gunner.c, 421]
gunner_pain (Function)[xref]
[m_gunner.c, 283]
gunner_refire_chain (Function)[xref]
[m_gunner.c, 567]
gunner_run (Function)[xref]
[m_gunner.c, 212]
gunner_runandshoot (Function)[xref]
[m_gunner.c, 232]
gunner_search (Function)[xref]
[m_gunner.c, 51]
gunner_sight (Function)[xref]
[m_gunner.c, 46]
gunner_stand (Function)[xref]
[m_gunner.c, 169]
gunner_walk (Function)[xref]
[m_gunner.c, 193]
GunnerFire (Function)[xref]
[m_gunner.c, 426]
GunnerGrenade (Function)[xref]
[m_gunner.c, 449]
gunoffset (Public Object)[xref]
[q_shared.h, 1178]