Data Dictionary Summary Report


Non-AlphaABCDEFGHIJKLMNOPQRSTUVWXYZ

u   (Local Object)[xref]
   [g_turret.c, 80]

u   (Local Object)[xref]
   [g_weapon.c, 141]

u   (Local Object)[xref]
   [m_soldier.c, 469]

u   (Local Object)[xref]
   [p_weapon.c, 1053]

ucmd   (Parameter)[xref]
   [p_client.c, 1580]

unicast   (Public Object)[xref]
   [game.h, 145]

unlinkentity   (Public Object)[xref]
   [game.h, 139]

up   (Local Object)[xref]
   [g_func.c, 1968]

up   (Local Object)[xref]
clamp the move to 1/8 units, so the position will
be accurate for client side prediction
   [g_phys.c, 409]

up   (Local Object)[xref]
   [g_weapon.c, 66]

up   (Local Object)[xref]
   [g_weapon.c, 138]

up   (Local Object)[xref]
   [g_weapon.c, 490]

up   (Local Object)[xref]
   [g_weapon.c, 523]

up   (Local Object)[xref]
   [m_soldier.c, 465]

up   (Static Global Object)[xref]
   [p_view.c, 29]

up   (Local Object)[xref]
   [p_weapon.c, 1052]

up   (Parameter)[xref]
   [q_shared.c, 93]

UpdateChaseCam   (Function)[xref]
   [g_chase.c, 22]

Use_Areaportal   (Function)[xref]
   [g_misc.c, 31]

Use_Boss3   (Function)[xref]
   [m_boss3.c, 31]

Use_Breather   (Function)[xref]
   [g_items.c, 366]

Use_Envirosuit   (Function)[xref]
   [g_items.c, 381]

Use_Invulnerability   (Function)[xref]
   [g_items.c, 396]

Use_Item   (Function)[xref]
   [g_items.c, 892]

use_killbox   (Function)[xref]
   [g_func.c, 2037]

Use_Multi   (Function)[xref]
   [g_trigger.c, 66]

Use_Plat   (Function)[xref]
   [g_func.c, 428]

Use_PowerArmor   (Function)[xref]
   [g_items.c, 705]

Use_Quad   (Function)[xref]
   [g_items.c, 339]

Use_Silencer   (Function)[xref]
   [g_items.c, 411]

use_target_blaster   (Function)[xref]
   [g_target.c, 416]

use_target_changelevel   (Function)[xref]
   [g_target.c, 270]

use_target_explosion   (Function)[xref]
   [g_target.c, 244]

use_target_goal   (Function)[xref]
   [g_target.c, 189]

Use_Target_Help   (Function)[xref]
   [g_target.c, 118]

use_target_secret   (Function)[xref]
   [g_target.c, 154]

use_target_spawner   (Function)[xref]
   [g_target.c, 380]

Use_Target_Speaker   (Function)[xref]
   [g_target.c, 58]

use_target_splash   (Function)[xref]
   [g_target.c, 338]

Use_Target_Tent   (Function)[xref]
   [g_target.c, 26]

Use_Weapon   (Function)[xref]
   [p_weapon.c, 311]

usercmd_s   (Struct)[xref]
   [q_shared.h, 509]

usercmd_s::angles   (Public Object)[xref]
   [q_shared.h, 513]

usercmd_s::buttons   (Public Object)[xref]
   [q_shared.h, 512]

usercmd_s::forwardmove   (Public Object)[xref]
   [q_shared.h, 514]

usercmd_s::impulse   (Public Object)[xref]
   [q_shared.h, 515]

usercmd_s::lightlevel   (Public Object)[xref]
   [q_shared.h, 516]

usercmd_s::msec   (Public Object)[xref]
   [q_shared.h, 511]

usercmd_s::sidemove   (Public Object)[xref]
   [q_shared.h, 514]

usercmd_s::upmove   (Public Object)[xref]
   [q_shared.h, 514]

usercmd_t   (Typedef)[xref]
   [q_shared.h, 517]

userinfo   (Public Object)[xref]
   [g_local.h, 833]

userinfo   (Local Object)[xref]
   [p_client.c, 1119]

userinfo   (Local Object)[xref]
this is kind of ugly, but it's how we want to handle keys in coop
	for (n = 0; n < game.num_items; n++)
	{
		if (itemlist[n].flags & IT_KEY)
			resp.coop_respawn.inventory[n] = client->pers.inventory[n];
	}
   [p_client.c, 1129]

userinfo   (Parameter)[xref]
   [p_client.c, 1371]

userinfo   (Parameter)[xref]
   [p_client.c, 1440]

Non-AlphaABCDEFGHIJKLMNOPQRSTUVWXYZ