Data Dictionary Summary Report
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]