[{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 {((idInternalCVar*)internalVar)->nameString} is: {((idInternalCVar*)internalVar)->valueString} (default:{((idInternalCVar*)internalVar)->resetString})
CVar {name,na} is: {value,na}
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
*(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}