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Last active March 27, 2016 01:45
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I attached a debugger to a running Wolfenstein: The Old Blood process and found this in memory. I have no idea why it's there.
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CHEATENGINE `êcžö áÏ Ð|¤ö generic unknown error KÊžö Px¤ö ¤ö P~¤ö  |¤ö °|¤ö Ð|¤ö iostream iostream stream error  KÊžö Px¤ö 0¤ö  ~¤ö `|¤ö °|¤ö Ð|¤ö system invalid string position string too long specularPowers bool aiEditable.actionSettings.taunt.tauntMinInterval float * aiConstants.physics.clipMask.shotClip probability int maxLookAngles idVec2 weaponVars.burstWaitTime int swapParticle float bool float onSprinting * idAngles int staticSpecularVector idDeclParticle bool aiEditable.movement.usesSmoothAnimSearch int aiEditable.targeting.spottedMax idVec3 specularScales bool aiEditable.actionSettings.taunt.tauntMaxInterval float int aiConstants.physics.clipMask.ikClip int minIdleTime int howLongToHold idVec2 weaponVars.randomness destroyParticle float bool onShooting int additiveBlendLight * idDeclParticle bool aiEditable.movement.usesSmoothAnimCombat * aiEditable.targeting.playerWeight bool * aasType bool aiEditable.actionSettings.squad.squadLeader float * aiConstants.physics.clipMask.aiAware extraAttackBlendTime delayShowUse aasType_t * weaponVars.shotsBeforeReload fadeCondition idEntityPtr < idActor > bool onLeaving * bakedParallelShadows fxCondition_t bool aiEditable.movement.boundSearchRange aiEditable.targeting.aiWeight bool traversalAnim float aiEditable.actionSettings.squad.playerIsLeader float aiConstants.physics.clipMask.ai damageTypes int leanSpringK * idAnimWebPath weaponVars.reloadTime swapCondition bool bool idDamageParms::damageType_t int callOnSprinting float colorCurves.red fxCondition_t idStr aiEditable.targeting.fakeWeight idDeclTable tag idEntityPtr < idInteractionCamera > int overrideAnim aiEditable.interactions.interactionCameras * aiEditable.actionSettings.squad.leaderRange float md6 aiConstants.physics.clipMask.projectile tweakValue * exitInfo * overrideAnim_t weaponVars.accuracyNeeded.value destroyCondition int idList < idEntityPtr < idInteractionCamera > , TAG_IDLIST > float bool float * callOnShooting idStrId float colorCurves.green * fxCondition_t idStr aiEditable.targeting.vehicleWeight * idDeclTable classA * aiEditable.interactions.interactiveCameraVars.targetOffset * aiEditable.actionSettings.squad.scenePointRange float aiConstants.physics.clipMask.corpse int layerDecl * leanDirection bool weaponVars.maxRange int damagedAiEventDecl idVec3 float bool * idDeclLayer int callOnLeaving idDoorHandleEvent::leanDireaction_t float * colorCurves.blue * idDeclAiEvent idStr aiEditable.targeting.aggroWeight * idDeclTable classB * aiEditable.interactions.interactiveCameraVars.angleOffset int aiEditable.actionSettings.outOfReach.distance float aiConstants.physics.clipMask.trigger action leanDirectionVert bool * weaponVars.additiveAnimStateWhenShooting damageDecl idAngles float bool int idTarget_LayerChange2::targetLayerChange_t2 openTime int idDoorHandleEvent::leanDireaction_t colorCurves.intensity idDeclDamage float aiEditable.targeting.friendlyFireAngleOff int idDeclTable classC aiEditable.interactions.interactiveCameraVars.distance aiEditable.actionSettings.customRobot.usesRobot float aiConstants.physics.clipMask.player volume * mustHoldButton bool weaponVars.shootAccuracy * collideIgnoreImpulse float bool bool idEntityPtr < idVolume > * closeTime bool * aiAccuracy_t colorCurves.duration float aiEditable.targeting.firedAtAngleOff float classD aiEditable.interactions.interactiveCameraVars.fov * aiEditable.actionSettings.customRobot.isBoss float aiConstants.physics.clipMask.vehicle position * minLookAngles bool weaponVars.spreadMod destructionPercent float bool bool * idEntityPtr < idEntity > * distanceAdd on idAngles float * slowLightProperties.diffuseScale float float * aiEditable.targeting.bIgnoreForFriendlyFire float classE ai aiEditable.interactions.interactiveCameraVars.towardsPlayer * aiEditable.actionSettings.customRobot.stageGroup bool int aiConstants.physics.clipMask.obstacle complexVolume maxLookAngles bool weaponVars.lineTraceTarget int noClipPercent bool idAtomicString bool bool startOpen * idAngles bool * slowLightProperties.specularScale float bool int aiEditable.targeting.ai2aiNonMeleeDamageMultiplier float int evasionTraversalOnly aiEditable.interactions.playerMustLeaveBeforeIdleTracking * aiEditable.actionSettings.customRobot.stageHealth float * aiConstants.physics.clipMask.playerCoverClip cutFallEndMoveFrame bool * weaponVars.cheatAiming resistPercent bool float bool idStr buses bool slowLightProperties.environmentScale float soundShaderSubBusBit_t aiEditable.targeting.ai2aiMeleeDamageMultiplier float emergencyTraversalOnly aiEditable.interactions.actionNodeGroup aiEditable.actionSettings.customRobot.chargeHealthFract float aiConstants.physics.clipMask.monsterCoverClip entityDef * eventName bool * lootHighlightDelay int secondBlastScale idStr float bool * idDeclEntityDef toDB idStr float slowLightProperties.eyeDiffuseScale float float * aiEditable.targeting.friendlyDamageMultiplier float combatOnly * aiEditable.interactions.idleTrackFriendlyDist aiEditable.actionSettings.customRobot.chargeTime float * aiConstants.physics.clipMask.playerFocus * entityName bool * triggerOnLoot density float float bool idStr idAIActionParm overSec parms idEntityPtr < idEntity > int slowLightProperties.eyeSpecularScale float float aiEditable.targeting.selfDamageMultiplier * idList < idAIActionParm , TAG_IDLIST > float aasTraversal aiEditable.interactions.takeDownType aiEditable.actionSettings.customRobot.shootHealthDrain float aiConstants.physics.clipMask.pushable attachName bool * dropLoot * moveable int idAIEditable::idInteractions::takeDownType_t float bool idStr relative * equipSlot bool * slowLightProperties.eyeEnvironmentScale bool bool aiEditable.targeting.backhitDamageMultiplier equipSlot_t float * enabled aiEditable.interactions.stealHelmetInfo.damageGroup int aiEditable.actionSettings.customRobot.autoRecharge float * aiConstants.physics.clipMask.shield bool * animEventDropsAttachment * barrelCollision idStr bool bool idDeclMD6 int envelope [4] particleFx bool * slowMultiPass bool bool aiEditable.targeting.idleDamageMultiplier * idDeclParticle runWhenDone [4] aiEditable.interactions.stealHelmetInfo.crosshairInfoText * aiEditable.actionSettings.customRobot.useRechargeAnim float aiConstants.physics.clipMask.noCover lwoName bool canRagDoll * targetable * idStrId bool bool idStr hold tagName bool forceTwoSidedShadows bool float aiEditable.targeting.skipTargetAASChecks idStr bool * deltaCorrect aiEditable.interactions.stealHelmetInfo.crossHairInfoIcon * aiEditable.actionSettings.customRobot.triggerOnPowerOut bool aiConstants.physics.playerClipMask.solid * idTarget_WaveSpawner::idWave::idEnemySpawnType bool canAutoShoot breakableDebris idMaterial * idEntityPtr < idEntity > bool int enemies release startSlot bool * isRelativeToCamera int idDeclBreakable idList < idTarget_WaveSpawner::idWave::idEnemySpawnType , TAG_IDLIST > float aiEditable.actionSettings.usesTurrets idInventoryAttachmentDef::startingSlot_t bool * longTraversal aiEditable.interactions.stealHelmetInfo.armorDecl int aiEditable.actionSettings.customRobot.triggerOnChargingDone bool * aiConstants.physics.playerClipMask.opaque bool * goreDef debrisScale * idDeclInventory idEntityPtr < idEntity > bool * waveStartTrigger decl count * idDeclGore int direction idVec3 * idEntityPtr < idEntity > int idDeclDuck * aiEditable.actionSettings.stationaryMode idVec3 int defaultEndpointOffset aiEditable.interactions.stealHelmetInfo.pickupSound bool int aiConstants.physics.playerClipMask.water * idEntityPtr < idEntity > float int viaAnimRef int staticVehicleCollisions idSoundShader aiEditable.actionSettings.customRobot.stageTriggers bool * animation fadeIn * forSale idAnimWebPath sourceSize bool int idList < idEntityPtr < idEntity > , TAG_IDLIST > int idAnimAliasRef float aiEditable.actionSettings.noLowerBodyTurns bool int traversalEndpoint * aiEditable.cover.coverRadius bool aiConstants.physics.playerClipMask.playerClip idVec3 destAnimRef * resetWhenDormant float * aiEditable.actionSettings.customRobot.turnfastSound bool * minDelay * fadeOut lootable int idAnimWebPath size bool idSoundShader float float aiEditable.actionSettings.enemyTrailUpdatePeriod bool * extrusionEndpoint * aiEditable.cover.maxEnemyCoverDistance float aiConstants.physics.playerClipMask.monsterClip idVec3 explodeDelayTime * breakImmediately float * aiEditable.actionSettings.robotBlinding.bUsesBlindness bool maxDelay * sustain showHolstered float color bool bool float float aiEditable.actionSettings.isElite bool * idColor aiEditable.cover.canUseExposedCover bool * aiConstants.physics.playerClipMask.vehicleClip idEncounterGroup groups int useTeamColor saveOnCheckPoint bool int aiEditable.actionSettings.robotBlinding.blindedDuration bool delay inventoryDecl idList < idEncounterGroup , TAG_IDLIST > bool * colorScale bool float float int aiEditable.actionSettings.isDualWielder idDeclInventory float aiEditable.spawnSettings.detectPlayerCombat bool * aiConstants.physics.playerClipMask.moveableClip interactionDecl friendlyCanTrigger type bool * aiEditable.actionSettings.robotBlinding.reblindCooldown bool triggerTargets entityDef * idDeclAIInteraction bool * texture splinePathType_t float bool int aiEditable.actionSettings.isCommander idDeclEntityDef idMaterial * aiEditable.spawnSettings.detectPlayerSearch bool int aiConstants.physics.playerClipMask.shotClip count int mpTriggerHalfWidth bool int aiEditable.actionSettings.stun.isRudi bool boundsFocus idVec3 decl float set shadowModelName controlPoints bool bool aiEditable.actionSettings.isHeavy int idDeclRibbon idStrRenderModel_Preview int idList < idVec3 , TAG_IDLIST > aiEditable.spawnSettings.stunAtSpawn bool aiConstants.physics.playerClipMask.ikClip delay key mpTriggerHeight bool aiEditable.actionSettings.stun.stunDamageTypes bool passiveFocusRange * muzzleTag float float int radiusInner int idDamageParms::damageType_t float idVec3 int aiEditable.actionSettings.isKampHund idAtomicString float weightPoints bool aiConstants.physics.playerClipMask.aiAware * idList < idVec3 , TAG_IDLIST > idScriptAction delayMax int aiEditable.spawnSettings.actionScript aiEditable.actionSettings.stun.stunDuration bool * use_vec idCaptureController::trigInfo_t ejectTag float * startTriggers radiusOuter int idList < idScriptAction , TAG_IDLIST > float idVec3 aiEditable.actionSettings.isSuperSoldat idAtomicString idList < idCaptureController::trigInfo_t , TAG_IDLIST > float splineGeometry.generateGeometry bool aiConstants.physics.playerClipMask.ai bool call aiEditable.spawnSettings.entranceAnimPath * aiEditable.actionSettings.stun.canExtendStun bool use_yaw primary idStr proxyTarget int idAnimWebPath bool float idEntityPtr < idEntity > * aiEditable.actionSettings.isZombie bool * cameras idEntityPtr < idEntity > * splineGeometry.radius bool aiConstants.physics.playerClipMask.projectile idList < idEntityPtr < idEntity > , TAG_IDLIST > float repeat * aiEditable.spawnSettings.activatedAttractorRange int aiEditable.actionSettings.stun.restunCooldown bool use_radius * clipModel bool int teleportAIAtEnd float float float aiEditable.actionSettings.showCommanderHud * idStrClipModel bool splineGeometry.splineSubdivisions * idCaptureController::shotInfo_t bool aiConstants.physics.playerClipMask.corpse shots * numToActivate aiEditable.spawnSettings.alwaysInCombat aiEditable.actionSettings.sleeping.bUsesSleeping bool * isUsable * idList < idCaptureController::shotInfo_t , TAG_IDLIST > entity relativeTeleportAtBeginning bool bool bool * aiEditable.actionSettings.cover.usesCombatScenePoints idEntityPtr < idEntity > bool * splineGeometry.sweptSubdivisions bool * aiConstants.physics.playerClipMask.trigger * fixedTic * incrementalActivate * aiEditable.spawnSettings.initialTarget aiEditable.actionSettings.sleeping.sleepRadius bool noBlink bool inBindPose bool * enemyRidesWithProxy * idEntityPtr < idEntity > float bool int aiEditable.actionSettings.cover.usesClose bool bool int idEntityPtr < idEntity > bool aiConstants.physics.playerClipMask.player fxDecl * continous random int moverModifierEntities incrementalDelayMin [4] aiEditable.actionSettings.robotDeath.timeToCritical bool idStr onName [4] progression bool float idVec3 * idList < idEntityPtr < idEntity > , TAG_IDLIST > float idVec3 int isObstacle * aiEditable.spawnSettings.missingArmor bool aiEditable.actionSettings.cover.usesDash bool float idVec3 * idDeclFX float radius int idList < idStr , TAG_IDLIST > bool aiConstants.physics.playerClipMask.vehicle int gravity moverModifierModels.orientationModModel incrementalDelayMax * aiEditable.actionSettings.robotDeath.timeCriticalToExplode bool float sortID * sound_use idVec3 * idStrRenderModel float idVec3 * destAnimRef int boltDecl float idVec3 * aiEditable.aiFlareEffect.flare idSoundShader aiEditable.actionSettings.cover.canSetUseDash idAnimWebPath idDeclElectricBolt int idDeclFlare bool idStr weight * aiConstants.physics.playerClipMask.obstacle int aiSenseScale moverModifierModels.defaultModModel int aiEditable.actionSettings.robotDeath.explodeDamage bool float idVec3 int hoverSound int idStrRenderModel float offset int viaAnimRef int aiEditable.aiFlareEffect.tag idDeclDamage idSoundShader idEntityPtr < idEntity > float idVec3 * aiEditable.actionSettings.cover.usesIdle float idVec3 * idAnimWebPath boltTargets bool float idVec3 int aiConstants.physics.playerClipMask.playerCoverClip * aiGunfireRadius idList < idEntityPtr < idEntity > , TAG_IDLIST > float idVec3 * moverModifierModels.moverScale wait aiEditable.actionSettings.robotDeath.stopEffectsDelay bool displayIcon int exitFastRef * aiEditable.aiFlareEffect.fadeTable int idMaterial int aiEditable.actionSettings.cover.usesEmergencyExit idVec3 * idAnimWebPath minDuration [3] idDeclTable bool float locked * aiConstants.physics.playerClipMask.monsterCoverClip * playerAimDistance idVec3 * graphDef bool float idVec3 int saveGameUtility.maxTension * idDeclEntityDef idDeclEntityDef perfectOriginRef bool delay health int aiEditable.aiFlareEffect.fadeOutScale aiEditable.actionSettings.robotDeath.spawnEntityDefs idPlayer::tensionType_t aiEditable.actionSettings.cover.dodgeMovingToScenepoint idEntityPtr < idEntity > idStr bounds * maxDuration * idList < const idDeclEntityDef * , TAG_IDLIST > bool aiConstants.physics.playerClipMask.playerFocus anchorStart bool float secret * saveGameUtility.ignoreTension callList float locked * idEntityPtr < idEntity > idStr weight * aiEditable.aiFlareEffect.updateType int aiEditable.actionSettings.tesla.usesTesla linked * idEntityPtr < idEntity > bool float toggle * idList < idStr , TAG_IDLIST > aiEditable.actionSettings.cover.scenePointSelectionFlags float runMod int triggerEnter maxTargetYaw idAIEditable::idAiFlareEffect::AiEffectUpdateType_t bool idStr global * scenePointSelectionFlags_t int aiConstants.physics.playerClipMask.pushable * idList < idEntityPtr < idEntity > , TAG_IDLIST > idStr idVec2 int anchorEnd bool float health saveGameUtility.saveGameWhenUsed mapType idEntityPtr < idEntity > aiEditable.aiFlareEffect.flareQuadSize aiEditable.actionSettings.tesla.useTeslaAnim idSaveGameUtility::saveMode_t idWorldspawn::mapType_t aiEditable.actionSettings.cover.coverFlags maxTargetPitch bool idEntityPtr < idEntity > aiCoverFlags_t aiConstants.physics.playerClipMask.shield triggerLeave splineForwardDir offName bool idList < idEntityPtr < idEntity > , TAG_IDLIST > saveGameUtility.playerSpawnSpot aiEditable.actionSettings.tesla.isHeavyGuardGun idEntityPtr < idEntity > includedMaps idAISyncedAnim aiEditable.actionSettings.cover.coverMinRange minTargetRange aiEditable.syncedAnims bool idList < idStr , TAG_IDLIST > aiConstants.physics.playerClipMask.noCover float splinePath idList < idAISyncedAnim , TAG_IDLIST > idEntityPtr < idEntity > bool triggerLoopCount gameStateInt idEntityPtr < idSplinePath > bool aiEditable.actionSettings.tesla.teslaMeleeRange idList < idEntityPtr < idEntity > , TAG_IDLIST > idDeclGameStateInt entityPrefix aiEditable.actionSettings.cover.coverMaxRange maxTargetRange aiEditable.syncedAnimsRandomPick float idStr float aiConstants.physics.extendedClipMask.solid float initialized bool dropped bool jumpToState gameStateValue bool bool aiEditable.actionSettings.tesla.teslaAASRange envSettings aiEditable.actionSettings.cover.coverTargetMinRange spawnRate aiEditable.behaviors.decl float idDeclEnv float aiConstants.physics.extendedClipMask.opaque dirty idDeclAIBehavior corpses bool loopCountToTrigger animatedBox bool bool aiEditable.actionSettings.tesla.teslaMinRange idEntityPtr < idAnimatedSimple > aiEditable.actionSettings.cover.coverRandomWeight idDeclLayer aiEditable.behaviors.declBehaviorVo float initialLayers spawnerEntityDef_t float aiConstants.physics.extendedClipMask.water entityDefs controlPointLength idDeclAIBehaviorVO touchDropped idList < const idDeclLayer * , TAG_IDLIST > bool loopTriggerType fpEvent idList < spawnerEntityDef_t , TAG_IDLIST > float bool aiEditable.actionSettings.tesla.teslaRange idAIScriptedAnimWeb::loopTriggerType_t idEntityPtr < idFirstPersonEvent > aiEditable.actionSettings.cover.coverHistoryWeight aiEditable.behaviors.declBehaviorVoChains float float aiConstants.physics.extendedClipMask.playerClip idDeclLayer waveParms.lifeMin controlPointPCT idDeclAIBehaviorVOChains volumeToCheck initialDeactiveLayers bool disableIK gameType float float idEntityPtr < idVolume > idList < const idDeclLayer * , TAG_IDLIST > aiEditable.actionSettings.tesla.teslaChargeTime bool idMinigame::minigameType_t aiEditable.actionSettings.cover.coverVerticalWeight aiEditable.behaviors.declBehaviorEvents float float aiConstants.physics.extendedClipMask.monsterClip waveParms.lifeMax controlPointIndex idDeclAIBehaviorEvents complexVolume bool disableWorldCollsion gameLevel idStartInventory float bool devmapStartInventory aiEditable.actionSettings.tesla.teslaCoolDownTime bool idMinigame::levelType_t aiEditable.actionSettings.cover.coverTacticalWeight idList < idStartInventory , TAG_IDLIST > aiEditable.behaviors.aimTrackingParms float float aiConstants.physics.extendedClipMask.vehicleClip waveParms.fade controlPointOrigin idDeclTrackingParms color bool disableSolid showHelp float idColor devmapGiveAll aiEditable.actionSettings.tesla.teslaExplodeDelay