[{x1}..{x2}] x [{y1}..{y2}] x [{zmin}..{zmax}] [{m_Size} / {m_Capacity}] m_Size m_Pointer Eptr (empty) Eptr (num = {entityId}, spId = {spawnId}) set = {spawnId} != {gameLocal.spawnIds[entityId]} = stored gameLocal.entities[entityId] (none) (force {ptr}) (weight {ptr}) Entity[{entityNumber}]={name} Entity {name}: num={entityNumber} def={entityDefNumber} this,! teamMaster teamChain this CVar {name,na} is: {value,na} (default:{resetString}) Decl {name} from {sourceFile->fileName} {*base} DeclFile {fileName} ({numLines} lines) decls nextInFile this expand [Raw View] to see members idThread::Execute ({time}): {((idThread*)object)->threadName} {typeinfo->classname,s}::{eventdef->name,s} ({time}): {*object} this,! data,[eventdef->argsize] VarDef {name->name}: {typeDef->type} *typeDef void namespace stack[{value.stackOffset}] {value.intPtr[0] != 0} {value.floatPtr[0]} {value.vectorPtr[0]} {value.stringPtr,s} {value.functionPtr[0]} {value.virtualFunction} {value.jumpOffset} {value.argSize} {value.ptrOffset} value initialized {name->name} name scope expand [Raw View] to see members {type} {name} {op}:{idCompiler::opcodes[op].opname,sb} idCompiler::opcodes[op] *a *b *c {file}:{gameLocal.program.fileList.list[file],s} linenumber this (emptyCommand_t*)next (baseCommand_t*)this {commandId} *(drawSurfsCommand_t*)this *(drawLightgemCommand_t*)this *(setBufferCommand_t*)this *(copyRenderCommand_t*)this Inventory: {m_Category} InvCat {m_Name} InvCur {m_CursorId}: {m_CurrentCategory}\{m_CurrentItem} InvItem {m_Name} | {m_Item} rModel {name.data,na} rModel {name.data,na} {bounds} image {imgName.data,na} image {imgName.data,na} gl:{texnum} {uploadWidth}x{uploadHeight} {depth} {type} {filter} {*base} this,! numStages stages {*gameLocal.entities[entityNum],view(simple)} {*hModel,view(simple)} renderEntity: {gameLocal.entities[entityNum],view(simple)} renderEntity: {*hModel,view(simple)} this,! gameLocal.entities[entityNum] {*gameLocal.entities[entityNum],view(simple)} renderLight: {gameLocal.entities[entityNum],view(simple)} this,! gameLocal.entities[entityNum] {parms,view(simple)} idRenderEntity: {parms,view(simple)} this,! entityRefs next ((idRenderWorldLocal*)gameRenderWorld)->portalAreas[areaIdx] firstInteraction entityNext this world->portalAreas[index] {parms,view(simple)} idRenderLight: {parms,view(simple)} this,! references next ((idRenderWorldLocal*)gameRenderWorld)->portalAreas[areaIdx] firstInteraction lightNext this viewEntity: {entityDef->parms,view(simple)} viewLight: {lightDef->parms,view(simple)} this,! globalInteractions nextOnLight this localInteractions nextOnLight this translucentInteractions nextOnLight this globalShadows nextOnLight this localShadows nextOnLight this drawSurf: {space->entityDef->parms,view(simple)} interaction({numSurfaces}): {*lightDef,view(simple)} & {*entityDef,view(simple)} this,! numSurfaces surfaces this,! entityRefs.num ((idRenderWorldLocal*)gameRenderWorld)->entityDefs[entityRefs.list[$i]] lightRefs.num ((idRenderWorldLocal*)gameRenderWorld)->lightDefs[lightRefs.list[$i]] dblPortal: {portals[0].intoArea} | {portals[1].intoArea} block={blockingBits} srfTriangles V{numVerts} I{numIndexes} this,! numVerts verts numIndexes indexes numSilEdges silEdges numIndexes/3 facePlanes V: {v1} -> {v2} P: {p1} | {p2} {renderView} this,! viewLights next this viewEntitys next this numDrawSurfs drawSurfs cmNode: [{planeType}] = {planeDist} (P{polygons?1:0} B{brushes?1:0}) this,! brushes next b polygons next p cm {entity,na} octree #nodes={nodes.num} #chunks={allocator.active} node{firstSonIdx < 0 ? 0 : 8} D{depth} sm{numSmall} empty node{firstSonIdx < 0 ? 0 : 8} D{depth} sm{numSmall} chunk{links->num} node{firstSonIdx < 0 ? 0 : 8} D{depth} sm{numSmall} chunk{links->num} chunk{links->next->num}... link to {*(idClipModel*)object} *(idClipModel*)object guiwin: {name} guiscr: {handler} {parms} sndChan: {soundShader,na} sndEmit: {channels[0].soundShader,na} sndEmit: [finished] sndEmit: {channels[0].soundShader,na} {v[0].xyz} {v[1].xyz} {v[2].xyz} this,! this next this Br {*brush} Tri {*tris} this,! this next this {brushnum}: {bounds} this,! this next this side: {planenum} {((idDeclLocal*)material->base)->name} {dmapGlobals.mapPlanes[planenum]} this,! dmapGlobals.mapPlanes[planenum] {planenum}: {w} this,! this next this tree: {bounds} this,! nodeCnt headnode children[0] children[1] this node[{nodeNumber}]: {planenum} {bounds} dmapGlobals.mapPlanes[planenum] this,! *ptr ptr = ptr->next[ptr->nodes[1] == node] parent parent dmapGlobals.mapPlanes[planenum] portal: {plane} #pts={winding->numPoints} Grp {bounds} this,! this nextGroup this OptIsland {group} this,! verts islandLink this edges islandLink this tris next this (x={pv.x} y={pv.y}) {*v1} -> {*v2} *this,! outgoing.num coedges[outgoing[$i]] facetCoedges.num coedges[facetCoedges[$i]] {pos} CC{inComp} #O{outEnd-outBeg}: [{outBeg}..{outEnd}) V{v[0]}->V{v[1]} i{outIdx} F{inFacet} {vec} ori{clockwise?-1:1} RM{rightmost} #CE{fcEnd-fcBeg} [{bounds[0].x}..{bounds[1].x}] x [{bounds[0].y}..{bounds[1].y}] ({area}) CC{inComp} H{holeEnd-holeBeg} par{parent} brushlist[{numBrushes}]({numBrushSides}) this,! head next this brush[{sides.num}] E{entityNum} P{primitiveNum} fl{flags} {bounds} brside[{winding->numPoints}] pl{planeNum} fl{flags} {plane} brside pl{planeNum} fl{flags} {plane}