Data Dictionary Summary Report
r (Local Object)[xref]
[g_ai.c, 411]
r (Local Object)[xref]
[g_turret.c, 80]
r (Local Object)[xref]
[g_weapon.c, 140]
r (Local Object)[xref]
[m_boss31.c, 55]
r (Local Object)[xref]
[m_boss32.c, 58]
r (Local Object)[xref]
[m_boss32.c, 610]
r (Local Object)[xref]
no pain anims in nightmare
[m_brain.c, 544]
r (Local Object)[xref]
no pain anims in nightmare
[m_chick.c, 268]
r (Local Object)[xref]
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
no pain anims in nightmare
Don't go into pain frames if crucified.
[m_insane.c, 479]
r (Local Object)[xref]
[m_medic.c, 578]
r (Local Object)[xref]
no pain anims in nightmare
[m_mutant.c, 498]
r (Local Object)[xref]
[m_parasite.c, 318]
r (Local Object)[xref]
[m_soldier.c, 411]
r (Local Object)[xref]
[m_soldier.c, 469]
r (Local Object)[xref]
[m_soldier.c, 830]
r (Local Object)[xref]
[m_tank.c, 659]
r (Local Object)[xref]
[p_view.c, 77]
r (Parameter)[xref]
[p_view.c, 397]
r (Local Object)[xref]
[p_weapon.c, 1053]
R_ConcatRotations (Function)[xref]
[q_shared.c, 191]
R_ConcatTransforms (Function)[xref]
[q_shared.c, 219]
rad (Parameter)[xref]
[g_utils.c, 78]
radius (Parameter)[xref]
[g_combat.c, 547]
radius (Local Object)[xref]
VWep animations screw up corpses
[p_weapon.c, 554]
radius (Local Object)[xref]
[p_weapon.c, 715]
radius_damage (Parameter)[xref]
[g_weapon.c, 620]
radius_damage (Local Object)[xref]
[p_weapon.c, 765]
rand (Unknown Function)[xref]
random (Macro)[xref]
[g_local.h, 513]
range (Function)[xref]
[g_ai.c, 264]
range (Local Object)[xref]
[g_weapon.c, 69]
range (Local Object)[xref]
[m_boss2.c, 435]
range (Local Object)[xref]
[m_boss31.c, 542]
range (Local Object)[xref]
[m_boss32.c, 609]
range (Local Object)[xref]
[m_gladiator.c, 200]
range (Local Object)[xref]
float r;
r = random();
Attack 1 == Chaingun
Attack 2 == Rocket Launcher
[m_supertank.c, 554]
range (Local Object)[xref]
[m_tank.c, 658]
range (Local Object)[xref]
[p_client.c, 738]
range1 (Local Object)[xref]
[p_client.c, 738]
range2 (Local Object)[xref]
[p_client.c, 738]
RANGE_FAR (Macro)[xref]
gib types
[g_local.h, 120]
RANGE_MELEE (Macro)[xref]
[g_local.h, 117]
RANGE_MID (Macro)[xref]
[g_local.h, 119]
RANGE_NEAR (Macro)[xref]
[g_local.h, 118]
ratio (Local Object)[xref]
[g_func.c, 1004]
ratio (Local Object)[xref]
[g_misc.c, 876]
ratio (Local Object)[xref]
[p_view.c, 226]
RDF_IRGOGGLES (Macro)[xref]
[q_shared.h, 617]
RDF_NOWORLDMODEL (Macro)[xref]
used for player configuration screen
ROGUE
[q_shared.h, 614]
RDF_UNDERWATER (Macro)[xref]
warp the screen as apropriate
[q_shared.h, 613]
RDF_UVGOGGLES (Macro)[xref]
ROGUE
muzzle flashes / player effects
[q_shared.h, 618]
rdflags (Public Object)[xref]
[q_shared.h, 1186]
reaction_time (Local Object)[xref]
[g_turret.c, 304]
ReadClient (Function)[xref]
[g_save.c, 435]
ReadEdict (Function)[xref]
[g_save.c, 592]
ReadField (Function)[xref]
[g_save.c, 321]
ReadGame (Public Object)[xref]
[game.h, 199]
ReadGame (Function)[xref]
[g_save.c, 488]
ReadLevel (Public Object)[xref]
[game.h, 204]
ReadLevel (Function)[xref]
[g_save.c, 683]
ReadLevelLocals (Function)[xref]
[g_save.c, 611]
realcount (Local Object)[xref]
[p_view.c, 75]
relink (Parameter)[xref]
[m_move.c, 112]
remaining (Local Object)[xref]
add for contents
add for powerups
[p_view.c, 422]
remaining (Local Object)[xref]
[p_view.c, 748]
remaining_distance (Public Object)[xref]
[g_local.h, 395]
resp (Local Object)[xref]
find a spawn point
do it before setting health back up, so farthest
ranging doesn't count this client
deathmatch wipes most client data every spawn
[p_client.c, 1106]
respawn (Function)[xref]
[p_client.c, 980]
result (Parameter)[xref]
[g_utils.c, 25]
result (Parameter)[xref]
[p_weapon.c, 33]
RF_BEAM (Macro)[xref]
[q_shared.h, 598]
RF_CUSTOMSKIN (Macro)[xref]
skin is an index in image_precache
[q_shared.h, 599]
RF_DEPTHHACK (Macro)[xref]
for view weapon Z crunching
[q_shared.h, 595]
RF_FRAMELERP (Macro)[xref]
[q_shared.h, 597]
RF_FULLBRIGHT (Macro)[xref]
allways draw full intensity
[q_shared.h, 594]
RF_GLOW (Macro)[xref]