bool bool aiEditable.actionSettings.cover.coverTargetTimeout bool aiEditable.behaviors.lookTrackingParms float float aiConstants.physics.extendedClipMask.moveableClip explosionParticle controlPointOriginNext idDeclTrackingParms gameStateDecl bool setCollisionContinously missionPinDef idDeclParticle idDeclGameStateInt devmapNotarget aiEditable.actionSettings.tesla.teslaMaxRangeDamageScale bool idDeclEntityDef aiEditable.actionSettings.cover.returnToCoverDelay bool aiEditable.behaviors.avoidRadius float float aiConstants.physics.extendedClipMask.shotClip material modifier.length float gameStateValue bool loop ledgeNormalHint idMaterial float devmapGodMode aiEditable.actionSettings.tesla.useTeslaWhileBlinded bool idLedge::ledgeType_t aiEditable.actionSettings.melee.meleeMaxRange bool aiEditable.groupName bool float aiConstants.physics.extendedClipMask.ikClip userGroup modifier.Orientation.setNewOrientation idStr playerSpawnSpot bool perfectOrigin maxDeltaYaw idEntityPtr < idScenePoint_UserGroup > bool idEntityPtr < idPlayerStart > actorsCanReachWater aiEditable.actionSettings.tesla.useTeslaBombGroundEffects bool float aiEditable.actionSettings.melee.meleeLongMaxRange bool aiEditable.aiPortrait bool float aiConstants.physics.extendedClipMask.aiAware duration modifier.Orientation.useSplineAngles idMaterial persistToStorage bool perfectOriginBlendDuration maxDeltaPitch float bool bool mapHasRain aiEditable.actionSettings.tesla.spawnTeslaBombInFOV float float aiEditable.actionSettings.melee.playerTakedownRange bool bool idPonytail float aiConstants.physics.extendedClipMask.ai reuseDelay modifier.Orientation.newOrientation aiEditable.ponytails delay bool releaseAI handsAnimEnter float idAngles idList < idPonytail , TAG_IDLIST > float aiEditable.actionSettings.tesla.teslaTargetOffset bool idAtomicString aasType_t aiEditable.actionSettings.melee.playerTakedownMaxHealth aasTypes float float aiConstants.physics.extendedClipMask.projectile idList < aasType_t , TAG_IDLIST > modifier.Speed.setNewMoveSpeed aiEditable.usesDrone desc bool clearPerceptionFlagsOnExit handsAnimMH float bool bool idStrId aiEditable.actionSettings.tesla.inhibitFireTime bool idAtomicString aiEditable.actionSettings.melee.playerTakedownDecl float idWorldspawn::FlagState idDeclEntityDef aiConstants.physics.extendedClipMask.corpse flagEntities scenepointFlags modifier.Speed.moveTime aiEditable.droneAnimator.idleThrustSound bool setPerceptionFlagsOnExit handsAnimFire idList < idWorldspawn::FlagState , TAG_IDLIST > scenePointFlags_t float idSoundShader aiEditable.actionSettings.tesla.teslaDamageDecl bool idAtomicString aiEditable.actionSettings.melee.meleeTraceType idDeclDamage idMeleeTrace::meleeDamage_t aiConstants.physics.extendedClipMask.trigger declAnimWeb scriptFlags modifier.Speed.moveSpeed aiEditable.droneAnimator.collisionSound score bool keepIKState handsAnimPlayerKilled idDeclAnimWeb scenePointScriptFlags_t float idSoundShader aiEditable.actionSettings.tesla.teslaBombDamageDecl bool idAtomicString aiEditable.actionSettings.melee.instantHitExcludeFromTrace idDeclDamage bool aiConstants.physics.extendedClipMask.player opponentReactionMD6Decl OnTakeEntity modifier.Offset.setNewOffset aiEditable.droneAnimator.fireWindupSound time bool enableHeadTracking handTurnAnims idDeclMD6 idEntityPtr < idEntity > bool idSoundShader aiEditable.actionSettings.tesla.teslaBombDangerZone bool idAtomicString aiEditable.actionSettings.melee.longAttackOutsideAASRange float float aiConstants.physics.extendedClipMask.vehicle startBlockSound OnReleaseEntity modifier.Offset.newOffset aiEditable.droneAnimator.collisionFX playerSpawnSpot bool forceTransition handBumpAnims idSoundShader idEntityPtr < idEntity > idDeclParticle idEntityPtr < idPlayerStart > aiEditable.actionSettings.tesla.teslaBoltDecl bool idAtomicString aiEditable.actionSettings.melee.longAttackCheckBlockingFriend idDeclElectricBolt bool aiConstants.physics.extendedClipMask.obstacle tutorialDecl type modifier.Offset.setNewOffsetScale aiEditable.droneAnimator.deathBeep bool useAnimationOrigin idTarget_Cvar::keyVal_t legsAnimEnter idDeclTutorialEvent scenePointType_t bool idSoundShader keyVals aiEditable.actionSettings.tesla.teslaBoltFlickerInterval bool idAtomicString aiEditable.actionSettings.melee.attackRecentlyHeard idList < idTarget_Cvar::keyVal_t , TAG_IDLIST > float bool aiConstants.physics.extendedClipMask.playerCoverClip pipeWeapon aasType modifier.Offset.newOffsetScale aiEditable.droneAnimator.collisionRadius bool noRandom legsAnimMH idDeclWeapon aasType_t float requiredPerk aiEditable.actionSettings.tesla.teslaBlindFireDuration bool idAtomicString aiEditable.actionSettings.melee.usesMeleeManager perkAbilityType_t float bool aiConstants.physics.extendedClipMask.monsterCoverClip opponentOverride brokenModel modifier.Oscillation.setNewOscillation aiEditable.droneAnimator.floatOffset bool useGravity idEntityPtr < idEntity > idStrRenderModel bool float useOnce idJointName aiEditable.actionSettings.tesla.teslaBombFxDecl bool heatMeterJointNames aiEditable.actionSettings.search.usesSearchScenePoints bool idDeclEntityDef idList < idJointName , TAG_IDLIST > bool aiConstants.physics.extendedClipMask.playerFocus rigidBody modifier.Oscillation.zAxisPointsToLocalOrigin aiEditable.droneAnimator.floatBlendMin idAnimAliasRef bool particle handStabAnimNames bool bool float aggroTarget aiEditable.sounds.sndAmbient idDeclParticle fovUserChannel idList < idAnimAliasRef , TAG_IDLIST > aiEditable.actionSettings.search.searchMinRange idEntityPtr < idEntity > idSoundShader idAtomicString float aiConstants.physics.extendedClipMask.pushable rigidBodyProperties.bodyFromRenderModel modifier.Oscillation.range aiEditable.droneAnimator.floatBlendMax bool smokeSystemRate bool float idAnimAliasRef aiEditable.sounds.sndDeath opponentPainAnimNames aiEditable.actionSettings.search.searchMaxRange float idEntityPtr < idEntity > idSoundShader triggerEnterAnimDone idList < idAnimAliasRef , TAG_IDLIST > float aiConstants.physics.extendedClipMask.shield rigidBodyProperties.density modifier.Oscillation.phaseShift aiEditable.droneAnimator.feelerRange idList < idEntityPtr < idEntity > , TAG_IDLIST > bool healthPercent float float duration aiEditable.sounds.sndHurt aiEditable.actionSettings.roam.usesRoamScenePoints idAnimAliasRef idSoundShader bumpYawClamp opponentPainBlockedAnimNames bool aiConstants.physics.extendedClipMask.noCover rigidBodyProperties.bouncyness modifier.Oscillation.period aiEditable.droneAnimator.slopRange float idList < idAnimAliasRef , TAG_IDLIST > bool float float previewAnim aiEditable.sounds.voShamblerIdle aiEditable.actionSettings.roam.usesAvoid idAnimWebPath idDeclVoiceOver bumpPitchClamp counterInfo bool aiConstants.movement.aasName rigidBodyProperties.linearFriction modifier.Oscillation.rangeRand aiEditable.droneAnimator.slopBlend float idStrId idStr triggerEntity float float groupName aiEditable.sounds.voShamblerWalking idEntityPtr < idEntity > aiEditable.actionSettings.roam.usesGestures idStr idDeclVoiceOver delayShowHandsLegs blockInfo bool aiConstants.movement.moveSpeed.minRange rigidBodyProperties.angularFriction modifier.Oscillation.periodRand aiEditable.droneAnimator.runSpeed bool idStrId float targetEmitter float float ownGroupAlertState.state aiEditable.sounds.voShamblerDashing idEntityPtr < idEntity > aiEditable.actionSettings.roam.gesturePeriod idEncounterState::groupStates_t idDeclVoiceOver instaBlendEnterCamera killInfo float aiConstants.movement.moveSpeed.maxRange rigidBodyProperties.contactFriction modifier.Oscillation.phaseShiftRnd aiEditable.droneAnimator.maxAcc bool idStrId float channel float float ownGroupAlertState.target aiEditable.sounds.Mute_Idle soundChannel_t aiEditable.actionSettings.roam.roamMinRange idEntityPtr < idEntity > bool usableByAI playerStabDamage float aiConstants.movement.bodyTurnRate.minRange rigidBodyProperties.gravityScale modifier.Oscillation.phaseShiftRndUni aiEditable.droneAnimator.dampFactor bool idDeclDamage float setNewVolume float float float otherGroupAlertState.state aiEditable.sounds.Mute_Search bool aiEditable.actionSettings.roam.roamMaxRange idEncounterState::groupStates_t bool playerStabTimescale float aiConstants.movement.bodyTurnRate.maxRange rigidBodyProperties.inertiaScale modifier.Script.scriptFunction aiEditable.droneAnimator.bobScale bool float float newVolume idAtomicString float otherGroupAlertState.target aiEditable.sounds.Mute_Combat float aiEditable.actionSettings.roam.idleTalkPeriod idEntityPtr < idEntity > bool lockedString blockGrappleFor float aiConstants.movement.moveTurnRate.minRange healthProperties.health modifier.Script.notifyData aiEditable.droneAnimator.bobPeriod idStrId float float fadeToNextVolume float idAtomicString float eventDecl aiEditable.skill.aimAccuracy bool aiEditable.actionSettings.roam.reactToPartiallySensedDuration idDeclAiEvent aiAccuracy_t canKickOpen minTimeBetweenState float aiConstants.movement.moveTurnRate.maxRange healthProperties.indestructable modifier.Pause.pauseTime aiEditable.droneAnimator.bHitBounce bool float fadeTargetVolume bool float bool declTutorial aiEditable.skill.lookRate float aiEditable.actionSettings.look.usesLookScenePoints idDeclTutorialEvent aiLookRate_t kickUnlocks skipEntityAlign bool aiConstants.movement.relaxedTurnRateScale dropToFloorOnSpawn modifier.Spline.splinePath aiEditable.droneAnimator.bHitTurn bool bool float fadeTime bool idEntityPtr < idSplinePath > bool restoreSolidFrames aiEditable.skill.skill float aiEditable.actionSettings.look.lookMinRange aiSkill_t kickOffHinges skipKnife float aiConstants.movement.accelRate restOnSpawn modifier.Spline.resetSpeed aiEditable.droneAnimator.bMonsterCollision bool bool float fadeDelay bool bool bool solid aiEditable.usability.usableDistance float aiEditable.actionSettings.look.lookMaxRange bool float opensWhenUnlocked skipPlayerActivationCheck float aiConstants.movement.decelRate animation aiEditable.droneAnimator.bApproachBrake bool bool idEntityPtr < idEntity > float speedBinding.minSpeed idAnimAliasRef modifier.Targets.targets bool delay aiEditable.usability.usableViewRadius float idList < idEntityPtr < idEntity > , TAG_IDLIST > aiEditable.actionSettings.look.minLookSPPeriod float float forcedUnusable forcePipes float aiConstants.movement.alignmentTolerance.value megaMorphTable aiEditable.droneAnimator.bAvoidWalls bool bool float speedBinding.maxSpeed idDeclTable modifier.Reverse.reverse bool duration float bool surfTypes_t aiEditable.actionSettings.look.combatTargetDelayLook float aiEditable.usability.onlyIndicateHostile forceUnusableWhenOpened noClearFocus float aiConstants.movement.defaultMovementMode bakeParms.animation aiEditable.droneAnimator.bNoFireMoving idList < surfTypes_t , TAG_IDLIST > bool bool aiMovementMode_t speedBinding.minValue idAnimAliasRef bool inhibit splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_t float modifier.Sound.newSounds aiEditable.actionSettings.fire.aimAngle idTarget_InhibitControl::inhibitType_t aiEditable.death.ignoreDamageType playerUsable scale float idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_t , TAG_IDLIST > aiConstants.movement.influence.offset bakeParms.beginFrame aiEditable.droneAnimator.launchEntity idDamageParms::damageType_t bool float speedBinding.maxValue idEntityPtr < idEntity > toggleOnActivate float aiEditable.actionSettings.fire.gangstaPoseFraction bool progression float splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_t aiEditable.death.trigger distanceScale modifier.Sound.stopSounds aiConstants.movement.influence.innerRadius bakeParms.endFrame aiEditable.droneAnimator.bLaunchDirFwd idEntityPtr < idEntity > bool float idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_t , TAG_IDLIST > float itemDecl bool activated idDeclInventory aiEditable.actionSettings.fire.gangstaDuration bool aiEditable.death.triggerOnDying dontShowIcons gunfireRadius float aiConstants.movement.influence.outerRadius bakeParms.useAnimationPosition aiEditable.droneAnimator.launchDuration splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_Pitch_t idEntityPtr < idEntity > bool float modifier.Sound.pitch float count bool float nightmareLevel idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_Pitch_t , TAG_IDLIST > aiEditable.actionSettings.fire.maxFireRange idPlayerProgress::nightmareCompleted_t aiEditable.death.triggerOnFakeDeath triggerWhenOpenedCount float aiConstants.movement.influence.angle idEntityPtr < idEntity > aiTargetOptions.aiTarget aiEditable.droneAnimator.launchSpeed idEntityPtr < idEntity > entitiesToForceDormant float trigger idEntityPtr < idAI2 > splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_Volume_t float dormant idList < idEntityPtr < idEntity > , TAG_IDLIST > modifier.Sound.volume idEntityPtr < idEntity > aiEditable.actionSettings.fire.usesGrenades bool idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_Volume_t , TAG_IDLIST > aiEditable.death.shamblerDef displayIcon bool aiConstants.movement.influence.trailDist aiTargetOptions.positionBlendTime aiEditable.droneAnimator.launchCeiling idDeclEntityDef idMaterial dormantDurationInFrames float idEntityPtr < idEntity > duration modifier.SpawnEntity.spawnDef aiEditable.actionSettings.fire.fakeGrenadeMD6 float idDeclEntityDef aiEditable.death.waterDeathClipJoint displayIconLocked idDeclMD6 aiConstants.movement.influence.trailFadeInTime aiTargetOptions.disableIK aiEditable.droneAnimator.launchCeilingTrigger idAtomicString idMaterial forceGuisDormant float animWebNode bool idEntityPtr < idEntity > disableLocks bool idAnimWebPath idEntityPtr < idSplinePath > aiEditable.actionSettings.fire.fakeGrenadeExplosion bool modifier.SpawnEntity.splines aiEditable.death.removeTime requiredKey idDeclEntityDef aiConstants.movement.influence.trailFadeOutTime aiTargetOptions.disableWorldCollsion idList < idEntityPtr < idSplinePath > , TAG_IDLIST > aiEditable.spriteAnimatorDecl idDeclInventory disablePlayerVehicle float trigger bool idDeclEntityDef playerUsable bool idEntityPtr < idEntity > aiEditable.actionSettings.fire.secondaryFireRange idTarget_Door::setting_t modifier.SpawnEntity.aiGoalEntity aiEditable.death.fadeOutTime removeKeyOnUse float aiConstants.movement.useMoveFSM aiTargetOptions.disableSolid idEntityPtr < idEntity > aiEditable.rollBonesDecl float bool bool minLoopTime bool idDeclRollBones forceUnusable idBounds float aiEditable.actionSettings.fire.skipReloadAnims idTarget_Door::setting_t modifier.SpawnEntity.centerEntityOnSpline aiEditable.death.bodyFadeTime locked_sound bool aiConstants.movement.allowStrafing aiTargetOptions.setCollisionContinously bool aiEditable.dragJointsDecl float idSoundShader bool maxLoopTime bool idDeclDragJoints open idEntityPtr < idProp_Secret > float aiEditable.actionSettings.fire.useReloadAnimWhenMoving idTarget_Door::setting_t modifier.SpawnEntity.reverseSwarm aiEditable.death.shamblerProbability unlock_sound bool aiConstants.movement.allowHostileStance aiTargetOptions.keepIKState bool aiEditable.freezeJointsDecl float idSoundShader bool timeBetween idAIScriptedAnimWeb::animWebState_t bool idDeclFreezeJoints plugAnim.plugAnims float aiEditable.actionSettings.fire.useSniperSpotFX idTarget_Door::setting_t idList < idAIScriptedAnimWeb::animWebState_t , TAG_IDLIST > modifier.SwarmEntity.actorClass aiEditable.death.allowShamblerFromRagdoll motionEventDecl bool aiConstants.movement.requireWeaponForSearchCombat aiTargetOptions.enableHeadTracking actorClass_t aiEditable.partsAnimInfo.weightGroup bool idDeclAiEvent bool bool md6WeightGroup_t delay plugAnim.priority float alertCycle_t modifier.SwarmEntity.range aiEditable.death.bAvoidDangerZone idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > aiEditable.actionSettings.fire.additiveFireAnims aiConstants.movement.modeRestricFlags idEntityPtr < idEntity > aiTargetOptions.aiTargetFromScenepoint float aiEditable.partsAnimInfo.animBlendTime bool idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > aiModeRestricFlag_t enableHeadTracking bool diversity idList < idEntityPtr < idEntity > , TAG_IDLIST > plugAnim.minLoopTime bool float float modifier.SwarmEntity.time aiEditable.death.bReportDangerZone aiConstants.animation.animWebs[0] float aiEditable.bOnlyPlayerTriggersOnSpot bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idAnimatedSimple::hitDetection_t::healthTrigger_t aiEditable.actionSettings.fire.additiveFireAnimsCrouch idDeclAnimWeb groupName idEntityPtr < idEntity > hitDetectionOptions.healthTriggers bool shake triggerClosed plugAnim.maxLoopTime idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idStr idList < idAnimatedSimple::hitDetection_t::healthTrigger_t , TAG_IDLIST > float idList < idEntityPtr < idEntity > , TAG_IDLIST > float modifier.SwarmEntity.goalRadius aiEditable.death.dangerZoneFactor_Death aiConstants.animation.eyeInfoName float aiEditable.onSpotEnemyTrigger float aiEditable.actionSettings.fire.additiveFireAnimBlendTime idStr damageScale idEntityPtr < idEntity > text idDamageGroup float float idEntityPtr < idEntity > idScriptAction hitDetectionOptions.damageGroups idStrId triggerOpened actionScript modifier.SwarmEntity.goalOffset aiEditable.death.bCorpseDetection idList < idDamageGroup , TAG_IDLIST > aiConstants.animation.viewTagName idList < idEntityPtr < idEntity > , TAG_IDLIST > idList < idScriptAction , TAG_IDLIST > float aiEditable.onDetectEnemyTrigger bool aiEditable.actionSettings.fire.freeAmmoDistance idAtomicString locationArmor idEntityPtr < idEntity > parTime float float hitDetectionOptions.callTargetWhenDead float interval focus modifier.Animation.animatedEntity aiEditable.death.bKilledByAi idEntityPtr < idEntity > aiConstants.animation.useMoods float idEntityPtr < idEntity > idEntityPtr < idMoverAttachment > aiEditable.onAlarmTrigger bool aiEditable.actionSettings.fire.goNutsRange bool armoredDamageScale idEntityPtr < idTarget_AlarmSystem > bonus float float hitDetectionOptions.onIgnoredDamageTrigger distance stopTime modifier.Animation.webAnimation aiEditable.death.bkilledByFakeGrenade idEntityPtr < idEntity > aiConstants.animation.useLipsync float float idAnimWebPath aiEditable.onStealthKill bool aiEditable.actionSettings.fire.safeReloadFraction bool spawnEntity idEntityPtr < idEntity > displayTime float idDeclEntityDef hitDetectionOptions.callWhenDead bool fovPitch.value alignmentTolerance modifier.Animation.webViaAnimation aiEditable.death.deathAnim idStr aiConstants.animation.useGestures float float idAnimWebPath aiEditable.onDamageTrigger idAnimWebPath