Data Dictionary Summary Report


Non-AlphaABCDEFGHIJKLMNOPQRSTUVWXYZ

n   (Local Object)[xref]
   [g_misc.c, 1219]

n   (Local Object)[xref]
   [g_misc.c, 1580]

n   (Local Object)[xref]
   [g_phys.c, 793]

n   (Local Object)[xref]
   [g_weapon.c, 572]

n   (Local Object)[xref]
gi.sound (self, CHAN_VOICE, actor.sound_pain, 1, ATTN_NORM, 0);
   [m_actor.c, 232]

n   (Local Object)[xref]
check for gib
   [m_actor.c, 341]

n   (Local Object)[xref]
   [m_actor.c, 393]

n   (Local Object)[xref]
   [m_actor.c, 510]

n   (Local Object)[xref]
   [m_berserk.c, 383]

n   (Local Object)[xref]
check for gib
   [m_boss32.c, 677]

n   (Local Object)[xref]
check for gib
   [m_brain.c, 588]

n   (Local Object)[xref]
check for gib
   [m_chick.c, 355]

n   (Local Object)[xref]
no pain anims in nightmare
   [m_flipper.c, 225]

n   (Local Object)[xref]
check for gib
   [m_flipper.c, 334]

n   (Local Object)[xref]
no pain anims in nightmare
   [m_float.c, 568]

n   (Local Object)[xref]
no pain anims in nightmare
   [m_flyer.c, 533]

n   (Local Object)[xref]
check for gib
   [m_gladiator.c, 310]

n   (Local Object)[xref]
check for gib
   [m_gunner.c, 337]

n   (Local Object)[xref]
check for gib
   [m_hover.c, 543]

n   (Local Object)[xref]
no pain anims in nightmare
   [m_infantry.c, 217]

n   (Local Object)[xref]
check for gib
   [m_infantry.c, 388]

n   (Local Object)[xref]
   [m_infantry.c, 480]

n   (Local Object)[xref]
   [m_insane.c, 583]

n   (Local Object)[xref]
if we had a pending patient, free him up for another medic
check for gib
   [m_medic.c, 415]

n   (Local Object)[xref]
   [m_mutant.c, 52]

n   (Local Object)[xref]
   [m_mutant.c, 576]

n   (Local Object)[xref]
check for gib
   [m_parasite.c, 473]

n   (Local Object)[xref]
   [m_soldier.c, 412]

n   (Local Object)[xref]
check for gib
   [m_soldier.c, 1146]

n   (Local Object)[xref]
   [m_supertank.c, 597]

n   (Local Object)[xref]
check for gib
   [m_tank.c, 755]

n   (Local Object)[xref]
remove linked weapon model
self->solid = SOLID_NOT;
   [p_client.c, 503]

n   (Local Object)[xref]
   [p_client.c, 699]

n   (Local Object)[xref]
   [p_client.c, 933]

n   (Local Object)[xref]
   [p_hud.c, 75]

n   (Local Object)[xref]
FIXME || coop
   [p_trail.c, 51]

n   (Local Object)[xref]
   [p_trail.c, 98]

n   (Local Object)[xref]
   [p_trail.c, 127]

n   (Local Object)[xref]
VWep animations screw up corpses
   [p_weapon.c, 382]

n   (Local Object)[xref]
   [q_shared.c, 133]

n   (Parameter)[xref]
   [q_shared.c, 1190]

name   (Public Object)[xref]
   [g_local.h, 589]

name   (Local Object)[xref]
   [g_cmds.c, 154]

name   (Public Object)[xref]
   [g_spawn.c, 25]

name   (Local Object)[xref]
   [g_svcmds.c, 241]

name   (Local Object)[xref]
   [m_actor.c, 246]

nanmask   (Macro)[xref]
   [q_shared.h, 141]

need   (Local Object)[xref]
if password or spectator_password has changed, update needpass
as needed
   [g_main.c, 280]

needpass   (Global Object)[xref]
   [g_main.c, 43]

netname   (Public Object)[xref]
   [g_local.h, 834]

new   (Local Object)[xref]
   [g_ai.c, 919]

new_p   (Local Object)[xref]
   [g_spawn.c, 321]

new_velocity   (Local Object)[xref]
   [g_phys.c, 191]

newb   (Local Object)[xref]
   [g_spawn.c, 321]

newcount   (Local Object)[xref]
   [g_items.c, 612]

newi   (Local Object)[xref]
   [q_shared.c, 1364]

newinfo   (Local Object)[xref]
   [g_items.c, 611]

neworg   (Local Object)[xref]
   [m_move.c, 115]

newspeed   (Local Object)[xref]
   [g_func.c, 1003]

newspeed   (Local Object)[xref]
   [g_phys.c, 820]

next   (Local Object)[xref]
   [g_misc.c, 345]

NEXT   (Macro)[xref]
   [p_trail.c, 45]

next_speed   (Public Object)[xref]
   [g_local.h, 394]

nextframe   (Public Object)[xref]
   [g_local.h, 420]

nextmap   (Public Object)[xref]
   [g_local.h, 308]

nextmap   (Public Object)[xref]
   [g_local.h, 353]

nextmove   (Static Global Object)[xref]
Used for start/stop frames
   [m_flyer.c, 33]

NoAmmoWeaponChange   (Function)[xref]
   [p_weapon.c, 234]

noise   (Public Object)[xref]
   [g_local.h, 358]

noise   (Local Object)[xref]
   [p_weapon.c, 60]

normal   (Parameter)[xref]
   [g_combat.c, 134]

normal   (Parameter)[xref]
   [g_combat.c, 171]

normal   (Parameter)[xref]
   [g_combat.c, 255]

normal   (Parameter)[xref]
   [g_combat.c, 377]

normal   (Parameter)[xref]
   [g_phys.c, 145]

normal   (Local Object)[xref]
   [m_mutant.c, 321]

normal   (Parameter)[xref]
   [q_shared.c, 130]

normal_angles   (Local Object)[xref]
   [g_misc.c, 106]

normal_protection   (Public Object)[xref]
   [g_local.h, 207]

notcombat   (Local Object)[xref]
   [g_monster.c, 593]

NULL   (Macro)[xref]
angle indexes
   [q_shared.h, 59]

num   (Local Object)[xref]
   [g_svcmds.c, 78]

num   (Local Object)[xref]
   [g_utils.c, 477]

num   (Local Object)[xref]
   [g_utils.c, 510]

num_choices   (Local Object)[xref]
   [g_utils.c, 121]

num_edicts   (Public Object)[xref]
   [game.h, 231]

num_items   (Public Object)[xref]
   [g_local.h, 291]

numbumps   (Local Object)[xref]
   [g_phys.c, 186]

numipfilters   (Global Object)[xref]
StringToFilter
   [g_svcmds.c, 69]

numplanes   (Local Object)[xref]
   [g_phys.c, 189]

numspec   (Local Object)[xref]
if the user wants to become a spectator, make sure he doesn't
exceed max_spectators
   [p_client.c, 1012]

numspec   (Local Object)[xref]
   [p_client.c, 1454]

numtouch   (Public Object)[xref]
   [q_shared.h, 531]

Non-AlphaABCDEFGHIJKLMNOPQRSTUVWXYZ