pulse lighting for bonus items
[q_shared.h, 600]
RF_IR_VISIBLE (Macro)[xref]
32768
[q_shared.h, 606]
RF_MINLIGHT (Macro)[xref]
allways have some light (viewmodel)
[q_shared.h, 591]
RF_SHELL_BLUE (Macro)[xref]
ROGUE
[q_shared.h, 603]
RF_SHELL_DOUBLE (Macro)[xref]
65536
[q_shared.h, 607]
RF_SHELL_GREEN (Macro)[xref]
[q_shared.h, 602]
RF_SHELL_HALF_DAM (Macro)[xref]
[q_shared.h, 608]
RF_SHELL_RED (Macro)[xref]
[q_shared.h, 601]
RF_TRANSLUCENT (Macro)[xref]
[q_shared.h, 596]
RF_USE_DISGUISE (Macro)[xref]
ROGUE
player_state_t->refdef flags
[q_shared.h, 609]
RF_VIEWERMODEL (Macro)[xref]
don't draw through eyes, only mirrors
[q_shared.h, 592]
RF_WEAPONMODEL (Macro)[xref]
only draw through eyes
[q_shared.h, 593]
right (Local Object)[xref]
[g_ai.c, 924]
right (Local Object)[xref]
[g_chase.c, 26]
right (Local Object)[xref]
[g_func.c, 1968]
right (Local Object)[xref]
[g_items.c, 846]
right (Local Object)[xref]
[g_misc.c, 106]
right (Local Object)[xref]
[g_phys.c, 409]
right (Parameter)[xref]
[g_utils.c, 25]
right (Local Object)[xref]
[g_weapon.c, 66]
right (Local Object)[xref]
[g_weapon.c, 138]
right (Local Object)[xref]
[g_weapon.c, 490]
right (Local Object)[xref]
[g_weapon.c, 523]
right (Local Object)[xref]
[m_actor.c, 272]
right (Local Object)[xref]
[m_boss2.c, 57]
right (Local Object)[xref]
[m_boss2.c, 99]
right (Local Object)[xref]
[m_boss2.c, 115]
right (Local Object)[xref]
[m_boss31.c, 477]
right (Local Object)[xref]
[m_boss31.c, 503]
right (Local Object)[xref]
[m_boss31.c, 519]
right (Local Object)[xref]
[m_boss32.c, 412]
right (Local Object)[xref]
calc direction to where we targted
[m_boss32.c, 505]
right (Local Object)[xref]
[m_boss32.c, 523]
right (Local Object)[xref]
[m_chick.c, 453]
right (Local Object)[xref]
[m_float.c, 63]
right (Local Object)[xref]
[m_float.c, 524]
right (Local Object)[xref]
[m_flyer.c, 370]
right (Local Object)[xref]
calc direction to where we targted
[m_gladiator.c, 172]
right (Local Object)[xref]
[m_gunner.c, 429]
right (Local Object)[xref]
[m_gunner.c, 452]
right (Local Object)[xref]
[m_hover.c, 437]
right (Local Object)[xref]
[m_infantry.c, 263]
right (Local Object)[xref]
[m_medic.c, 345]
right (Local Object)[xref]
[m_soldier.c, 465]
right (Local Object)[xref]
[m_supertank.c, 496]
right (Local Object)[xref]
[m_supertank.c, 525]
right (Local Object)[xref]
[m_tank.c, 333]
right (Local Object)[xref]
[m_tank.c, 363]
right (Local Object)[xref]
[m_tank.c, 392]
right (Static Global Object)[xref]
[p_view.c, 29]
right (Parameter)[xref]
[p_weapon.c, 33]
right (Local Object)[xref]
[p_weapon.c, 549]
right (Local Object)[xref]
[p_weapon.c, 712]
right (Local Object)[xref]
[p_weapon.c, 762]
right (Local Object)[xref]
[p_weapon.c, 818]
right (Local Object)[xref]
[p_weapon.c, 957]
right (Local Object)[xref]
[p_weapon.c, 1052]
right (Local Object)[xref]
[p_weapon.c, 1187]
right (Local Object)[xref]
[p_weapon.c, 1242]
right (Local Object)[xref]
[p_weapon.c, 1305]
right (Local Object)[xref]
[p_weapon.c, 1370]
right (Parameter)[xref]
[q_shared.c, 93]
RIGHT_HANDED (Macro)[xref]
[g_local.h, 162]
right_target (Local Object)[xref]
if we're going to a combat point, just proceed
[g_ai.c, 925]
rocket (Local Object)[xref]
[g_weapon.c, 622]
rocket_touch (Function)[xref]
[g_weapon.c, 569]
ROGUE_VERSION_ID (Macro)[xref]
[q_shared.h, 1071]
ROGUE_VERSION_STRING (Macro)[xref]
ROGUE
ELEMENTS COMMUNICATED ACROSS THE NET
[q_shared.h, 1073]
ROLL (Macro)[xref]
fall over
[q_shared.h, 66]
rot (Local Object)[xref]
[q_shared.c, 38]
RotatePointAroundVector (Function)[xref]
[q_shared.c, 32]
rotating_blocked (Function)[xref]
[g_func.c, 595]
rotating_touch (Function)[xref]
[g_func.c, 600]
rotating_use (Function)[xref]
[g_func.c, 606]
rotation (Local Object)[xref]
[p_weapon.c, 870]
run (Public Object)[xref]
[g_local.h, 427]
run (Local Object)[xref]
not in the player model
check for stand/duck and stop/go transitions
[p_view.c, 858]
run_pitch (Global Object)[xref]
[g_main.c, 61]
run_roll (Global Object)[xref]
[g_main.c, 62]
RunEntity (Function)[xref]
[g_main.c, 82]
RunFrame (Public Object)[xref]
[game.h, 213]