aiEditable.actionSettings.fire.fireTiming.bUseFireTiming bool spawnParticle idEntityPtr < idEntity > enableEvent bool idDeclParticle hitDetectionOptions.health.killThreshold bool bounds1 turnEarly modifier.Animation.declToPlayAnimOn float idAIDeathSound aiConstants.animation.useEyeTracking idBounds bool idDeclMD6 aiEditable.onIgnoredDamageTrigger aiEditable.death.deathSounds aiEditable.actionSettings.fire.fireTiming.minBurstDuration bool spawnSound idEntityPtr < idEntity > idList < idAIDeathSound , TAG_IDLIST > eventClassFlags float idSoundShader hitDetectionOptions.animstateWhenKilled idAIEvent::aiEventClass_t bounds2 lookAtNextPoint modifier.Animation.preAnimationScriptFunction aiConstants.animation.useFaceSetupEyeTracking idBounds bool idAtomicString aiEditable.maxDropSpeed aiEditable.death.goreDef aiEditable.actionSettings.fire.fireTiming.maxBurstDuration bool float idDeclGore idStr hide float hideMeshes hitDetectionOptions.additiveAnimStateWhenHurt bool alignToNode modifier.Animation.postAnimationScriptFunction idList < idStr , TAG_IDLIST > idTest_MetaData_MoveableSpheres::sphere_t aiConstants.animation.useBlinking spheres bool idAtomicString aiEditable.startInDropState aiEditable.death.usesDeathNodes aiEditable.actionSettings.fire.fireTiming.minBurstPause bool bool idList < idTest_MetaData_MoveableSpheres::sphere_t , TAG_IDLIST > bool meshName float hitDetectionOptions.minTimeBetweenHurts idStr idStr keepFocusInView modifier.Animation.splinePath enableHitGroups aiConstants.animation.useLidDeformation bool idEntityPtr < idSplinePath > aiEditable.ignoreDamageWhileDropping aiEditable.death.removeHealthWhenDamaged idList < idStr , TAG_IDLIST > idProgressionEntity::idProgressionParms aiEditable.actionSettings.fire.fireTiming.maxBurstPause bool progressionParms bool bool fadeTime float idList < idProgressionEntity::idProgressionParms , TAG_IDLIST > hitDetectionOptions.ignoreDamageTypes interactionPoint modifier.Animation.splineTransitionTime idDamageParms::damageType_t aiConstants.animation.useFaceManager idStr bool float aiEditable.skipDamageTriggerOnFriendlyFire aiEditable.death.shouldDropLootBox disableHitGroups aiEditable.actionSettings.fire.fireTiming.missTime bool defaultState bool bool idList < idStr , TAG_IDLIST > float hitDetectionOptions.shouldGetHit bool abortForCombat modifier.Animation.splineTransitionDelay bool aiConstants.animation.useFacialAnims bool float aiEditable.isMagnetic aiEditable.death.useArmorSurfTypeOnDG forwardRunIndex aiEditable.actionSettings.fire.fireTiming.missTimeMinRange bool changeStateWithinMap bool bool float float bool hitDetectionOptions.ignoreAIDamage bool abortForSearch modifier.BlendToAnimSpeed.blendToAnimSpeed bool aiConstants.animation.useCombatWebOnly bool bool aiHealth.shieldRegenDelay aiEditable.death.noBodyRemoval injuredIdleIndex aiEditable.actionSettings.fire.fireTiming.missTrackAlongGround bool forcePrespawnAll float bool float deathAnimIndex bool bool hitDetectionOptions.ignorePlayerDamage idHands::deathAnimIndex_t walkState modifier.AiProperties.animation bool aiConstants.animation.useRelaxedWebOnly walkState_t idAnimWebPath aiHealth.shieldRegenRate aiEditable.death.allowRemoveOutsideWorld tagName aiEditable.actionSettings.fire.fireTiming.missTimeOncePerGroup bool wrappable float bool idStr hudFlags bool bool hitDetectionOptions.removeCollisionWhenDead hudFlags_t standState modifier.AiProperties.speedScale bool aiConstants.animation.useHandsRelaxed standState_t float aiHealth.shieldRegenInterval aiEditable.death.useRagdoll fxTagID aiEditable.actionSettings.fire.fireTiming.sprayOncePerGroup bool reusable float bool activate bool bool hitDetectionOptions.stopFXWhenDead bool sitState modifier.AiProperties.aiChange bool aiConstants.animation.canUseTurret sitState_t bool aiHealth.killThreshold aiEditable.death.manuallyStartedRagdoll forceInjured aiEditable.actionSettings.fire.fireTiming.spotLostFire bool initiallyHideEntities float bool bool float bool hitDetectionOptions.killStat idStr walkMod modifier.AiProperties.unbindAnimation gameStat_t aiConstants.animation.useAimOffsetAnims aiWalkModifier_t bool aiEditable.death.useDeadPhys blinded idComponentTimeLine::idTimeLineEntity aiEditable.actionSettings.fire.fireTiming.spotGainedFire bool decl playerAnimDeathOneHanded actionScript.entityEvents bool bool setState float idDeclInventory idAtomicString idList < idComponentTimeLine::idTimeLineEntity , TAG_IDLIST > idDeclGlobalFlag::setFlag_t idAnimatedSimple::animEntry_t modifier.AiProperties.snapAnimEndToGround animList aiConstants.animation.focusTrackingYawOnlyOverride.value aiWalkModifier_t bool aiEditable.death.slideAwayFromCollision stunned idList < idAnimatedSimple::animEntry_t , TAG_IDLIST > aiEditable.actionSettings.fire.fireTiming.minSpotLostRange float count playerAnimDeathTwoHanded particleCount bool bool float idAtomicString bool aasType modifier.AiProperties.sprintSpeed aiConstants.onlineScoring.heavy aasType_t idAnimatedSimple::additiveAnim_t bool aiEditable.death.instantRagdoll forcePain additiveStates aiEditable.actionSettings.fire.fireTiming.predictTargetMovement bool forSale playerAnimCamera particleLifespan bool bool localLighting idList < idAnimatedSimple::additiveAnim_t , TAG_IDLIST > bool bool idAtomicString float bool modifier.AiProperties.leapPoint idInfoPath::anim_t aiConstants.stats.killStat playerLeftAnims bool aiEditable.death.dontAllowDeath forcePainOnAnyDamage idAnimatedSimple::attachment_t particleFadeTime aiEditable.actionSettings.fire.fireTiming.focusCompensationTime gameStat_t lootable idList < idInfoPath::anim_t , TAG_IDLIST > bool bool privateLighting idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > startingAttachments float bool animAttacksRight float bool idList < idAnimatedSimple::attachment_t , TAG_IDLIST > modifier.AiProperties.removeEntirely idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > aiEditable.isCheapAI enabled bool aiEditable.death.noRagdollDamageImpulses groupAlarm aiEditable.actionSettings.fire.fireTiming.keepWeaponReady bool quickSlot bool particleFadeSpeed bool bool relayMode displayName bool float idTarget_DemoRelay::relayMode_t idStrId idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > modifier.RailEvent.type animAttacksBoth aiEditable.customAICost combatHintType splineMoverModifier_t::splineMoverModifierRailEvent_t::railEvent_t aiEditable.death.disintigrateDuration disableStun idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > aiEditable.actionSettings.fire.fireTiming.sprayInterval float mapName idAICombatHint::combatHintType_t particleCollisionElasticity float bool targetActivator boundScale float idStr float bool modifier.RailEvent.healthPerSrike armSphereModel aiEditable.playerKillType primitive.type float aiEditable.death.deadEffectDuration maxHealth idDeclMD6 aiEditable.actionSettings.fire.fireTiming.sprayDuration playerKillType_t spawnSpot aiHintPrimitive_t particleCrazyBounceChance float targetPlayer applyAnimTransform float idStr float bool bool modifier.RailEvent.anim aiEditable.perception.bReportTension idDeclMD6 primitive.radius idAnimWebPath aiEditable.death.deathAnimAWResponseFlags avoidShamblersDecl aiEditable.actionSettings.fire.fireTiming.sprayLength bool spawnSpotInExistingMap float particleAngularVelocity awDamageResponseFlags_t float pushType idList < const idDeclMD6 * , TAG_IDLIST > applyAnimTransformLocal float idStr float idTarget_Push::pushType_t bool modifier.RailEvent.viaAnim aiEditable.perception.actorPerceptionRadius primitive.height idAnimWebPath aiEditable.death.canOnlyBeKilledByPlayer affectsOverallHealth hammerStrikeExplosion aiEditable.actionSettings.fire.fireTiming.sprayTauntTrigger float layerOverride float particleFriction bool bool pushByActivator idDeclDamage ignoreMovement idEntityPtr < idEntity > idStr float bool bool modifier.RailEvent.windowIndex aiEditable.perception.actorSearchPerceptionRadius primitive.arcLen.value honkSound idStr aiEditable.actionSettings.fire.fireTiming.reloadPeriod float layerDeactiveOverride idDamageGroupEffectThreshold float particleAngularFriction aiEditable.death.canOnlyBeKilledDamageGroups damageThresholds pushSpeed idSoundShader isOkWithoutModel float idStr float idList < idStr , TAG_IDLIST > idList < idDamageGroupEffectThreshold , TAG_IDLIST > float bool modifier.RailEvent.forcedAttackIndex aiEditable.perception.actorIdlePerceptionRadius primitive.volume turningSound aiEditable.actionSettings.fire.fireTiming.instantReloadCheat float freeInventory idEntityPtr < idVolume > particleAlignmentExcludeAxis aiEditable.death.focusOverride.giveEnt resetHealth pushDuration idSoundShader sceneModel bool bool idEntityEmitter::AXIS idDeclEntityDef bool float bool modifier.MeleeEvent.meleeTarget aiEditable.perception.obstaclePerceptionRadius minWeight idEntityPtr < idEntity > weaponWheelIcon aiEditable.actionSettings.close.closeFlags float aiConstants.physics.playerCollisionSize float impactSoundTable armorDestroyedDamage chainFraction idMaterial noDeferredPositon idAtomicString closeFlags_t idVec3 idDeclImpactSound aiEditable.death.focusOverride.requirements float float bool modifier.MeleeEvent.meleeIndex idList < idAtomicString , TAG_IDLIST > aiEditable.perception.bDeaf delay weaponWheelMiddleIcon aiEditable.actionSettings.close.closeMinRange bool aiConstants.physics.heightCrouched particleDef popOffArmorFXCondition table idMaterial saveOnCheckPoint float float idDeclEntityDef aiEditable.death.deathSpawnEntityDef fxCondition_t idDeclTable bool modifier.MeleeEvent.splinePath idDeclEntityDef aiEditable.perception.bDeafToMovement hintClass idEntityPtr < idSplinePath > shamblerWeapon aiEditable.actionSettings.close.closeMaxRange bool aiConstants.physics.aiPathfindRadius idAICombatHint::combatHintClass_t incompleteIcon radiusDamage duration idDeclInventory stopThinkingWhenHidden float float idMaterial aiEditable.death.spawnDeathClip idDeclDamage float bool envArea idDeclEntityDef aiEditable.perception.fieldOfView.value radius.value bool expandedBoundsSize aiEditable.actionSettings.close.stopOnSpotRange float aiConstants.physics.contents.solid float completeIcon slot idVec3 pusher float bool idDamageParms::damageTypeScale_t idMaterial aiEditable.pain.declTwitchPain damageTypeScales idPlayerControlledPowerLoader::shamblerSlot_t bool lightColor idDeclTwitchPain aiEditable.perception.exposedSightTime idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > splineLoc.splinePath idColor maxLookAngles aiEditable.actionSettings.close.noStopBetweenBursts float aiConstants.physics.contents.opaque idEntityPtr < idSplinePath > logText condition idAngles footstepTable bool bool idStrId aiEditable.pain.canBecomeInjured idTarget_SecretRelay::activateCondition_t idDeclProjectileImpactEffect lightRadius damageGroupGoreLevelInfo_t bool aiEditable.perception.hearingStimulus goreLevelInfo splineLoc.lengthOnSpline idVec3 minLookAngles aiEditable.actionSettings.close.noSpotTimeBeforeWalking float aiConstants.physics.contents.water idList < damageGroupGoreLevelInfo_t , TAG_IDLIST > float removeItemsOnCompete secret idAngles footstepRearTable float bool bool aiEditable.pain.hasLongPainAnims idEntityPtr < idEntity > idDeclProjectileImpactEffect lightCenter bool aiEditable.perception.hearingRangeFactor skipGoreForDamageType splineLoc.controlPointLength idVec3 minLeanOffset aiEditable.actionSettings.close.noSpotStopMinRange float aiConstants.physics.contents.playerClip idDamageParms::damageType_t float testEntity idVec2 footstepScratchTable idDeclInventory float bool neededItemsDecl aiEditable.pain.hasLongPainAnimsWithHands idEntityPtr < idEntity > idDeclProjectileImpactEffect lightOffset idList < const idDeclInventory * , TAG_IDLIST > bool aiEditable.perception.slowIdleSpot armorDestroyedMeshKit.kitType splineLoc.controlPointPCT idVec3 maxLeanOffset aiEditable.actionSettings.close.maxRunRange bool aiConstants.physics.contents.monsterClip meshKitComponents_t float minNumShots idVec2 customSkin float bool aiEditable.pain.onlyForcedLongPainAnims idStr lightOrientation idEntityPtr < idEntity > onActivate bool aiEditable.perception.bReactAnims armorDestroyedMeshKit.name splineLoc.controlPointIndex idMat3 maxLeanAngle idList < idEntityPtr < idEntity > , TAG_IDLIST > aiEditable.actionSettings.close.useEvasiveManeuvers bool aiConstants.physics.contents.vehicleClip idStr maxNumShots float facialOptions.facialAnimSet bool bool aiEditable.pain.hasAdditivePainAnims idDeclFacialAnimationSet spotLight.lightTarget bool aiEditable.perception.perceptionWhenScripted minStatus splineLoc.controlPointOrigin idVec3 idEntityPtr < idEntity > bodyDeltaYawSpringValueK onPlayerUse aiEditable.actionSettings.close.evasiveForAim bool aiConstants.physics.contents.moveableClip missionStatus_t idVec3 handPoseAnimName float facialOptions.useLipsync idList < idEntityPtr < idEntity > , TAG_IDLIST > bool bool aiEditable.pain.painAnimAWResponseFlags idAtomicString bool spotLight.lightRight awDamageResponseFlags_t aiEditable.perception.corpseDetectionRadius maxStatus splineLoc.controlPointOriginNext idVec3 leanSpringValueK completeFocusEntity aiEditable.actionSettings.close.noStopOnSpotWhenBoreBlocked float aiConstants.physics.contents.shotClip missionStatus_t idVec3 boxPoseAnimName float facialOptions.useEyeTracking idEntityPtr < idEntity > bool bool aiEditable.pain.longPainDamageThreshold idAtomicString bool spotLight.lightUp float aiEditable.perception.combatTimeoutInterval mustBeNone splineLoc.initialized idVec3 deltaYawScale hoverSound aiEditable.actionSettings.close.evadeInterval float aiConstants.physics.contents.ikClip bool bool boxEntity float facialOptions.useFaceSetupEyeTracking idSoundShader bool aiEditable.pain.longPainMinInterval idEntityPtr < idAnimatedSimple > bool spotLight.lightStart float aiEditable.perception.searchTimeoutInterval itemDecl splineLoc.dirty idVec3 loaderToLookScale selectSound aiEditable.actionSettings.close.evadeMinDistance float aiConstants.physics.contents.aiAware idDeclInventory bool useEntity float facialOptions.useBlinking idSoundShader bool aiEditable.pain.additivePainMinInterval idEntityPtr < idEntity > bool spotLight.lightEnd float aiEditable.perception.autoFocusMinTime count minRange idVec3 lookDownFwdDist completeSound aiEditable.actionSettings.close.useOutOfReach short aiConstants.physics.contents.ai float ableToHotWireLoopSound float facialOptions.useLidDeformation idSoundShader bool bool aiEditable.pain.additivePainMinAlphaBlend idSoundShader bool spotLight.lightConeLength float aiEditable.perception.autoFocusMaxTime maxRange float idEntityPtr < idEntity > turnSoundThreshold fxDummyDecl aiEditable.actionSettings.close.outOfReachGentlemanRange short aiConstants.physics.contents.projectile activates float hotWireDifficulty float facialOptions.useFaceManager idDeclEntityDef float bool idList < idEntityPtr < idEntity > , TAG_IDLIST > gameDificulty_t bool spotLight.lightConeSize idAIDamageEffectThreshold aiEditable.pain.damageEffectsHealthThresholds aiEditable.perception.autoFocusEntity arcAngle float hammerStrikeShamblerDamageScale fxDecl idList < idAIDamageEffectThreshold , TAG_IDLIST > aiEditable.actionSettings.close.closeGentlemanRange idAIEditable::idOnOffAuto_t aiConstants.physics.contents.corpse condition float validPressTime float facialOptions.useFacialAnims idDeclFX float bool idInputListener::condition_t bool spotLight.lightWidthRatio aiEditable.movement.walkMod aiEditable.perception.autoFocusSurroudings arcOffset float minTimeBetweenSweepAttacks damagedFx aiWalkModifier_t aiEditable.actionSettings.close.periodicVoice.use idAIEditable::idOnOffAuto_t aiConstants.physics.contents.trigger conditionMoveType float numStagesToComplete headTracker.trackingParms idDeclFX bool bool idInputListener::conditionMoveType_t idDeclTrackingParms spotLight.lightHeightRatio aiEditable.movement.runMod aiEditable.perception.eventsToIgnore maxAbove float minTimeBetweenSmashAttacks hitModel aiWalkModifier_t aiEditable.actionSettings.close.periodicVoice.minTime idAIEvent::aiEventClass_t aiConstants.physics.contents.player conditionButton float sparkTimePerStage headTracker.focusEntity idStrClipModel bool usercmdButton_t idEntityPtr < idEntity > spotTarget aiEditable.movement.minWalkState aiEditable.perception.senseUpdatesOnNonEnemies maxBelow idEntityPtr < idEntity > shootingModeMessage health walkState_t aiEditable.actionSettings.close.periodicVoice.maxTime bool aiConstants.physics.contents.vehicle conditionLookMin float holdOffsetTimePerStage idStrId headTracker.headTrackGroup float bool idAngles idStr noShadows aiEditable.movement.maxWalkState aiEditable.perception.shootingSenseUpdateCheat arcVolume bool steeringModeMessage initialModel walkState_t aiEditable.actionSettings.dash.minDashRange bool aiConstants.physics.contents.obstacle conditionLookMax idEntityPtr < idVolume > tutorialDecl idStrId headTracker.referenceTagOverride idRenderModel float bool idAngles idDeclTutorialEvent idAtomicString staticShadows aiEditable.movement.suppressBodyRotation aiEditable.perception.damageSenseUpdateCheat complexArcVolume bool weaponWheelName useRigidBody bool aiEditable.actionSettings.dash.maxDashRange bool aiConstants.physics.contents.playerCoverClip bindInfo.bindToObject bool controllerShakeHighMag idStrId headTracker.aimPoint bool float bool idEntityPtr < idEntity > float aimPoint_t lightType aiEditable.movement.useTraversalClassA aiEditable.perception.eyeTag arcBaseOffset lightType_t playerWeakSpotSurfaceType useStaticMulti bool aiEditable.actionSettings.dash.enemyDashMinRange idStr aiConstants.physics.contents.monsterCoverClip bindInfo.bindToJoint idVec3 controllerShakeHighTime surfTypes_t headTracker.trackerLimits bool float bool idStr idAngles lightClass aiEditable.movement.useTraversalClassB aiEditable.perception.useFrequentFirstSpotReaction randomSpawn lightClass_t rollBonesDecl sndBreak bool aiEditable.actionSettings.dash.minDashPeriod bool aiConstants.physics.contents.playerFocus bindInfo.bindToTag bool controllerShakeLowMag idDeclRollBones headTracker.enable idSoundShader float bool idStr float bool lightFalloff aiEditable.movement.useTraversalClassC aiEditable.hudInfo.score giveWarningOnEmpty lightFallOff_t useDualQuatSkinning sndCrumble bool aiEditable.actionSettings.dash.maxDashPeriod aiConstants.physics.contents.pushable center bool controllerShakeLowTime bool headTracker.useTrackingGroupAsRef idSoundShader float bool idVec3 bool startOff aiEditable.movement.useTraversalClassD aiEditable.hudInfo.time playerFOV bool demoName