Data Dictionary Summary Report


Non-AlphaABCDEFGHIJKLMNOPQRSTUVWXYZ

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]

Non-AlphaABCDEFGHIJKLMNOPQRSTUVWXYZ