impactSoundTable bool aiEditable.actionSettings.dash.minSpottedDuration aiConstants.physics.contents.shield normal float stageMeshes idStr headTracker.aiming idDeclImpactSound float bool idVec3 idStr bool lightMaterial aiEditable.movement.useTraversalClassE aiEditable.targeting.rangeMax exitAnim idMaterial outputName pieceMinBounceVelocity bool aiEditable.actionSettings.dash.dashDodges float aiConstants.physics.contents.noCover startSegment idAnimWebPath addKnife idStr headTracker.useExperimentalMode float bool bool bool bool bool soundInfo.shader aiEditable.movement.ignoreFriendlyVehicles aiEditable.targeting.rangeCap passAttackerToActivatedTargets idSoundShader extraParam bool aiEditable.actionSettings.dodge.dodgeFlags float aiConstants.physics.clipMask.solid endSegment bool idDamageParms::damageTypeScale_t handsLeanAnim idStr afProperties.articulatedFigure damageTypeScales dodgeFlags_t bool bool idAtomicString idDeclAF soundInfo.waitForTrigger idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > aiEditable.movement.touchTriggers aiEditable.targeting.rangeWeight onlyActivateWhenNoHealth bool framerate bool aiEditable.actionSettings.dodge.dodgeMinRange float aiConstants.physics.clipMask.opaque varName bool handsLeanAnimUp afProperties.sndBounceTable armorValue float bool idStr idAtomicString idDeclImpactSound dimShadowStretch aiEditable.movement.canSetCrouchPhysics aiEditable.targeting.angleWeight entityToDamage float envEffectsDecl bool aiEditable.actionSettings.dodge.dodgeMaxRange float aiConstants.physics.clipMask.water varValue idEntityPtr < idEntity > handleEntity idDeclEnv afProperties.prtBounceTable radiusDamageKills float bool idStr idEntityPtr < idAnimatedSimple > idDeclImpactParticle lightGenAreaScale bool aiEditable.movement.noAdvanceIfStatic aiEditable.targeting.relationWeight float lightRadius idDeclDamage bool aiEditable.actionSettings.dodge.tauntMinRange float aiConstants.physics.clipMask.playerClip damageType alternativeDamageDefs useEntity idVec3 rollbonesDecl reorientOnSwap float bool idDeclDamage idList < const idDeclDamage * , TAG_IDLIST > idEntityPtr < idEntity > idDeclRollBones lightGroupID bool aiEditable.movement.movePushStatus aiEditable.targeting.groupWeight envNugget aiMovePushStatus_t aiEditable.actionSettings.dodge.dodgePeriod float aiConstants.physics.clipMask.monsterClip voiceOver facingTarget handleSuccess idEntityPtr < idInfoEnvNugget > weaponDecl fadeTime float bool idDeclVoiceOver idEntityPtr < idInfo_Trigger_Facing_Target > idEntityPtr < idEntity > idDeclWeapon dynamicModelLightingScale aiEditable.movement.bCanBeBlockedByFriends aiEditable.targeting.currentWeight idVec3 specularOrigin bool aiEditable.actionSettings.dodge.dodgeAnimPeriod float aiConstants.physics.clipMask.vehicleClip soundShader handleFailed idVec3 idEntityPtr < idInfo_Trigger_Facing_Target > equipSlot maxSimulationTime float bool idSoundShader facingTargets idEntityPtr < idEntity > equipSlot_t slowLight aiEditable.targeting.damagerWeight idList < idEntityPtr < idInfo_Trigger_Facing_Target > , TAG_IDLIST > aiEditable.movement.friendsStopHurtRadius bool specularTint float aiEditable.actionSettings.dodge.detectGrenadesInAir float aiConstants.physics.clipMask.moveableClip dynamicClip minLookAngles idColor weaponVars.maxBurstTime fadeParticle bool bool idEntityPtr < idEntity > onTouching idAngles staticSpecularScale idDeclParticle bool aiEditable.movement.usesSmoothAnimRelaxed aiEditable.targeting.spottedWeight float bool decay float bool sndAccel * parms.wetFalloff * bindInfo.bindToObject idEntityPtr < idEntity > * rippleFade1 float int idSoundShader stickOnImpact idDeclTable * idEntityPtr < idEntity > float * damageParms.feedbackScreenEffects.feedbackSmall.parms.screenDamageMtr bool dropRemoveOnContact int idMaterial int armorPickupMultiplier onlyIcon * interactionDelayTime bool maxRange float bool int sndDecel * parms.headroom bindInfo.bindToJoint rippleFade2 float * idSoundShader stickToActors float idStr damageParms.feedbackScreenEffects.feedbackSmall.parms.screenDamageSize float bool dropHidden idVec2 * turnTimeScale useRotation * interactionDistance bool int scoreAmount float op idAngles int sndMove parms.maxPlay.maxShaders * bindInfo.bindToTag float * waterSurface idSoundShader explodeOnActors idStr idEntityPtr < idDynamicWaterEntity > damageParms.feedbackScreenEffects.feedbackSmall.parms.offsetPctX bool * droppedControllerShake.highMagnitude idVec2 minTimeBetweenTurns * soundProgressing float int targetFaction.myFaction idSoundShader idEntityPtr < idEntity > * sndFoliage * parms.maxPlay.playbackType value * removeEntitiesIfFound sndRipple * idDeclFaction idSoundShader explodeOnImpact soundMaxPlaybackType_t float damageParms.feedbackScreenEffects.feedbackSmall.parms.offsetPctY * idList < idEntityPtr < idEntity > , TAG_IDLIST > * idSoundShader bool droppedControllerShake.highDuration idVec2 * maxModelOffset soundRegressing float idSoundShader influence.offset key parms.priority idRelationship moveSpeed int targetFaction.relationships.relationships * idEntityPtr < idEntity > idVec3 * numSubMunitions soundPriority_t idEncounterGroupExpr::triggerOp_t float val damageParms.feedbackScreenEffects.feedbackSmall.parms.distribPctX int activateEntitiesIfFound idList < idRelationship , TAG_IDLIST > droppedControllerShake.lowMagnitude idVec2 * meleeTraceDamageTrigger soundReset * idList < idEntityPtr < idEntity > , TAG_IDLIST > float bool * idSoundShader influence.innerRadius parms.frontDirectionalAngle type * moveSpeedVariancePercent * kitType float float idEncounterGroupExpr::triggerVar_t float int damageParms.feedbackScreenEffects.feedbackSmall.parms.distribPctY * sound_pickup idDeclProjectile * meshKitComponents_t * subMunitionProjectileList int droppedControllerShake.lowDuration idVec2 * primArmIcon * tagName idSoundShader idList < const idDeclProjectile * , TAG_IDLIST > * idMaterial idStr * influence.outerRadius random target health kitName float float idEntityPtr < idEntity > float int damageParms.feedbackScreenEffects.feedbackSmall.parms.driftYAmount * inventoryDecl idStr subMunitionMaxAngle * isWeapon idVec2 * SecArmIcon int inplaceModel idDeclInventory float bool idMaterial bool int influence.angle wait activator solid * targetActivator float float idEncounterGroupExpr::activator_t int damageParms.feedbackScreenEffects.feedbackSmall.parms.delay * tutorialDecl bool bool randomSubMunitions int stackable idVec2 int weaponPodStartTurnSound manuallyPlaced idDeclTutorialEvent bool bool int idSoundShader bool influence.trailDist * waitForTrigger triggerOnce int attachedEventDecl * targetPlayerHands float bool bool bool int damageParms.feedbackScreenEffects.feedbackSmall.parms.fadeOutTime int poiIcon idDeclAiEvent pairedSubMunitionVels singular float * weaponPodLoopTurnSound explosiveType idMaterial bool bool * idSoundShader idProp_Explosive::propExplosiveType_t influence.trailFadeInTime bounds int maxWindSpeed targetPlayer3PHands float int idBounds idStr * damageParms.feedbackScreenEffects.feedbackSmall.parms.screenDamageFrames marker float bool * isSubMunition removeOnUse int weaponPodStopTurnSound attachedProp idEntityPtr < idInteractiveMarker > bool bool * idSoundShader idDeclEntityDef influence.trailFadeOutTime aim donePlayingTrigger int maxHorizontalSplineDistance * targetPlayer3PLegs float int idEntityPtr < idEntity > idStr * damageParms.feedbackScreenEffects.feedbackSmall.parms.numQuads fadeInDuration float bool launchAngle int closeInventoryGuiOnUse startMoveSound explodeDamage float float bool idSoundShader idDeclDamage impaleEntity jointGroupName name maxVerticalSplineDistance int hideHands bool idStr idStr int damageParms.feedbackScreenEffects.feedbackSmall.damagePct * fadeInDelay float bool icon int noAttachment float stopMoveSound sndTicking float int idMaterial bool int idSoundShader idSoundShader impaleDepth [2] aliasName text int maxSpinSpeed useDebugPlayer float idAnimAliasRef idStr damageParms.feedbackScreenEffects.feedbackSmall.radius groupPriority float bool empGrenade * vehicleAttachment float int stopLookSound sndPreExplode bool bool idSoundShader idSoundShader constraintName impactSoundTable amount int deltaRotationSpeed int weaponDecl idStr * idDeclImpactSound int damageParms.feedbackScreenEffects.feedbackMedium.parms.screenDamageTime sprayTime float * idDeclWeapon empStuckToSound vehiclePermAttachment float startRocketReload int sndExplode float * idSoundShader bool idSoundShader idSoundShader smoothMovement pieceLifeSpan type rotationFriction speed float * idTarget_WaveSpawner::enemyType_t * damageParms.feedbackScreenEffects.feedbackMedium.parms.screenDamageMtr searchAnim float float int empMoveToSound vehicleArmor idMaterial * rocketReloadFinished explodeOnDamage overrideAnim_t idSoundShader bool idSoundShader bool fakeOceanBuoyancyCoef pieceAngularVelocity overrideSpawner bottomWeightPercent float float * idEntityPtr < idTarget_ShowAI > idTarget_TimedEvents::idTarget_TimedEvents_Event int damageParms.feedbackScreenEffects.feedbackMedium.parms.screenDamageSize degreesPerSec float events vehicleJointName idVec2 * backOffsetTrace.traceStart int explodeTimerMS float idEntityPtr < idEntity > * idList < idTarget_TimedEvents::idTarget_TimedEvents_Event , TAG_IDLIST > int triggerOnDestroy idStr idVec3 * inAirMoveCoef pieceFriction windRotationAmount * idList < idEntityPtr < idEntity > , TAG_IDLIST > float float time int damageParms.feedbackScreenEffects.feedbackMedium.parms.offsetPctX float * reusable int noPickupMessage idVec2 backOffsetTrace.traceDistance proximityStartDelay float bool * targetingVolume bool float rotationCoef pieceMinBounceVelocity useSplineRotation int idEntityPtr < idEntity > float float int damageParms.feedbackScreenEffects.feedbackMedium.parms.offsetPctY * useRealTime bool * requireActivator int removeCondition idVec2 pounceHandsAnimation radiusProximityMine bool bool * removeCond_t idAtomicString float submergeOffset idDamageGroup pieceCollisionAgeDecay balloonPopParticle[0] damageGroups float float exportedModelName int damageParms.feedbackScreenEffects.feedbackMedium.parms.distribPctX * idDeclParticle idList < idDamageGroup , TAG_IDLIST > condition * fadeDelay idVec2 * pounceBlendInTime int radiusAttract idStrRenderModel * idTarget_Conditional::targetConditionalTriggerCondition_t float float * contentsFlags pieceCollisionVolumeDecay int balloonPopParticle[1] searchMeshKit contentsFlags_t float quickUseCoolDown * damageParms.feedbackScreenEffects.feedbackMedium.parms.distribPctY int lookTime int idDeclParticle idAtomicString initialCount idVec2 pounceDeflectWindowStart * radiusAIAttractOthers float float move_speed int causesDirectDamage * smokeParticles[0] * nonSearchMeshKit float bool * damageParms.feedbackScreenEffects.feedbackMedium.parms.driftYAmount * lookDelay * idDeclParticle idAtomicString count maxCount idVec2 * pounceDeflectWindowEnd faction float idDeclFaction move_time * projectileDecl smokeParticles[1] int disabledMeshKit idDeclProjectile * damageParms.feedbackScreenEffects.feedbackMedium.parms.delay maxDist idDeclParticle idAtomicString activateOnce count idVec2 detonateOnPlayers float bool * idInputListener_AnimationControl::control_t * animationControls bool int deceltime * sound_pickup sparkParticle[0] * afProperties.articulatedFigure show idList < idInputListener_AnimationControl::control_t , TAG_IDLIST > * idSoundShader float damageParms.feedbackScreenEffects.feedbackMedium.parms.fadeOutTime int idDeclParticle idDeclAF * buyCount int detonateOnAIs bool bool maxTension bool int acceltime * startHidden * sparkParticle[1] * afProperties.sndBounceTable int idPlayer::tensionType_t bool idDeclImpactSound * damageParms.feedbackScreenEffects.feedbackMedium.parms.screenDamageFrames int idDeclParticle button idScenePoint_Combat::idScenePoint_ExtraArcs_t sellCount * resetTimeMS ai extraArcs * idTarget_SetHelp::button_t [4] outputName idStr int idList < idScenePoint_Combat::idScenePoint_ExtraArcs_t , TAG_IDLIST > initialSpeed touchTriggers explodeAtEndOfSplineFlag int afProperties.prtBounceTable float bool bool [3] damageParms.feedbackScreenEffects.feedbackMedium.parms.numQuads idDeclImpactParticle button2 numHands * reusable int tacFlags int idTarget_SetHelp::button_t * framerate bool * scenePointTacFlags_t health alignToVelocity hideAtEndOfSplineFlag float idAnimator_AF::idBindConstraint bool damageParms.feedbackScreenEffects.feedbackMedium.damagePct bool int afProperties.bindConstraints animSequence equipSlot float int attractMaxPropogationDelay * strafePoints idList < idAnimator_AF::idBindConstraint , TAG_AF > * flashSequence_t equipSlot_t width idVec3 int crushDamage * explosionEvent minDetonationHeight int idDeclDamage bool damageParms.feedbackScreenEffects.feedbackMedium.radius float afProperties.canDeattachBones selectionSlot float idTarget_FlagEvaluator::FlagActivator attractMinPropogationDelay * turretMaxRange bool evaluates height float * sndCrush * adjustStartForCollision idList < idTarget_FlagEvaluator::FlagActivator , TAG_IDLIST > maxDetonationHeight * idSoundShader bool float damageParms.feedbackScreenEffects.feedbackLarge.parms.screenDamageTime explodeDamage holsterSlot float * fleeRandomness gradeScenepoint idDeclDamage global equipSlot_t * preview bool noPush useModelFade bool detonationPlayerDistance bool bool bool * damageParms.feedbackScreenEffects.feedbackLarge.parms.screenDamageMtr float destroyedParticle * sellStack * idMaterial * fleeOnTicking grenadeOnce * idDeclParticle fadeFrom bool usePNG bool bool [3] triggers int rotationOffset float immediateDetonationPlayerDistance bool bool * idAngles float int damageParms.feedbackScreenEffects.feedbackLarge.parms.screenDamageSize ondestroyedParticle price idVec2 int fleeOnPreDetonate * forceGrenade idDeclParticle fadeTo impactTable bool bool * sndAccel int rotationSpeed float minPopJoint * idDeclImpactSound int idSoundShader idAngles int damageParms.feedbackScreenEffects.feedbackLarge.parms.offsetPctX int explodeParticle sellPrice idVec2 int hideModelWhenPropAttached * underhandGrenade * idDeclParticle fadeTimeSec int minCuttingDamage bool bool int sndDecel * collisionZapsRotation float maxPopJoint float idSoundShader bool damageParms.feedbackScreenEffects.feedbackLarge.parms.offsetPctY idVec2 int soundHaywire useRaceCertificates int ignoreDamageType idVec3 * grenadeTarget idSoundShader relayMode bool idVec2 int stopProjectiles idDamageParms::damageType_t * idEntityPtr < idEntity > solid idVec3 * sndMove minAngularVelocity * idTarget_GoreRelay::relayMode_t hidePopMesh bool float idVec2 int idSoundShader damageParms.feedbackScreenEffects.feedbackLarge.parms.distribPctX noPush * soundDoneInit playerCanSell detonator recipe int customSet.customCoverSet float idVec2 int idSoundShader gravity bool activeFromStart idEntityPtr < idProp_ExplosivePlunger > idAnimWebPath maxAngularVelocity x numPopTags bool bool soundDying playerCanSeeInInventory damageParms.feedbackScreenEffects.feedbackLarge.parms.distribPctY idVec2 int useVolume idVec3 y enterAnimSet.forced int idSoundShader fadeTime bool float idVec3 z ignoreLocationCulling idEntityPtr < idVolume > bool float idVec3 int acceleration delayToHidePopMesh bool bool damageParms.feedbackScreenEffects.feedbackLarge.parms.driftYAmount * soundTargetAquired int shouldLockCamera float idVec3 int enterAnimSet.playOnce idSoundShader load idDeclRecipe rainVolume bool bool float idVec2 * rotateSpeed int allowLingeringEffects bool delayToExplodeAfterPop bool idAngles bool float idVec2 * damageParms.feedbackScreenEffects.feedbackLarge.parms.delay int soundHasTargetLoop row specialItem int playerPos idVec2 int enterAnimSet.enterAnim idSoundShader cacheID bool distributionType float repeat * idAnimWebPath startOff float idVec3 int density splineOffset idParticleVolume::distributionType_t bool soundSearchingLoop damageParms.feedbackScreenEffects.feedbackLarge.parms.fadeOutTime idVec2 int scriptUse.type playerLookAtPos idSoundShader weaponDecl col idAnimWebPath idTypeDef idVec2 int maxNumberOfParticles enterAnimSet.extraEnterAnims invisible idVec2 int friction float idVec2 int idDeclWeapon preExplosionSound health int idList < idAnimWebPath , TAG_IDLIST > bool idSoundShader soundTurnstart bool damageParms.feedbackScreenEffects.feedbackLarge.parms.screenDamageFrames float idVec3 int useOnReceive itemToPickUp idSoundShader newWidth float pulley int spreadRadius idDeclInventory exitAnimSet.exitAnim_Timeout traceGroupCopy bouncyness int preExplosionTime float idVec3 int idAnimWebPath damageParms.feedbackScreenEffects.feedbackLarge.parms.numQuads soundTurning selectOnReceive idSoundShader newHeight idVec2 int idEntityPtr < idEntity > bool float idVec2 int spreadAngle * enterPlayerTargets * exitAnimSet.exitAnim_SectorNear original float idVec3 * linearFriction explosionSound idList < idEntityPtr < idEntity > , TAG_IDLIST > float idVec2 * idAnimWebPath idEntityPtr < idEntity > float idVec3 int damageParms.feedbackScreenEffects.feedbackLarge.damagePct idVec2 * idSoundShader soundIdle idVec2 * useOnDeath int idSoundShader bool attackPlane_t exitAnimSet.exitAnim_SectorLeft startOff float damage int angularFriction attackPlanes idDeclParticle idEntityPtr < idEntity > float idVec2 int preExplosionFxCondition particleSystems exitPlayerTargets idVec2 * idAnimWebPath bool damageParms.feedbackScreenEffects.feedbackLarge.radius idList < attackPlane_t , TAG_IDLIST > fxCondition_t laserBeamMtrSearch int idList < const idDeclParticle * , TAG_IDLIST > idList < idEntityPtr < idEntity > , TAG_IDLIST > delay idVec2 * blockEquipIfEmpty idVec2 int idMaterial bool float idVec2 * exitAnimSet.exitAnim_SectorRight float idVec2 * cycleTrigger inertiaScale explosionFxCondition attackRoute_t rate idAnimWebPath bool fxCondition_t laserBeamMtrHostile damageParms.feedbackScreenEffects.feedbackGib.parms.screenDamageTime attackRoutes idEntityPtr < idEntity > float sounds * idAngles param idVec2 int unmountPlayerTargets useSound idStr tracks int idList < attackRoute_t , TAG_IDLIST > idMaterial * idList < idEntityPtr < idEntity > , TAG_IDLIST > float idVec2 * idSoundShader exitAnimSet.exitAnim_SectorFar declFlare idVec3 int uniqueInWorld delayToHideEntity idVec2 int trackSpeed * idAnimWebPath idDeclFlare bool damageParms.feedbackScreenEffects.feedbackGib.parms.screenDamageMtr int startPosition declTrackingParms endJob * weaponAnimFire dropSound idVec2 int idMaterial * idEntityPtr < idEntity > idStr idVec2 * idDeclTrackingParms * idAtomicString idSoundShader wait quadSize value idVec2 int uniqueInventoryItem * delayToRemoveEntity tag blendSpeedChangeK bool damageParms.feedbackScreenEffects.feedbackGib.parms.screenDamageSize testBool speed idVec2 * ignoreDamageType float idVec2 * attachJointName hoverSound * idTarget_TestEntityBool::test_t idDamageParms::damageType_t * idAtomicString idSoundShader fadeStart idVec2 * barrelCollision damageDecl * turretTrack bool float idVec2 * damageParms.feedbackScreenEffects.feedbackGib.parms.offsetPctX testValue shadow * idDeclDamage bPlayerOnlyTrigger * idEntityPtr < idSplinePath > handsAnimGrip handsDropSound bool bool idAtomicString idSoundShader triggerOnce * fadeEnd allowStep weight key bendJointMin stayAtLastTarget bool bool float enable * damageParms.feedbackScreenEffects.feedbackGib.parms.offsetPctY additionalPickup float stages * enemyAttackedTrigger bool handsAnimRelease float offset [6] dropEventDecl bool idEntityPtr < idEntity > float idVec3 * idAtomicString idDeclAiEvent triggerFirst sunDirection actorPushable bendJointMax bool bool damageParms.feedbackScreenEffects.feedbackGib.parms.distribPctX additionalPickupState minAngles bool float idVec3 * handsAnimMount itemUse idAngles float idVec3 * idAtomicString idDeclInventory::inventoryUse_t call sunGlareSnd * vehiclePushable blendDownAxisScaler * idSoundShader bool damageParms.feedbackScreenEffects.feedbackGib.parms.distribPctY externalTimeTarget * maxAngles weight * idTarget_Logic::Target_LogicParam_t int handsAnimDismount * initiallyHidden idEntityPtr < idAnimatedSimple > float * idAngles float int idAtomicString bool userData float int sunGlareSndVolumeTbl dropToFloor int attractToPlayer comparison * idDeclTable bool tutorialDecl bool damageParms.feedbackScreenEffects.feedbackGib.parms.driftYAmount float vector * destroyedParticleRate idTarget_Logic::Target_LogicComparison_t float idVec3 int handsAnimMH int aimWeaponSettings.aimPrimary idDeclTutorialEvent * idAtomicString bool entityCanActivate idVec3 * sunGlareSndPitchTbl int triggerOnDamage attractor angles int idEntityPtr < idEntity > float int idDeclTable bool float int damageParms.feedbackScreenEffects.feedbackGib.parms.delay * idEntityPtr < idEntity > float * destroyedParticleRateStart [4] handsAnimFire aimWeaponSettings.aimSecondary idAtomicString bool playerCanActivate * sunGlareEnv * destroyOnDamage attraction bool float * idDeclEnv bool normalizedStartOffset damageParms.feedbackScreenEffects.feedbackGib.parms.fadeOutTime destroyedParticleRateCurve [6] idEntityPtr < idAI2 > handTurnPoses aimWeaponSettings.aimLaserInWeaponDirPrim * idDeclTable * idAtomicString bool aiCanActivate sunGlareEnvFadeOutTime removeWhenDropped gui attractFriction aiMaxRange bool bool damageParms.feedbackScreenEffects.feedbackGib.parms.screenDamageFrames speedSpringK density handLeanPoses aimWeaponSettings.aimLaserInWeaponDirSec float * idAtomicString bool turretCanActivate * sunGlareEnvDotThreshold skipThink * attractMinRange volumeToCheck bool bool damageParms.feedbackScreenEffects.feedbackGib.parms.numQuads useHoldTime * turretHealth.killThreshold * idEntityPtr < idVolume > float health * idProp_MG60Turret::specialMount_t * idDeclInventory specialMounts giveItemsOnReceive * mustBeOnLadder colorModulateTbl float idMat3 * impulseOnActivate * idList < idProp_MG60Turret::specialMount_t , TAG_IDLIST > * attractMaxRange idList < const idDeclInventory * , TAG_IDLIST > complexVolume bool idDeclTable bool float idVec3 * damageParms.feedbackScreenEffects.feedbackGib.damagePct attachItem int maxRange bool idStr center * idDeclInventory fovUserChannel allCanActivate modulateTimeScale idVec3 gui onlyHideOnUpgradeTaken idDeclInventory::itemListElement_t int idAtomicString attractMinRangeFactor giveItemsOnRecieveWithCount * minPeriod bool bool float radius int damageParms.feedbackScreenEffects.feedbackGib.radius attachTag * minRange float * idList < idDeclInventory::itemListElement_t , TAG_IDLIST > int idAtomicString playerBlendTimeWithMG60 occlusionQuadOffset * forceStopOnMovingClip attractMaxRangeFactor maxPeriod bool damageParms.playerDamageScreenEffects.damageSmall.parms.screenDamageTime float * wallclimb int maxFireRange engineerableItems * idEntityPtr < idWallClimb > float int idList < idStr , TAG_IDLIST > playerBlendTimeWithoutMG60 int damageTypes int autospriteOcclusionQuad checkHighlightVolume attractLookAheadFactor reuseable * idDamageParms::damageType_t bool bool damageParms.playerDamageScreenEffects.damageSmall.parms.screenDamageMtr float maxFireAngle weaponFX bool float int idMaterial int idEntityPtr < idAnimatedSimple > float * idDeclFX float * cameraBlendTime maxSunGlareScale float int impulseTarget idDamageParms::damageTypeScale_t float * pieceHealthOverride * usableState int damageTypeScales pressClimbButtonSound damageParms.playerDamageScreenEffects.damageSmall.parms.screenDamageSize float * maxFirePitch lockUpgrade * usableState_t idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > float * idSoundShader idPlayerProgress::Upgrades * chargePerSecond sunLightEntity impulseVelocity scriptBreakPercentage gameStateDecl damageDef idVec3 int idEntityPtr < idLight > releaseClimbButtonSound damageParms.playerDamageScreenEffects.damageSmall.parms.offsetPctX * maxTurnAngle equipWeaponOnUse float usable int idDeclGameStateInt int idDeclDamage idSoundShader idDeclWeapon hasWeaponAttached * sndWindLevel1 impulseAVelocity bool float * totalBreakHealthPercentage * stopProjectiles idSoundShader heightOffFloor activateDeactiveLayers damageParms.playerDamageScreenEffects.damageSmall.parms.offsetPctY * pulleyOffset idDeclLayer * isIntegrated bool bool idList < const idDeclLayer * , TAG_IDLIST > int canDetachWeapon sndWindLevel2 minDamageVelocity bool float target * noClipHealthPercentage autoResetHealth idSoundShader damageParms.playerDamageScreenEffects.damageSmall.parms.distribPctX int pulleyAngleOffset float events int pitchSpeed item bool float health * idAngles float fxDecl * idDeclLayer idDeclInventory removeLayersFromPlayer attachInfo sndWindLevel3 maxDamageVelocity idList < const idDeclLayer * , TAG_IDLIST > idStrId destructiblePieceDef pipeDamageToPlayer idSoundShader spinwheelSpeed count damageParms.playerDamageScreenEffects.damageSmall.parms.distribPctY handLookPoses idDeclDestructiblePieceInfo bool idAtomicString float enterInfo idDeclLayer minWindVolume removeLayersFromGame idStrId instantBreakDamageTypes float onDamageTargets float damageParms.playerDamageScreenEffects.damageSmall.parms.driftYAmount minLookAngles idList < const idDeclLayer * , TAG_IDLIST > idEntityPtr < idEntity > idDamageParms::damageType_t turnSpeed idLootBox::RandomLootItem idAngles loot enterOnly idList < idEntityPtr < idEntity > , TAG_IDLIST > maxWindVolume selfDamage idList < idLootBox::RandomLootItem , TAG_IDLIST > saveCheckpoint idStrId hackHeavyBluntBehavior float damageParms.playerDamageScreenEffects.damageSmall.parms.delay maxLookAngles bool bool windupTime weaponDecl idAngles float parm exitOnly idDeclWeapon minGustDuration fadeTimeDelay idDeclRenderParm playerSpawnSpot idStrId breakAllOnInstaBreak float bool damageParms.playerDamageScreenEffects.damageSmall.parms.fadeOutTime moveForwardSidewaysScale idEntityPtr < idPlayerStart > destroyedModel ammoIndex float float idRenderModel value knockbackThreshold maxGustDuration fadeTime idStr persistToStorage float obstacle float moveJumpSidewaysScale damageParms.playerDamageScreenEffects.damageSmall.parms.screenDamageFrames bool bool nameRotation numShots float idStr declPonytail locked_sound minDistance removeCondition idDeclPonytail orderingIndex idSoundShader playerClip float removeCond_t moveJumpUpScale bool damageParms.playerDamageScreenEffects.damageSmall.parms.numQuads namePitch shouldReset float idStr targetEmitter displayString bool maxDistance primaryLoot idEntityPtr < idEntity > idStrId playerClipPieces idTarget_LayerChange::layerChange_t float bool damageParms.playerDamageScreenEffects.damageSmall.damagePct moveJumpDownScale layerChanges bool nameSpinwheel resetTime float float idList < idTarget_LayerChange::layerChange_t , TAG_IDLIST > idStr sound isActuallyUseable bool windStrengthStartVal uniqueIndex idSoundShader bool playerClipBase float idPlayerProgress::Pickups damageParms.playerDamageScreenEffects.damageSmall.radius useAnimationOriginOnClimbOff time bool usePitchJointYawOffset minResetTime float bool bool channel dontShowIconOnActuallyUseable windStrengthEndVal knockBackScale soundChannel_t bool saveOnCheckPoint float float damageParms.playerDamageScreenEffects.damageMedium.parms.screenDamageTime alternateHands viewEffectType bool weaponDecl maxResetTime float bool idTarget_PlayerViewEffect::viewEffectType_t idDeclWeapon flags useSound windAngle useStaticPhysics soundShaderFlags_t idSoundShader playerDamageScale float bool switchPlayerWeaponLeftRight float damageParms.playerDamageScreenEffects.damageMedium.parms.screenDamageMtr canUseDefaultPlayer additionalWeaponDecl minTargetTime idMaterial bool bool idDeclWeapon animation availableJobStatus windAngleGustMinOffset clipOverride.contents.solid idAnimAliasRef missionStatus_t idDamageParms::damageTypeScale_t float bool useLookPoses screenEffect.material damageParms.playerDamageScreenEffects.damageMedium.parms.screenDamageSize damageTypeScales haywireOnKnockdownChance maxTargetTime bool idMaterial idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > perfectOriginRef uniquelyRemoveable windAngleGustMaxOffset clipOverride.contents.opaque idEntityPtr < idEntity > bool float bool damageParms.playerDamageScreenEffects.damageMedium.parms.offsetPctX screenEffect.width dyingTime fromPosition idDamageParms::damageTypeScale_t float float damageTypeRadiusScales rotation_axis idEntityPtr < idEntity > idEntityPtr < idEntity > idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > startOff clipOverride.contents.water triggerEnter idDoor_Parametric::axis_t bool bool idList < idEntityPtr < idEntity > , TAG_IDLIST > screenEffect.height damageParms.playerDamageScreenEffects.damageMedium.parms.offsetPctY haywireTime boundsCheckContents float float min_angle contentsFlags_t idEntityPtr < idWorldDestructibleEntity > totalBreakSecondaryTargets cycleTrigger clipOverride.contents.playerClip float idEntityPtr < idEntity > idList < idEntityPtr < idWorldDestructibleEntity > , TAG_IDLIST > bool bool triggerLeave screenEffect.screenX damageParms.playerDamageScreenEffects.damageMedium.parms.distribPctX initTime idList < idEntityPtr < idEntity > , TAG_IDLIST > float float idTarget_MultiSound::idMultiSounds max_angle globalWind clipOverride.contents.monsterClip float idList < idTarget_MultiSound::idMultiSounds , TAG_IDLIST > idLootBox lootBoxes bool bool screenEffect.screenY damageParms.playerDamageScreenEffects.damageMedium.parms.distribPctY maxProjectiles idEntityPtr < idEntity > idVoiceTrack idList < idLootBox , TAG_IDLIST > triggerLoopCount float min_kick_angle cycle idList < idEntityPtr < idEntity > , TAG_IDLIST > idList < const idVoiceTrack * , TAG_VOICEOVER > fadeOut clipOverride.contents.vehicleClip float bool disassembleParticle bool damageParms.playerDamageScreenEffects.damageMedium.parms.driftYAmount damageEffect.startBlur regimeGridTime idDeclParticle point float idEntityPtr < idEntity > max_kick_angle repeatLastSound triggerAnimDone mapname clipOverride.contents.moveableClip float bool idList < idEntityPtr < idEntity > , TAG_IDLIST > soundShader idStrMapName bool damageParms.playerDamageScreenEffects.damageMedium.parms.delay damageEffect.endBlur foundTargetToActivateTime idSoundShader clothAnchorType float start_angle waitForSoundToEnd timeScale idRenderModelCloth::clothAttachInfo_t::idClothAnchorType_t zeroTransform clipOverride.contents.shotClip float bool float bool bool damageParms.playerDamageScreenEffects.damageMedium.parms.fadeOutTime damageEffect.startDoubleVision idAnimated::anim_t foundTargetToFireTime animations float float rotationOffset idList < idAnimated::anim_t , TAG_IDLIST > jumpToState idTarget_FadeSoundBus2::busFade_t jobDecl clipOverride.contents.ikClip float busFades idDeclJob bool damageEffect.endDoubleVision float damageParms.playerDamageScreenEffects.damageMedium.parms.screenDamageFrames idList < idTarget_FadeSoundBus2::busFade_t , TAG_IDLIST > reaquireTargetTimeOffset idAnimated::attachment_t angularspeed startingAttachments blendTime clipOverride.contents.aiAware float overSec idList < idAnimated::attachment_t , TAG_IDLIST > bool bool damageParms.playerDamageScreenEffects.damageMedium.parms.numQuads damageImpulse.amount float trackTowardsTargetTime tempAnchor float invertRotationDir alwaysUpdate startFrame bool forceActivateOnPlayer clipOverride.contents.ai bool envelope bool bool bool damageParms.playerDamageScreenEffects.damageMedium.damagePct damageImpulse.direction bool numSearchBeams float damageParms.damageName idTarget_PlayerViewEffect::direction_t slidingDoor applyAnimDelta loopCountToTrigger idStr stallActivateTimer clipOverride.contents.projectile bool hold bool bool damageParms.playerDamageScreenEffects.damageMedium.radius damageImpulse.heavyDamage float searchBeamConeSize float damageParms.damageTypes bool float slideDir loopAnimList bakeState idDamageParms::damageType_t reminderTimer clipOverride.contents.corpse idDoor_Parametric::slideDir_t release bool idAnimatedSimple::bakeState_t bool damageParms.playerDamageScreenEffects.damageLarge.parms.screenDamageTime healthEffect.health float searchBeamLength float damageParms.goreTypes float float slideDist strengthModifier megaLerpTable idDamageParms::goreType_t forceSeen clipOverride.contents.trigger float cameraFovChannel float idDeclTable bool bool healthEffect.fadeOut damageParms.playerDamageScreenEffects.damageLarge.parms.screenDamageMtr idStr searchBeamSpeed idMaterial damageParms.unlockableGoreTypes float float slideSpeed maxSpeedDiff loopTriggerType idDamageParms::goreType_t showNotificationOnEnd clipOverride.contents.player float cameraDofChannel float idAnimatedSimple::loopTriggerType_t bool bool healthEffect.stay damageParms.playerDamageScreenEffects.damageLarge.parms.screenDamageSize idStr searchBeamMaxVisDistance damageParms.damageSource bool float start_sound baseAngle playDefault idDamageParms::damageSource_t maxAngle clipOverride.contents.vehicle idSoundShader guiName float bool float bool damageParms.playerDamageScreenEffects.damageLarge.parms.offsetPctX idStr searchBeamVisBlendDistance idStartInventory damageParms.handsHitReactionType itemList float close_sound useFixedDirection useAnimationOrigin idHandsHitReactionType_t idList < idStartInventory , TAG_IDLIST > dampingAngle clipOverride.contents.obstacle idSoundShader numLoops bool bool float bool focusBeamsWhenSearching damageParms.playerDamageScreenEffects.damageLarge.parms.offsetPctY damageParms.playerBodyReactionDescriptor.name bool idTarget_RemoveItems::itemListElement_t kick_open_sound inventoryItem useCurrentPosition idAtomicString itemList gravity clipOverride.contents.playerCoverClip idSoundShader initialFov idDeclInventory bool float idList < idTarget_RemoveItems::itemListElement_t , TAG_IDLIST > bool float damageParms.playerDamageScreenEffects.damageLarge.parms.distribPctX searchBeamTurnTurretInactive damageParms.playerBodyReactionDescriptor.type bool close_time stickChance loop idPlayerBodyReactionType_t removeExtraKnives stiffness clipOverride.contents.monsterCoverClip hidePlayer bool bool float bool bool damageParms.playerDamageScreenEffects.damageLarge.parms.distribPctY maxSearchAngles damageParms.playerBodyReactionDescriptor.useAlive idAngles close_range reflectionCosine useDeltaMovement bool removeAllButMelee damping clipOverride.contents.playerFocus abortable float bool bool float bool bool damageParms.playerDamageScreenEffects.damageLarge.parms.driftYAmount idLootBox damageParms.playerBodyReactionDescriptor.useDead disassembleLoot.lootBoxes open_range breakable hideWhenDone bool keepIndex restLength idList < idLootBox , TAG_IDLIST > clipOverride.contents.pushable useDebugPlayerIfNeeded idDeclEntityDef bool idPlayerProgress::Upgrades float bool damageParms.playerDamageScreenEffects.damageLarge.parms.delay bool damageParms.playerBodyReactionDescriptor.throwsPlayer disassembleLoot.disassembleParticle AICanHear breakChance useAnimationScale bool removePowerPerSec idDeclParticle clipOverride.contents.shield bool forceVirtualMaterialLoad idPlayerHealthSoundTrigger::soundSlot_t bool float soundSlots bool bool damageParms.playerDamageScreenEffects.damageLarge.parms.fadeOutTime float idList < idPlayerHealthSoundTrigger::soundSlot_t , TAG_IDLIST > damageParms.visionDamage disassembleLoot.soundShader saveOnCheckpoint toFactionDecl useTimeControl idDeclVisionDamage durationSec idSoundShader clipOverride.contents.noCover bool initialBlendTime idDeclFaction bool float soundChannel bool soundChannel_t faction.myFaction damageParms.playerDamageScreenEffects.damageLarge.parms.screenDamageFrames damageParms.cuttableRadius pulseIntervalMS noRandom float setBatteryLevel idDeclFaction clipOverride.clipMask.solid idMaterial startCamAnimImmediately bool float climberEntity bool bool damageParms.playerDamageScreenEffects.damageLarge.parms.numQuads idEntityPtr < idEntity > damageParms.minDamage sector.radius eventClassDecl idRelationship timeScale float faction.relationships.relationships clipOverride.clipMask.opaque float exitBlendTime idDeclAiEvent float float ropeAnchorPoint idList < idRelationship , TAG_IDLIST > bool damageParms.playerDamageScreenEffects.damageLarge.damagePct idEntityPtr < idEntity > float damageParms.maxDamage sector.angle.value targetFactionDecl blendTime float groupName isStatic clipOverride.clipMask.water float triggerWhenDone idDeclFaction idStr ropeMaterial bool bool damageParms.playerDamageScreenEffects.damageLarge.radius idEntityPtr < idEntity > idMaterial float damageParms.selfDamageScale fovYaw.value startPulseSound loop float noKnockback clipOverride.clipMask.playerClip float shouldPauseOnStart idSoundShader bool bool ropeDiameter bool bool damageParms.damageIcon bool float idMaterial damageParms.playerDamageScale testEnum pulseEffectDuration float changeTension_Safe targetable clipOverride.clipMask.monsterClip idAnimated_AnimWeb::collisionPieceStage_t idTest_MetaData_String::metaDataStringEnum_t fadeInOnStart idEntityPtr < idEntity > oriented bool bool damageParms.declGoreBehavior bool idList < idAnimated_AnimWeb::collisionPieceStage_t , TAG_IDLIST > idEntityPtr < idEntity > idDeclGoreBehavior damageParms.minAIAdditivePainBlendScale testString startingAngles float exitTension_Safe useStartFacing clipOverride.clipMask.vehicleClip idStr drawPlayerGUIS idAngles idEntityPtr < idEntity > fadeDistance bool bool damageParms.blockPlayerDeathAnimation bool idStr float bool damageParms.damageIsCurrentHealth testEntityDef goalAngles bool periodicTension_Safe dontRemoveAfterDying clipOverride.clipMask.moveableClip idDeclEntityDef showLetterboxView idAngles entityDef idEntityPtr < idEntity > distance bool bool inventoryClass bool idDeclEntityDef float idStr damageParms.ignoreGodMode testFloat clampedMinAngles bool period_Safe startOff clipOverride.clipMask.shotClip float targetAspect idAngles hideOnSpawn float bool bool handsModelMD6 float bool idDeclMD6 damageParms.ignoreArmor testBool clampedMaxAngles bool changeTension_Idle invertedTurret clipOverride.clipMask.ikClip bool useHighQualityMipGeneration idAngles trig idEntityPtr < idEntity > material bool bool type handsModelMD6Alt bool idEntityPtr < idEntity > idMaterial idTypeDef idDeclMD6 damageParms.ignorePlayer secondaryWeapon.weaponDecl doesCameraReactToMovement bool exitTension_Idle trackOnlyPlayer clipOverride.clipMask.aiAware idDeclWeapon adaptiveGlare bool delay idEntityPtr < idEntity > saveOnCheckpoint bool bool soundShader thirdPersonMD6 bool float bool idSoundShader idDeclMD6 damageParms.ignoreArmoredBreakables secondaryWeapon.dryFireSound reactionToMovement bool periodicTension_Idle EMPSilenced clipOverride.clipMask.ai idSoundShader cinematicHands idAngles idEntityPtr < idEntity > startOn bool bool voiceOver dualWieldItemDecl idEntityPtr < idAnimated_AnimWeb > idStr bool idDeclVoiceOver idDeclInventory damageParms.ignoreFriendlyFire secondaryWeapon.muzzleTagNames reactionToMovementSpeed bool period_Idle hasSphereModel clipOverride.clipMask.projectile idAtomicString blendAngleOffset float animWebNode float isAutomapObject bool bool voiceOverTalkerName replacesDecl idAngles idAnimWebPath bool idStrId idDeclInventory damageParms.isMelee speedScale goalForTurning bool radius_Idle searchFromLastTarget clipOverride.clipMask.corpse displayText idAngles trigger float useFocus bool bool parms.minDistance thirdPersonStatic idStrId idEntityPtr < idEntity > float float idStaticModel damageParms.burning sprintSpeedScale turnToGoalSpeed bool changeTension_Search showLaserDuringAttack clipOverride.clipMask.trigger displayName float minLoopTime idEntityPtr < idEntity > automapMaterial bool bool parms.maxDistance guiModel idStrId float idMaterial float idStaticModel damageParms.noSound movementAnimTimescale autoCenterSpringK bool exitTension_Search useOrgHeadingAsSearchDir clipOverride.clipMask.player float customTakedownText float maxLoopTime idEntityPtr < idEntity > isSecretObject bool bool parms.distanceFactor thirdPersonScale idStrId float bool float float damageParms.noViewEffect rocketReloadTimeScale bindPlayerToCamera bool periodicTension_Search silenceWhenDamaged clipOverride.clipMask.vehicle float displayIcon bool timeBetween idEntityPtr < idEntity > ignoreSafeFadeDistance bool bool parms.wetMinDistanceOffset idMaterial float idDeclInventory bool float childItem damageParms.stuns health.killThreshold inhibitUse idList < const idDeclInventory * , TAG_IDLIST > bool period_Search saveDestroyedState clipOverride.clipMask.obstacle float animatedIcon bool float markerVolume bool bool parms.wetMaxDistanceOffset idMaterial idEntityPtr < idVolume > float customMaterial damageParms.instantRagdoll displayHealth useLocalPlayer idMaterial bool radius_Search forcePlayMH clipOverride.clipMask.playerCoverClip float sequenceType bool enableHeadTracking float showUpdatedOnce bool bool parms.coneAttenuation.innerAngle flashSequence_t bool bool float customSkin damageParms.ragdollOnDeath useEllipticLimits idAtomicString bool radius_Combat idDamageParms::damageTypeScale_t usingFiringControl clipOverride.clipMask.monsterCoverClip damageTypeScales angleConstraintHorizontal.value bool gameStateInt float drainTime bool bool parms.coneAttenuation.outerAngle idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > float idDeclGameStateInt float float damageParms.simplifiedRadiusDamage idDeclInventory::idAttachmentInfo autoCenter attachmentInfo bool changeTension_Combat_NoAlarm dontDetectIfUsingFiringControl clipOverride.clipMask.playerFocus meleeTraceBoundsType angleConstraintVertical.value bool comparison idList < idDeclInventory::idAttachmentInfo , TAG_IDLIST > idEntityPtr < idEntity > rechargeTime bool bool parms.coneAttenuation.outerVolume idMeleeTrace::meleeBounds_t float idGameStateInt::gameStateIntCompare_t float float damageParms.simplifiedRadiusDamagePlayer initFromView time bool exitTension_Combat_NoAlarm searchDownward clipOverride.clipMask.pushable meleeTraceDamageType distanceConstraint bool comparisonValue idEntityPtr < idEntity > rollAmount bool bool parms.distanceBasedRanges.nearMinRange idMeleeTrace::meleeDamage_t float float float damageParms.forceGore score bool periodicTension_Combat_NoAlarm idCinematicCamera::trigger_t alignDuringWarmup clipOverride.clipMask.shield declMeleeDamage saveGameUtility.maxTension triggers idEntityPtr < idEntity > translationAmount bool bool parms.distanceBasedRanges.farMaxRange idDeclDamage idPlayer::tensionType_t idList < idCinematicCamera::trigger_t , TAG_IDLIST > float damageParms.skipDuringCrouch handsFovScale bool period_Combat_NoAlarm timeToBeSilenced clipOverride.clipMask.noCover declMeleeImpactEffects saveGameUtility.ignoreTension hidePlayer float float bool parms.volume.min idDeclProjectileImpactEffect bool bool idEntityPtr < idEntity > idAngles triggerOnCharged float damageParms.playSoundTimer idList < idEntityPtr < idEntity > , TAG_IDLIST > displayName changeTension_Combat_Alarm1 additionalSpread waterInteraction.particleWater saveGameUtility.saveGameWhenUsed hidePlayerHands decl idStrId idEntityPtr < idEntity > float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idDeclParticle parms.volume.max animAttacksLeft idSaveGameUtility::saveMode_t bool idDeclInventory float damageParms.blockedRadiusDamageScale idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idEntityPtr < idEntity > triggerOnReset pickupName float exitTension_Combat_Alarm1 useDifficultyDamageScale waterInteraction.minVelocity saveGameUtility.playerSpawnSpot looping idList < idEntityPtr < idEntity > , TAG_IDLIST > count idStrId idEntityPtr < idEntity > bool float parms.volume.offset playerDeathAnimName idEntityPtr < idEntity > bool float damageParms.knockBack idAtomicString pickupNameMulti periodicTension_Combat_Alarm1 idEntityPtr < idEntity > senseUpdatesOnNonEnemies waterInteraction.duration useButtonOverride fadeInOnReturn triggerOnDrained randCount idStrId idEntityPtr < idEntity > bool float parms.volume.granularity handsRecoilAnimName usercmdButton_t bool idList < idEntityPtr < idEntity > , TAG_IDLIST > float damageParms.knockUp idAtomicString emptyAmmoInfo period_Combat_Alarm1 searchTime waterInteraction.maxRippleMagnitude disableAfterUse setPlayerAnglesOnReturn forceCount idStrId float idEntityPtr < idEntity > float float parms.wetVolume handsSecondaryRecoilAnimName bool bool triggerOnRedrained bool float damageParms.selfKnockbackScale idAtomicString idList < idEntityPtr < idEntity > , TAG_IDLIST > itemType float changeTension_Combat_Alarm2 searchSpeed sound_spawn ignoreLineTrace setPlayerPositionOnReturn renderModel idDeclInventory::itemTypes_t idEntityPtr < idEntity > float idSoundShader parms.pitch.min flipHandsAnim bool bool lootClass idRenderModel float damageParms.absoluteknockBack idAtomicString idDeclEntityDef internalName bool exitTension_Combat_Alarm2 turretFOV sound_bounce noBlink doTimeScale brokenModel idStr idEntityPtr < idEntity > float idSoundShader parms.pitch.max fireHandsAnim bool bool lootPool idRenderModel float damageParms.blockedKnockBackScale idAtomicString idDeclLootPool description float periodicTension_Combat_Alarm2 searchAngle sound_scrape hideCrossHairInfo playerInvulnerableDuringCine clipModel idStrId idEntityPtr < idEntity > float idSoundShader parms.pitch.offset handsFireAnimPrimary bool bool spacing idStrClipModel float damageParms.kickTimeMax idAtomicString float boostDescription float period_Combat_Alarm2 suppresingFireTime sound_pickup useRawInput spawnEntity idStrId float float idSoundShader parms.pitch.granularity handsFireAnimSecondary bool idSWF speed idDeclEntityDef float damageParms.kickTimeMin idAtomicString float requiredName float bNoCombatUntilSpotted flareDecl bounceMinVelocity showLoadBackground hidePlayer idStrId bool idDeclEntityDef float parms.loopFadeInDuration bool bool damping float idPlayerControlledFaust::specialAttack_t float damageParms.kickAmpMax specialAttacks float icon float firstAlarmTriggered idStr idList < idPlayerControlledFaust::specialAttack_t , TAG_IDLIST > flareBindToTag bounceMaxVelocity useViewLineTrace hidePlayerHands takesDamage idMaterial idEntityPtr < idEntity > float parms.loopFadeOutDuration bool bool material bool float damageParms.kickAmpMin idMaterial idPlayerControlledFaust::worldInteraction_t quickIcon float secondAlarmTriggered worldInteractions soundTransform pickupParticle saveOnCheckPoint fadeInOnReturn causesImmunity idMaterial idEntityPtr < idEntity > idDeclParticle parms.dopplerMultiplier idList < idPlayerControlledFaust::worldInteraction_t , TAG_IDLIST > bool bool imgName bool float damageParms.kickAmpPitchMul idStr garageIcon float stealthKillRegular sprinting.runOverDamage push inventoryDecl indicateTakedown setPlayerAnglesOnReturn baseArmour idMaterial idEntityPtr < idEntity > idDeclDamage bool idDeclInventory parms.cameraShake.intensity bool bool waterInteraction.maxMagnitude bool float damageParms.kickDir float engineeringIcon stealthKillCommander sprinting.timeScale crush inventoryCount indicateTarget setPlayerPositionOnReturn idMaterial idEntityPtr < idEntity > float bool parms.cameraShake.minDistance bool bool waterInteraction.maxRadius float damageParms.kickOnHands float merchantIcon bool sprinting.maxDuration inventoryItemCountOverride idScriptAction progression idAnimPhysicsPiece idMaterial actionScript collisionParts parms.cameraShake.maxDistance bool idSWF waterInteraction.explosionRadiusScale float idList < idScriptAction , TAG_IDLIST > idList < idAnimPhysicsPiece , TAG_IDLIST > float damageParms.radius float raceRewardImage float sprinting.startChargeTime backupInventoryDecl haveUseText glassDecl timeAtState idMaterial animation deathTrigger idDeclInventory parms.cameraShake.falloff bool idDeclGlass waterInteraction.explosionMagnitudeScale float idAnimAliasRef idEntityPtr < idEntity > idDeclTable damageParms.radiusInner float entityDef sprinting.minNeededDuration backupInventoryCount onlyIcon time changeStateInView idDeclEntityDef blendTime vehicle parms.cameraShake.timeFalloff bool waterInteraction.explosionRadiusDecay bool idEntityPtr < idEntity > idDeclTable damageParms.radiusOuterDamageStrength float boostEntityDef sprinting.sprintEnabled boundsFocus fadeOutTime idDeclInventory incrementsOnOwnerTrigger idDeclEntityDef loopAnimation bool move_speed alternateInventoryDecl parms.controllerShake.intensity bool waterInteraction.explosionMagnitudeDecay bool bool float idList < const idDeclInventory * , TAG_IDLIST > float damageParms.ragdollImpulseMag float needIcon float weaponPitchJoint passiveFocusRange viewEffectType incrementsOnMapLoad idMaterial impulse idStr move_time onlyGiveFirstAvailableItem parms.controllerShake.minDistance float idVolume_PlayerViewEffect::viewEffectType_t waterInteraction.explosionParticle bool float bool float damageParms.blur idDeclParticle haveIcon float weaponYawJoint requiredEquippedWeapon screenEffect.material idMaterial angular idStr deceltime parms.controllerShake.maxDistance idDeclEntityDef idDeclWeapon idMaterial disturbanceType idProp_Moveable::idAdditionalInventoryItem entityDefs additionalInventoryDecl float damageParms.blurTime idDynamicWaterEntity::idDisturbanceType_t idList < const idDeclEntityDef * , TAG_IDLIST > idList < idProp_Moveable::idAdditionalInventoryItem , TAG_IDLIST > float pitchJoint requiredEquippedWeaponDWState screenEffect.width bool breakableRadius idStr acceltime parms.controllerShake.falloff idUse::dualWieldState_t float numDisturbances float requiredInvDecl idDeclTable idEntityPtr < idEntity > damageParms.doubleVision entities idDeclInventory usableInTown float aimTagPrimary idList < idEntityPtr < idEntity > , TAG_IDLIST > screenEffect.height bool breakableImpulse idStr idEntityPtr < idEntity > resetPathOnCompletion parms.controllerShake.timeFalloff triggerSuccess float disturbanceAmount float bool requiredJobStatus idDeclTable damageParms.doubleVisionTime idList < idEntityPtr < idEntity > , TAG_IDLIST > float missionStatus_t idEntityPtr < idTrigger > isHeavyWeapon float aimTagSecondary triggers screenEffect.screenX bool breakableFalloff idStr loopPathOnCompletion parms.groups idList < idEntityPtr < idTrigger > , TAG_IDLIST > float startOff float idEntityPtr < idEntity > bool minRespawnDelay soundShaderGroups_t damageParms.hitFXStartCondition triggerFail bool float allowHeavyInWpnWheel fxCondition_t modelPivotTag idList < idEntityPtr < idEntity > , TAG_IDLIST > screenEffect.screenY bool breakableAngular idStr crushDamage parms.soundChannel idEntityPtr < idEntity > float cycleTrigger float idDeclDamage maxRespawnDelay soundChannel_t damageParms.intensity bool idEntityPtr < idEntity > float allowDirectRefill damageIntensity_t weaponPodSoundSpeedUpperTrigger triggerInstant screenPrtType mgTimelineController::tlEvent_t bool breakableDelay float idList < idEntityPtr < idEntity > , TAG_IDLIST > sndCrush parms.soundShaderFlags fxScreenPrtType_t rippleType float idSoundShader removeDelay.value soundShaderFlags_t idList < mgTimelineController::tlEvent_t , TAG_IDLIST > damageParms.damageSound idWaterRippleEmitter::waterRippleType_t blockLadders idSoundShader weaponPodSoundSpeedLowerTrigger triggerInstantMaxTime excludeAngle bool breakableDuration float float parms.lowPassMinDistance grouping.groupName float rippleAmplitude float float pickupName float idStr damageParms.isStealthy float idStrId giveUpgrade bool minLookOffset rateOfIncrease idPlayerProgress::Upgrades statToIncrement idAngles float solid parms.lowPassStrength grouping.groupId idDeclFX rippleWavelength gameStat_t bool droppedSpawnOffset float damageParms.specialDeathType float idAngles quickSlotGroup specialDeath_t maxLookOffset rateOfDecrease shouldLockCamera quickSlotGroup_t makeActivatable idAngles float obstacle parms.lfeVolume grouping.belongsToId bool ripplePhase bool bool statOnUse float damageParms.friendlyFire float gameStat_t giveable bool maxSpecialAttackDistance useButtonOverride playerPos bool blockCoolDown idVec3 usercmdButton_t noPush parms.centerChannel fraction idVec3 rippleSpeed bool bool aiDualWield float float damageParms.knocksOffArmor float bool dropable bool turnDeltaScale iconText playerLookAtPos bool scale idVec2 idStrId triggers parms.falloff offset idVec3 rippleRadius float bool inventoryItem idDeclTable idVec3 float damageParms.feedbackScreenEffects.feedbackSmall.parms.screenDamageTime idDeclInventory droppedBot float viewSpringK finishes interactionObject float propSpeed renderModelInfo.dimShadowClipZ parms.controllerShake.intensity ammoIndex float int notHitscanInfo.grenadeInfo.cookable int iterationDelay float float idDamageGroup sectorYaw.radius bool * damageGroups float float idList < idDamageGroup , TAG_IDLIST > mineBounds int renderModelInfo.lightGroupID parms.controllerShake.minDistance * useSecondary idBounds * notHitscanInfo.grenadeInfo.inheritParentSpeed iterationVariance float bool * sectorYaw.angle.value bool float idDamageGroup float teethGroups top propJoint * renderModelInfo.customMaterial parms.controllerShake.maxDistance int numShots * idList < idDamageGroup , TAG_IDLIST > idAtomicString notHitscanInfo.parabolicFlight chancePerIteration * idMaterial float * sector.radius bool float float target idGolem::damageValue_t renderModelInfo.scale parms.controllerShake.falloff shouldReset int damageValues idEntityPtr < idEntity > * notHitscanInfo.minTrajectoryTime * startActive idVec3 int idDeclTable bool * idList < idGolem::damageValue_t , TAG_IDLIST > sector.angle.value float bool float orbit * renderModelInfo.color parms.controllerShake.timeFalloff * burstMode bool * notHitscanInfo.maxTrajectoryTime * idDeclDamage doVoiceOver * idColor idDeclTable * burstMode_t * senseShooterDamages radius float bool * idList < idDeclDamage * , TAG_IDLIST > float orbitOffset * parms.groups oneShotActivation idVec3 * idRenderParm notHitscanInfo.homingInfo.arcMinAngle firstAnnouncement * renderModelInfo.renderParms * soundShaderGroups_t bool int faction.myFaction * idSoundShader idList < idRenderParm , TAG_IDLIST > idDeclFaction float highSpeed int parms.soundChannel int aimProjectiles bool notHitscanInfo.homingInfo.arcMaxAngle renderModelInfo.parmBlock * soundChannel_t bool bottom idSoundShader idRelationship announcements idMaterial sun faction.relationships.relationships float int orbitAdjust * idList < const idSoundShader * , TAG_IDLIST > idList < idRelationship , TAG_IDLIST > parms.soundShaderFlags blockFlags float int notHitscanInfo.homingInfo.heightLimit renderModelInfo.editorModel int soundShaderFlags_t * idTarget_DummyFire::blockFlags_t target float int firstAnnouncementVO bus idStrRenderModel int minTimeBetweenAttacks idEntityPtr < idAI2 > startingAngle idDeclVoiceOver float parms.lowPassMinDistance * traceIgnorePlayer float [4] notHitscanInfo.homingInfo.attackStyle renderModelInfo.traceGroup float bool lines int idDeclProjectile::notHitscanInfo_t::homingInfo_t::attackStyle_t idTest_MetaData_Line::line_t maxTimeBetweenAttacks idDeclVoiceOver orbitRadius int announcementsVO float idList < idTest_MetaData_Line::line_t , TAG_IDLIST > parms.lowPassStrength targetPlayer float idList < const idDeclVoiceOver * , TAG_IDLIST > damageDecl [2] renderModelInfo.radiosityScale float bool idDeclDamage float upperGalleryHeight int loopMoveSound2 returnToSavedControl talkerName float int idSoundShader parms.lfeVolume ignoreDeadAI bool idStrId damageFalloff renderModelInfo.staticReflectionStrength float bool float float * lowerGalleryHeight int loopIdleSound2 forcePlayerNoFade * message float idSoundShader parms.centerChannel * arcAngle bool [2] idStrId splashDamageDecl * clipModelInfo.type float float [2] idDeclDamage idClipModelInfo::clipModelType_t int sweepVsAttackScale * rudderStartTurnSound alignNodeName customIcon float * idSoundShader parms.falloff minRange idStr [4] idMaterial int electricDamageDecl int clipModelInfo.contentsFilter.playerClip idDeclTable float int idDeclDamage bool attackVsSmashScale int rudderStopTurnSound int isAlive particle float * idSoundShader parms.wetFalloff int maxRange bool * idDeclParticle delayedProjectile int clipModelInfo.contentsFilter.monsterClip int idDeclTable float int idDeclProjectile bool int meleeBoundRadius int rollSound int soundTagName spacing float idSoundShader parms.headroom scatter idStr float delayedProjectileDelayMS * clipModelInfo.contentsFilter.vehicleClip float float bool int avoidStairsAngle int startThrustSound1 * edgeFadeCurve float idSoundShader idEntityAttachmentDef parms.maxPlay.maxShaders int fireDuration animatedEntityAttachments float int maxRange int clipModelInfo.contentsFilter.moveableClip float int idList < idEntityAttachmentDef , TAG_IDLIST > bool noSmashUntilHealthRatio startThrustSound2 * fullAlphaVolume float idSoundShader parms.maxPlay.playbackType int burstDuration idBounds * minRange int clipModelInfo.contentsFilter.shotClip soundMaxPlaybackType_t float idEntityPtr < idEntity > bool key noSwimUntilHealthRatio stopThrustSound1 int spawnVolume float * idSoundShader parms.priority burstPause * targetPlayer idBounds * optimalRange clipModelInfo.contentsFilter.ikClip * soundPriority_t float bool forceSweepDistance * stopThrustSound2 int dustParms.gravity float * idSoundShader parms.frontDirectionalAngle int blockedFireDuration int radius.value float maxOptimalRange clipModelInfo.contentsFilter.opaqueClip float float float bool crouchMaxLevelUpper * idleToMoveFadeTime int dustParms.dampning float float * minTargetTime doVerticleTest float aimAssistRange clipModelInfo.size int soundShaderBus_t float bool idVec3 * crouchMaxLevelLower int moveToIdleFadeTime int dustParms.particleViewTilt float float toDB * maxTargetTime jobDecl float aimAssistZoomSnapScale clipModelInfo.offset float float idDeclJob float idVec3 * consecutiveDamageInterval * handBumpAnims dustParms.fadeintime idAtomicString relative * targetsInOrder checkForTouch float spread clipModelInfo.numSides bool bool bool float consecutiveDamageBigHurtCount handsGasAnims dustParms.fadeouttime idAtomicString handsMountAnim trackingTime checkForUntouch float multiSpread int clipModelInfo.clipModelName * idAtomicString float bool idVec2 idStrClipModel maxKeepPlayerTargetTime handsAnimFire dustParms.heightScaleOffset int idAtomicString attachJoint * useLastKnownTargetPos float crosshairSpread idEntityPtr < idEntity > tag clipModelInfo.clipShrink idStr bool int initialTargetList float bool * health.killThreshold handsAnimDetonate * idList < idEntityPtr < idEntity > , TAG_IDLIST > * dustParms.heightScaleRange float * idAtomicString responseAnim useDifficultyDamageScale float int crosshairType clipModelInfo.allowInline * idAnimAliasRef bool projCrosshairType * idEntityPtr < idEntity > bool int headTracker.trackingParms int enterInfo int leaveTargetList dustParms.heightScaleAmount int idDeclTrackingParms * idStrId idList < idEntityPtr < idEntity > , TAG_IDLIST > int responseAnimMH float spawnCount int idEntityPtr < idTarget_DummyFire > int clipModelInfo.softObstacle * idAnimAliasRef slaves bool idList < idEntityPtr < idTarget_DummyFire > , TAG_IDLIST > int headTracker.focusEntity exitInfo int idEntityPtr < idEntity > * dustParms.distanceBeforeFadeout idEntityPtr < idEntity > int idStrId reactivateTargetList float idAnimAliasRef tracerInfo.tracerMtr idList < idEntityPtr < idEntity > , TAG_IDLIST > * clipModelInfo.overrideClipMaterial * responseKillAnim int idMaterial * idComponentTimeLine::idTimeLineEntity idMaterial * idList < idAnimAliasRef , TAG_IDLIST > componentTimeLine.entityEvents headTracker.headTrackGroup int propJoints * dustParms.movementAnimation * idList < idComponentTimeLine::idTimeLineEntity , TAG_IDLIST > idStr idStr bDontPlayIfGroupDead float tracerInfo.tracerMtrQuad bool * bindInfo.bindParent int responseThrowAnim * idMaterial * idEntityPtr < idEntity > int idAnimAliasRef count headTracker.referenceTagOverride * finJoints * dustParms.maxAnimationSpeed * idAtomicString idStr reuseDelay float int tracerInfo.sndTracer float bindInfo.bindOffset * responseDecl idSoundShader idAngles * idDeclMD6 call * headTracker.aimPoint meterJoints * dustParms.rotationSpeed.min idStr * aimPoint_t idStr * speakerVolume float tracerInfo.tracers int idEntityPtr < idVolume > * bindInfo.bindToJoint blendMS idAtomicString repeat headTracker.trackerLimits * propSpeed * dustParms.rotationSpeed.max bool * idAngles float int minTimeInCombat float tracerInfo.doRandomTracers float * bindInfo.bindToTag * targetEntity bool idAtomicString idEntityPtr < idAnimatedSimple > * waitInterval headTracker.enable tag finMaxAngle int dustParms.energyRotationSpeed float bool float maximumRange float tracerInfo.tracerSpeed float bindInfo.bindAnim * targetAnimState float idAtomicString value headTracker.useTrackingGroupAsRef idVec3 * finDeltaScale dustParms.maxVelocity.min bool float modify * deathAnimation float tracerInfo.tracerLength idAnimWebPath bindInfo.bindOrientated moveTypeFwd float bool float idVec3 int idInputListener::conditionMoveType_t setvalue float idVec2 * headTracker.aiming md6 minYawLookScale dustParms.maxVelocity.max bool bool float idVec2 * deathStumble tracerInfo.tracerHeight deathStumble_t bindInfo.solidForTeam moveTypeBwd bool float idVec3 int idInputListener::conditionMoveType_t logItem headTracker.useExperimentalMode minPitchLookScale idVec2 int dustParms.influenceForce.min idStrId bool parallelDist float tracerInfo.tracerOffset float bindInfo.snapToParent normalizedStartTime float bool float idVec3 int setFlag onDeathTrigger rollBodyScale dustParms.influenceForce.max bool idEntityPtr < idEntity > float idVec4 * previewAI float action int tracerInfo.tracerZoomedOffset idEntityPtr < idAI2 > bindInfo.noDeferredOnAnimated inputScale bool float idVec4 * firstAttackTrigger int rollBodyLimit dustParms.energySizeIncrase.min idTarget_ModifyShadows::shadowState_t idEntityPtr < idEntity > float target int deathRefPos float idVec3 * bindInfo.bindTouchingProp action * controlSpringK idDeclProjectile::ribbonInfo_t ribbons bool float inverted float target int trackSpeed int waterFriction idList < idDeclProjectile::ribbonInfo_t , TAG_IDLIST > dustParms.energySizeIncrase.max bool float aasName float idStr bindInfo.bindLighting healthFraction waterInteraction.waterHitMagnitude * bindLighting_t float pieceIndex * startTrack * waterAcceleration float chains * timeDiff float idVec4 * idEntityPtr < idSplinePath > duration float float fxDecl * dormancy.delay fxCondition * waterInteraction.waterHitRadius float fxCondition_t bindParentEntity float idVec4 * moveScale sound0 * idEntityPtr < idSplinePath > timeScale sound1 * idEntityPtr < idEntity > float sound2 * plannedPath * coverPosture idList < idEntityPtr < idSplinePath > , TAG_IDLIST > posture_t sound3 * dormancy.distance idVec4 * trigger waterInteraction.waterIlluminationRadius float fxDecl * idEntityPtr < idEntity > bind float noDrop int lookScale idVec3 int translate bool float idVec3 * timeline float idVec3 * actions.fireOver float mLinks int idChapterVariation::VariationType bool idStr noPush int scriptObject.type weight * healthRatio int waterInteraction.waterIlluminateTime idTypeDef leader * bindOffset * finTurnScale rotation float idVec3 * idAngles float health * markUniquePropsRemoved actions.fireLeanLeft idAngles bool bool float idVec3 int healthRatio * idSSObject * waterInteraction.allowWaterInteraction superScriptObjects * bindToJoint * stepOffOffset bool rotationOffset idList < idSSObject * , TAG_IDLIST > idAtomicString removeActivator actions.fireStepLeft idAngles bool bool float fxDecl int startFXCondition float groups int waterInteraction.shouldIlluminateWater presentableGroupMaster fxCondition_t bindToTag fadeIn * wheelControlDLimit bool float idVec3 * idleState.timeStop * idEntityPtr < idEntity > float fxDecl int idAtomicString maxActiveAIs idAngles float idVec3 * actions.fireLeanRight bool showMeshKit int weaponFeedBack.controllerShakeHighMag highlight health * bindOrientated strafeDuration idleState.rotate count idVec3 int highlightColor_t bool float idMat3 zUp maxNumOfSpawn actions.fireStepRight bool minTeethDestroyed entity * weaponFeedBack.controllerShakeHighTime startEnabled snapToParent strafeCooldown idleState.rowColCtrl bool bool reuseable idVec3 * transitions.forward bool bool float idVec3 * layerDecl idVec3 int weaponFeedBack.controllerShakeLowMag allowComplexVolumes int idDeclLayer * chapterIntro.title * waterOnSurfaceOffset idleState.frameTime bool delay idVec3 int idStrId randomSpawn transitions.left bool bool weaponFeedBack.controllerShakeLowTime damageDir idTarget_LayerChange::targetLayerChange_t chapterIntro.desc waterUnderwaterOffset idleState.shotFrame damageDirection_t idStrId showAsRisingShambler transitions.turnAroundLeft bool bool item weaponFeedBack.spreadAdditionPerShot idDeclInventory chapterIntro.soundName waterTransitionBlendMs idTwitchPain_JointGroup walkState.timeStop jointGroups idAtomicString emptySpawnTarget transitions.wrapAroundLeft idList < idTwitchPain_JointGroup , TAG_IDLIST > idEntityPtr < idEntity > bool weaponFeedBack.spreadAdditionMax chapterIntro.fadeTime waterGoUnderWaterMinTime walkState.rotate modelAngles jobDecl transitions.right idAngles idDeclJob bool weaponFeedBack.spreadRecoveryDelay float removeDying waterGoOverWaterMinTime float walkState.rowColCtrl modelScale bool giveJob transitions.turnAroundRight float bool bool laserDotInfo.laserDotMtr idEntityPtr < idEntity > testComment modelOffsetTraceDistance idMaterial walkState.frameTime modelOffset idStr treatAsDebug float transitions.wrapAroundRight float bool bool call laserDotInfo.laserDotSize idStr testFastExit demoName float walkState.shotFrame maxTurnRadius bool idStr transitions.jumpover float idTarget_Job::targetJob_t bool laserDotInfo.laserDotDepth idEntityPtr < idEntity > testErrorShot float idEntityPtr < idEntity > attackState.timeStop acquireRange bool playerOnly force float float bool idList < idEntityPtr < idEntity > , TAG_IDLIST > bool laserDotInfo.laserDotMinSizeScale idStr displayTime float attackState.rotate maxTrackAngle clearJobStateFirst soundExplosion minRange float float bool idSoundShader float laserDotInfo.laserDotMaxSizeScale float idFirstPersonPickup::additionalPickup_t attackState.rowColCtrl sinAmplitudeStart additionalPickups targetLayerStateChange impactParticle maxRange float idDeclParticle float idList < idFirstPersonPickup::additionalPickup_t , TAG_IDLIST > idEntityPtr < idTarget_LayerStateChange > laserDotInfo.laserDotMaxDistance float attackState.frameTime proximityExplosion pickupItem saveCheckpoint brokenModel aasLayer float float idEntityPtr < idEntity > bool idRenderModel aasType_t item idDeclInventory attackState.shotFrame useMidpoint putdownItem persistToStorage damageDecl texLodModelName bool idEntityPtr < idEntity > bool idDeclDamage idStrRenderModel dropPercent float hurtState.timeStop numSubMunitions pickupEndPosition playerSpawnSpot stepDistance float idEntityPtr < idEntity > idEntityPtr < idPlayerStart > idDeclFX float minCount hurtState.rotate attachTag perk explodingDamageTypes ambientOverrideColors.editorEast idDeclProjectile float subMunitionProjectileList idStr perkType_t idDamageParms::damageType_t idColor idList < const idDeclProjectile * , TAG_IDLIST > maxCount hurtState.rowColCtrl alignedJoint explodableHealth.killThreshold ambientOverrideColors.editorWest idTarget_InventoryCheck::requiredInventoryItem_t subMunitionMaxAngle idStr requiredItemList float idColor float idList < idTarget_InventoryCheck::requiredInventoryItem_t , TAG_IDLIST > idSoundShader hurtState.frameTime endAnimState steamOnDamage ambientOverrideColors.editorNorth float randomSubMunitions anyItemActivates bool idColor bool bool idSoundShader hurtState.shotFrame attachToPlayerBlend callScriptOnExplode ambientOverrideColors.editorSouth pairedSubMunitionVels useOnce bool idColor bool bool idSoundShader dieState.timeStop removePickupItem playerOnly ambientOverrideColors.editorUp float deathTrigger bool haveItemsMessage bool idColor idEntityPtr < idEntity > idStr idSoundShader dieState.rotate giveItemToPlayer takeDamageNoTrace ambientOverrideColors.editorDown float bool dontHaveItemsMessage bool idColor idEntityPtr < idSplinePath > splinePaths item idStr idList < idEntityPtr < idSplinePath > , TAG_IDLIST > idDeclInventory dieState.rowColCtrl ledge explodeWhenTriggered ambientOverrideScales.editorEast idEntityPtr < idLedge > upgradeIndex bool float afProperties.articulatedFigure count idPlayerProgress::Upgrades idDeclAF dieState.frameTime minLookAngles explodeOnSpawn ambientOverrideScales.editorWest float idAngles bool float idTarget_GiveItems::itemListElement_t afProperties.sndBounceTable equip itemList idDeclImpactSound bool idList < idTarget_GiveItems::itemListElement_t , TAG_IDLIST > dieState.shotFrame maxLookAngles steamMinInterval ambientOverrideScales.editorNorth idAngles float float afProperties.prtBounceTable clipModel addUpToCount idDeclImpactParticle idStrClipModel bool usesMelee playerWidth explodedByPlayer ambientOverrideScales.editorSouth bool float bool float equipIfNew idAnimator_AF::idBindConstraint afProperties.bindConstraints idStr bool attackTimerBeforeNextTriggerPull normalOffset mData.mAASType ambientOverrideScales.editorUp idList < idAnimator_AF::idBindConstraint , TAG_AF > float aasType_t float isObstacle onlyDev afProperties.canDeattachBones bool bool ledgeMoveTimeScale mData.mClass ambientOverrideScales.editorDown bool idDeclFX float idAASTraversalChainData::localClass_t float groupName activate idStr bool brokenModel destRefExit1 mData.mFlags searchFlags bool idStrRenderModel idEntityPtr < idEntity > idAASTraversalChainData::localFlags_t scenePointSearchFlags_t damageDecl idStr initVelocity childGroupNames idDeclDamage heatMaterial destRefExit2 mData.mExtrusionEndpoint idList < idStr , TAG_IDLIST > idTrigger_TestPlayerState::playerState_Inventory_t idMaterial idEntityPtr < idEntity > requiredItemList damageDir idList < idTrigger_TestPlayerState::playerState_Inventory_t , TAG_IDLIST > initAVelocity spawnState.state idAngles rigidBody legsTorsoTwistLeft mData.mAnimWeb idEncounterState::groupStates_t bool idAnimAliasRef idDeclAnimWeb anyItemActivates radiusDamage bool initVelocityDelay spawnState.target float rigidBodyProperties.density legsTorsoTwistRight float idEntityPtr < idEntity > idInfo_TraversalChain::idLink float idAnimAliasRef fireOnInventoryFail fadeBeforeDamage idList < idInfo_TraversalChain::idLink , TAG_IDLIST > bool initAVelocityDelay ownGroupAlertState.state rigidBodyProperties.bouncyness canPeek float idEncounterState::groupStates_t float bool faction.myFaction idTrigger_TestPlayerState::playerState_Job_t damageActivator idDeclFaction requiredJobsList solid ownGroupAlertState.target bool idList < idTrigger_TestPlayerState::playerState_Job_t , TAG_IDLIST > rigidBodyProperties.linearFriction sound bool idEntityPtr < idEntity > float idSoundShader idRelationship damagePlayer faction.relationships.relationships anyJobActivates otherGroupAlertState.state bool idList < idRelationship , TAG_IDLIST > bool rigidBodyProperties.angularFriction randomDelayMin bool idEncounterState::groupStates_t float float fadePlayerHealth lifeDuration fireOnJobFail swingExtents otherGroupAlertState.target bool float bool rigidBodyProperties.contactFriction randomDelayMax idAngles idEntityPtr < idEntity > float float fallFakeKill randomDuration idTrigger_TestPlayerState::playerState_GameState_t swingSpeed enabled bool float requiredGameStateIntList rigidBodyProperties.gravityScale randomDistanceMin float bool idList < idTrigger_TestPlayerState::playerState_GameState_t , TAG_IDLIST > float float spawnEditable.maxCount solid float anyGameStateIntActivate rigidBodyProperties.inertiaScale randomDistanceMax bool idEntityPtr < idAI2 > bool float spawnEditable.spawnAtOnce startOn hide maxSimultaneousFirers bool fireOnGameStateFail damageTypes hitscan bool bool idDamageParms::damageType_t bool spawnEditable.minSpawnInterval dynamicObstacle castsDimShadows noRageMemberCount bool givenGameStateInt hitscan_till_solid bool idDeclGameStateInt float bool spawnEditable.maxSpawnInterval travelFlags megaModelSpawnPosition nonGroupRushUnits aas2TravelFlag_t parms.DryGain hitscan_through_vehicles gameDLCState_t requiredDLCStateList float bool idList < gameDLCState_t , TAG_IDLIST > spawnEditable.spawnAt idGolem::healthTrigger_t colorModulateTable groupRushTime idEntityPtr < idEntity > healthTriggers parms.RoomGain hitscan_through_water idDeclTable idList < idGolem::healthTrigger_t , TAG_IDLIST > fireOnDLCStateFail float bool bool spawnEditable.mutantAttractorRange colorModulateTimeScale minGrenadeRethrowTime declTrackingParms parms.RoomHFGain ribbonEffect float idDeclTrackingParms float bool idDeclFX spawnEditable.copyTargets colorModulateActive minLongMeleeAttackTime bool declMeleeImpactEffects parms.DecayTime skipEndSoundOnEarlyRelease bool float idDeclProjectileImpactEffect damageDecl bool idDeclDamage idEntityPtr < idEntity > startOff spawnEditable.additionalTargets glowTableDecl parms.DecayHFTime idEncounterGroupExpr deviation bool triggers idList < idEntityPtr < idEntity > , TAG_IDLIST > idDeclTable pushFromCenter float idList < idEncounterGroupExpr , TAG_IDLIST > bool cycleTrigger spawnEditable.groupName rollbonesDecl parms.ReflectionsGain bool goodWillSettings.surroundTrigger projectileEnvSound_t idStr idDeclRollBones enableCondition float envFireSounds bool fxCondition_t idList < projectileEnvSound_t , TAG_IDLIST > useGlobalShadows spawnEditable.deathTrigger silencedGunFireEvent parms.ReverbGain bool goodWillSettings.perfectAim idEntityPtr < idEntity > idDeclAiEvent disableCondition float aiDodgeType bool fxCondition_t idDeclProjectile::aiDodgeType_t useSmokeSystem spawnEditable.useTraversalClassA kampPistolFireEvent parms.ReflectionsDelay bool goodWillSettings.infiniteAmmo bool idDeclAiEvent aiEventDecl idStr bool idDeclAiEvent idList < idStr , TAG_IDLIST > spawnEditable.useTraversalClassB footStepEvent parms.ReverbDelay float goodWillSettings.allFireFromCover bool idDeclAiEvent playerAIEventDecl bool endPoint idDeclAiEvent idEntityPtr < idInfo > fadeOut spawnEditable.useTraversalClassC playerPushSpeed parms.Diffusion float goodWillSettings.maxHoldTrigger bool float float explodeAIEventDecl bool soundEnv idDeclAiEvent idEntityPtr < idSoundEnvironment > alphaScale spawnEditable.useTraversalClassD playerPushTime parms.Density float goodWillSettings.damageScale bool float float collideAIEventDecl float blendTime idDeclAiEvent float startDelay spawnEditable.useTraversalClassE hearingMaxRange parms.HFReference soundBreatheIn bool float float impactEffectTable idSoundShader inventoryDecl idDeclProjectileImpactEffect idDeclInventory distributionScale spawnEditable.combatHintClass postAttackAngleLimitFront parms.SoundEnvType soundBreatheOut idAICombatHint::combatHintClass_t float soundEnvType_t idSoundShader sound_pickup idDeclFX idSoundShader smokeSystemRate parms.LowPassCutoff idScriptAction idGolem::idleAnimation_t timeBetweenInOut spawnEditable.actionScript idleAnimations float fxDeclQuad float idList < idScriptAction , TAG_IDLIST > idList < idGolem::idleAnimation_t , TAG_IDLIST > idDeclFX idEntityPtr < idEntity > triggerFail inheritMasterVelocity idList < idEntityPtr < idEntity > , TAG_IDLIST > idSoundShader bool maxRandomOffsetInOut spawnEditable.coverRadius parms.ambiences.loopingSounds impactInfluence.offset idGolem::idleAnimation_t float float postAttackIdleFront idStaticList < const idSoundShader * , 16 > idList < idGolem::idleAnimation_t , TAG_IDLIST > masterVelocityScale idDeclInventory randomLootPool float timeBetweenOutIn spawnEditable.maxEnemyCoverDistance impactInfluence.innerRadius idList < const idDeclInventory * , TAG_IDLIST > soundEnvironment_t::ambiences_t::randomSound_t float float parms.ambiences.randomSounds float idGolem::idleAnimation_t postAttackIdleLeft idStaticList < soundEnvironment_t::ambiences_t::randomSound_t , 16 > particleSystem idList < idGolem::idleAnimation_t , TAG_IDLIST > idDeclParticle maxRandomOffsetOutIn spawnEditable.safeSpawnFlag idLootBox::RandomLootItem impactInfluence.outerRadius loot.loot float bool scriptedEnvironment float idList < idLootBox::RandomLootItem , TAG_IDLIST > bool meshDistribution idGolem::idleAnimation_t postAttackIdleRight idStrClipModel lowerHealth impactInfluence.angle idSpawnerEntityDef idList < idGolem::idleAnimation_t , TAG_IDLIST > maxItemsToGive float entityDefs material float idList < idSpawnerEntityDef , TAG_IDLIST > idMaterial clothType idRenderModelCloth::idClothType_t animation idGolem::newPhase_t impactInfluence.trailDist newPhases lootedSound idAnimAliasRef groupName waveGenParams.m_AmpMin float idList < idGolem::newPhase_t , TAG_IDLIST > idSoundShader idStr float idRenderModelCloth::clothAttachInfo_t attachPoints spawnPosition blendDuration impactInfluence.trailFadeInTime idList < idRenderModelCloth::clothAttachInfo_t , TAG_IDLIST > unsigned short message idGolem::vulnerabilityInfo_t waveGenParams.m_AmpMax float vulnerabilityInfo float aiGroupMessage_t float idList < idGolem::vulnerabilityInfo_t , TAG_IDLIST > clothSystem spawnOrientation cycle impactInfluence.trailFadeOutTime onlyMeleeDamage idDeclCloth bool waveGenParams.m_AmpDistributionExp float bool idEntityPtr < idEntity > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float hurtSequenceSmall widthOverride flags.hide idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > influence.offset replacement bool idStr highPrio waveGenParams.m_AmpK idDeclEntityDef idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > heightOverride flags.canBecomeDormant entityDef hurtSequenceBig influence.innerRadius bool idDeclEntityDef lowPrio idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idDeclEntityDef waveGenParams.m_AngleBase float parts idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t float idList < const idDeclEntityDef * , TAG_IDLIST > hSpacingOverride flags.forcePhysicsUpdate entityName influence.outerRadius idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float bool idStr activatableFlag hurtAnimExplosion waveGenParams.m_AngleSpread float idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t idDeclEntityDef float idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > splinters vSpacingOverride flags.noFlood idList < const idDeclEntityDef * , TAG_IDLIST > influence.angle float bool idDeclMD6 standFlag waveGenParams.m_GravityK float reactionAnimExplosion idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t float minSplinters flags.isActivatable idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > lwoName idFuncCloth::sphereCollisionInfo_t influence.trailDist sphereCollision bool idStr crouchFlag waveGenParams.m_nMaxWaves float idList < idFuncCloth::sphereCollisionInfo_t , TAG_IDLIST > idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t damageTypesSkip maxSplinters idDamageParms::damageType_t flags.noknockback itemDef influence.trailFadeInTime bool idDeclInventory leftFlag waveGenParams.m_nMacroTileSubdivide idEntityPtr < idEntity > float lEntityColliders idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t damageTypesBig sound_break idList < idEntityPtr < idEntity > , TAG_IDLIST > idDamageParms::damageType_t flags.takedamage idSoundShader idPlayer::lightDebugHelperModel_t influence.trailFadeOutTime bool helperModels rightFlag waveGenParams.m_nMacroTiles.x float entityColliderRadius idList < idPlayer::lightDebugHelperModel_t , TAG_IDLIST > idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t damageTypesExplosion delaySoundAfterBreak float idDamageParms::damageType_t flags.noSightStimulus float notHitscanInfo.fireFromMuzzle bool minRange popupFlag waveGenParams.m_nMacroTiles.y bool collidesWithPlayers float idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t meleeTraceMask smokeParticle bool contentsFlags_t flags.enableStaticSpecular idDeclParticle notHitscanInfo.entityDef bool maxRange turretHasWeapon waveGenParams.m_MacroTileDim idDeclEntityDef collidesWithAI float idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t breakFromTrigger idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool bigHurtAnims flags.afTouchesTriggers bool notHitscanInfo.physicsProperties.density bool idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > arcAngle actionNode waveGenParams.m_MinVertPerWaveLen float collidesWithDrones float idEntityPtr < idActionNode > float explodes bool flags.skipReplication idGolem::attackAction_t bool notHitscanInfo.physicsProperties.linearFriction leftArmAttacksUpper bool arcOffset pauseFrame waveGenParams.m_MinTexelPerWaveLen float idList < idGolem::attackAction_t , TAG_IDLIST > influencedByWind float float explosionProjectile bool flags.dynamicClipReplication idDeclEntityDef notHitscanInfo.physicsProperties.angularFriction bool maxAbove pause idGolem::attackAction_t waveGenParams.m_LODFadeRange float leftArmAttacksLower windFactor float bool float idList < idGolem::attackAction_t , TAG_IDLIST > explosionEventDecl float flags.dynamicClipReplicationAxis idDeclAiEvent notHitscanInfo.physicsProperties.contactFriction bool maxBelow queuePause waveGenParams.m_LODK float influencedByBullets float bool idGolem::attackAction_t float leftArmSweepsUpper explodeDamage bool flags.isAimAssistTarget idList < idGolem::attackAction_t , TAG_IDLIST > idDeclDamage notHitscanInfo.physicsProperties.linearFrictionWater bool arcBaseOffset impulse explosionParticle float bulletInfluenceFactor float idDeclParticle breakable float idGolem::attackAction_t flags.playerShouldLowerWeapon leftArmSweepsLower idDeclEntityDef notHitscanInfo.physicsProperties.angularFrictionWater bool soundShader angular idList < idGolem::attackAction_t , TAG_IDLIST > float idLootBox::RandomLootItem forceSimulateAfterCollisionTime idSoundShader loot.loot entityToSpawnOnBreak float idList < idLootBox::RandomLootItem , TAG_IDLIST > flags.indicateTarget idDeclEntityDef notHitscanInfo.physicsProperties.bounciness idGolem::attackAction_t bool parms.minDistance radius.value rightArmAttacksUpper float sndBaseWind float float idList < idGolem::attackAction_t , TAG_IDLIST > onlyLootOneItem idSoundShader idDeclDamage bool flags.allowCutting ammoDamage notHitscanInfo.physicsProperties.gravityMultiplier bool parms.maxDistance isRadial idList < const idDeclDamage * , TAG_IDLIST > float idGolem::attackAction_t sndGustOverlay[0] float bool rightArmAttacksLower displayString idSoundShader idList < idGolem::attackAction_t , TAG_IDLIST > idStrId idEntityPtr < idEntity > notHitscanInfo.physicsProperties.maxRippleMagnitude idEntityPtr < idProp_Explosive > targets parms.distanceFactor damageDecl explosivePacks float sndGustOverlay[1] idList < idEntityPtr < idEntity > , TAG_IDLIST > float idDeclDamage idList < idEntityPtr < idProp_Explosive > , TAG_IDLIST > minStatus idGolem::attackAction_t idSoundShader rightArmSweepsUpper missionStatus_t idList < idGolem::attackAction_t , TAG_IDLIST > renderModelInfo.model parms.wetMinDistanceOffset projectileEnvSound_t damageScale notHitscanInfo.envExplodeSounds idEntityPtr < idEntity > sndGustOverlay[2] idRenderModel float float activateList maxStatus idList < projectileEnvSound_t , TAG_IDLIST > idSoundShader idList < idEntityPtr < idEntity > , TAG_IDLIST > missionStatus_t idGolem::attackAction_t rightArmSweepsLower renderModelInfo.allowInline parms.wetMaxDistanceOffset pushPlayerScale notHitscanInfo.flySound idList < idGolem::attackAction_t , TAG_IDLIST > minGustDuration bool float float combiner uniqueInWorld idSoundShader idEntityPtr < idCombiner > bool renderModelInfo.noAmbient parms.coneAttenuation.innerAngle targetActivator idGolem::attackAction_t notHitscanInfo.thrustDelay leftDoubleAttacksUpper maxGustDuration bool float bool hoverSound animWebParms.webDecl idList < idGolem::attackAction_t , TAG_IDLIST > idSoundShader idDeclAnimWeb renderModelInfo.noShadows parms.coneAttenuation.outerAngle targetPlayer notHitscanInfo.thrustDelayVariance gustCrossFadeTime bool float bool idGolem::attackAction_t combineIconSound animWebParms.initialWebNode leftDoubleAttacksLower idSoundShader idAnimWebPath idList < idGolem::attackAction_t , TAG_IDLIST > renderModelInfo.forceDimShadows parms.coneAttenuation.outerVolume retainVelocities notHitscanInfo.speed gustWeight bool float bool inventoryDecl float idAnimWebPath float idGolem::attackAction_t idDeclInventory animWebParms.ambientAnims rightDoubleAttacksUpper idList < idAnimWebPath , TAG_IDLIST > renderModelInfo.allowHighQualityDimShadows parms.distanceBasedRanges.nearMinRange voToPlay idList < idGolem::attackAction_t , TAG_IDLIST > notHitscanInfo.randomSpeed minWindVolume bool float idDeclVoiceOver giveItem float float bool idAnimated_AnimWeb::attachment_t idGolem::attackAction_t startingAttachments renderModelInfo.dontCullDimShadow parms.distanceBasedRanges.farMaxRange voPriority rightDoubleAttacksLower notHitscanInfo.adjustFireAngle idList < idAnimated_AnimWeb::attachment_t , TAG_IDLIST > maxWindVolume bool float aiVoicePriority_t idList < idGolem::attackAction_t , TAG_IDLIST > completedModel float float idRenderModel applyAnimDelta renderModelInfo.allowUpShadows parms.volume.min queueVO notHitscanInfo.useLocking idGolem::attackAction_t bool minDistance bool float bool swimstrokeAttacksUpper anchorPoint bool float idList < idGolem::attackAction_t , TAG_IDLIST > idEntityPtr < idEntity > useAmbientAnims renderModelInfo.forceAcceptDimShadows parms.volume.max soundToPlay notHitscanInfo.fireAtPoint bool maxDistance bool float idSoundShader ropeOffset bool idGolem::attackAction_t float swimstrokeAttacksLower idList < idGolem::attackAction_t , TAG_IDLIST > ambientWait renderModelInfo.staticShadowsFromDynamicModel parms.volume.offset smartAISelection notHitscanInfo.explodeOnImpact windStrengthStartVal bool float bool maxMoveAngle bool float float float leftArmStairAttack.avoidAngles useFaceManager renderModelInfo.privateLightOnly parms.volume.granularity minRangePlayerSmartAI notHitscanInfo.isRetrievable idList < float , TAG_IDLIST > bool windStrengthEndVal bool float float maxMoveAngleLeft bool float float leftArmStairAttack.minAvoidAngleWith sceneModel renderModelInfo.noLocalLighting parms.wetVolume maxRangePlayerSmartAI notHitscanInfo.allowOnlyOne float bool windAngle bool float float ropeMaterial bool float idMaterial leftArmStairAttack.maxAvoidAngleWith overrideUsingDeferredPositions renderModelInfo.noLocalLightSelfShadows parms.pitch.min fromWho notHitscanInfo.followDeployableRules float bool influence.offset bool float idStrId ropeDiameter bool idVec3 float leftArmStairAttack.attackAngle crushDamage renderModelInfo.approxLightingIgnoreGroupMaster parms.pitch.max randomizeTarget notHitscanInfo.inheritParentSpeed float idDeclDamage influence.innerRadius bool float bool ropeBindEntity bool float idEntityPtr < idEntity > leftArmStairAttack.timeScale pushDamage renderModelInfo.occluder parms.pitch.offset globalSound notHitscanInfo.adjustStartForCollision float idDeclDamage influence.outerRadius bool float bool spawnDecl bool float idDeclEntityDef leftArmStairAttack.pauseDurationBuildUp renderModelInfo.megatexturedModel parms.pitch.granularity donePlayingTrigger idAnimated_AnimWeb::collisionPiece_t notHitscanInfo.fadeOutAfterCollision collisionPieces influence.angle bool float idEntityPtr < idEntity > spawnTarget bool idList < idAnimated_AnimWeb::collisionPiece_t , TAG_IDLIST > float idEntityPtr < idEntity > leftArmStairAttack.blendDuration renderModelInfo.rebakeModel parms.loopFadeInDuration donePlayingTriggerTimeOffset notHitscanInfo.breakAwaySnd subtitleName influence.trailDist bool float float startOff idSoundShader idStrId float bool renderModelInfo.mattePaintingModel parms.loopFadeOutDuration fadeSoundBusTrigger float notHitscanInfo.grenadeInfo.warningSound rightArmStairAttack.avoidAngles lightFromJointPositions influence.trailFadeInTime bool float idEntityPtr < idTarget_FadeSoundBus > cycleTrigger idSoundShader idList < float , TAG_IDLIST > bool float bool renderModelInfo.noWetShading parms.dopplerMultiplier enableBlink notHitscanInfo.grenadeInfo.bounceSound rightArmStairAttack.minAvoidAngleWith influence.trailFadeOutTime bool float bool actionDelay idStr idSoundShader float hideMeshes float float idList < idStr , TAG_IDLIST > renderModelInfo.noDecals parms.cameraShake.intensity globalShakeEntity notHitscanInfo.grenadeInfo.minDetonationDelay rightArmStairAttack.maxAvoidAngleWith fadeOut bool float idEntityPtr < idEntity > fxEffect float idDeclFX idStr showMeshes renderModelInfo.noGPUocclusionTest parms.cameraShake.minDistance challengeTutorial idList < idStr , TAG_IDLIST > notHitscanInfo.grenadeInfo.maxDetonationDelay rightArmStairAttack.attackAngle startOff bool float idDeclTutorialEvent startCondition float bool fxCondition_t renderModelInfo.maxTexelDensity parms.cameraShake.maxDistance challengeLink bool notHitscanInfo.grenadeInfo.minSpeed rightArmStairAttack.timeScale cycleTrigger float float idDeclChallengeInfo extraConditions float float bool fxExtraCondition_t originOffset renderModelInfo.maxVisibleRange parms.cameraShake.falloff weaponDecl idVec3 notHitscanInfo.grenadeInfo.maxSpeed rightArmStairAttack.pauseDurationBuildUp startDelay float idDeclTable idDeclWeapon sectorPitch.radius float float float lifeTime renderModelInfo.fadeVisibilityOver parms.cameraShake.timeFalloff effectsDecl notHitscanInfo.grenadeInfo.countDownOnThrow rightArmStairAttack.blendDuration startDelayVariance float idDeclTable idDeclFX sectorPitch.angle.value bool float newModel idVec3 * showForVehicles mentalState_t * * idDeclParticle idRenderModel bool item scale controllerShakeYaw.controllerShakeHighTime int alarmShutdown height idDeclInventory float vec4 actorEditable.forceBodyState idEntityPtr < idEntity > float * prtWaterTransition int setVisibleImmediately idVec4 requireKeyForVehicle bool idDeclParticle bool bool count entity controllerShakeYaw.controllerShakeLowMag * spawnersEmpty webPath idEntityPtr < idEntity > mat3 float * idEntityPtr < idEntity > int idAnimWebPath idStr prtWaterSplash indicateTarget idMat3 showForPlayer actorEditable.disableDamageGroups int idDeclParticle bool bool idList < idStr , TAG_IDLIST > plane groupRow * controllerShakeYaw.controllerShakeLowTime int nonCommanderShutdown wheelControl.handPositionTableYaw [4] idEntityPtr < idEntity > idStr angles bool int idDeclTable [4] maxTimeUnderwater.value playerShouldLowerWeapon idAngles [4] deactivateOnUse idDamageGroup bool bool actorEditable.damageGroups * animator * parentRow * controllerShakeYaw.controllerAxisMoveScale * timeoutInterval wheelControl.handPositionTablePitch * idList < idDamageGroup , TAG_IDLIST > idEntityPtr < idEntity > idStr enum_ float float * idDeclTable * maxFreeTimeUnderwater.value * condition * testEnum_t * availableJobStatus * fxCondition_t missionStatus_t originRef int windupTime [6] idDamageParms::damageTypeScale_t * idComponentTimeLine::idTimeLineEvent referenceDir wheelControl.turnAnims actorEditable.damageTypeScales idEntityPtr < idEntity > events string float idVec3 int idAtomicString idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > * refillAirTime.value * idList < idComponentTimeLine::idTimeLineEvent , TAG_IDLIST > sendsStopFx idStr * unAvailableJobStatus bool missionStatus_t triggerEnter health.killThreshold unidirectional wheelControl.handSwitchModeAnimsEnter idEntityPtr < idEntity > int targetEmitter color float idStr bool idAtomicString actorEditable.radiusDamageJoints * sprintAirReductionScale idEntityPtr < idEntity > delay * idColor guiSpecifics.guiString2 idList < idStr , TAG_IDLIST > float float idStrId triggerLeave activatableRange fx makeRagdollTouchTriggers * wheelControl.handSwitchModeAnimsExit idEntityPtr < idEntity > * channel collisionModel float bool idAtomicString npcName suffocationDamage * soundChannel_t idCollisionModel int useSound * idTarget_WaveSpawner::idWave idStrId idDeclDamage waves idSoundShader legsAnimation stepOffSafetyOffset * idList < idTarget_WaveSpawner::idWave , TAG_AI_FSM > killDuration primaryWeapon.weaponDecl int idAnimAliasRef setNewPitch int renderModel idVec3 float af idDeclWeapon faction.myFaction * suffocationDamageLong bool idRenderModel showIfUnavailable * idDeclFaction idDeclDamage spawner bool handsAnimation idEntityPtr < idTarget_ShowAI > damageDecl int primaryWeapon.dryFireSound * barrelProps_t idAnimAliasRef newPitch table * barrels idDeclDamage idSoundShader suffocationStep1Sound.sound float * idDeclTable * facingTarget idList < barrelProps_t , TAG_IDLIST > idRelationship faction.relationships.relationships int idSoundShader spawnTimeTotal idEntityPtr < idInfo_Trigger_Facing_Target > exitCondition idList < idRelationship , TAG_IDLIST > animFacingRefFwd int primaryWeapon.muzzleTagNames idFirstPersonEvent::exitCondition_t * fadeTargetPitch material * fireInOrder int idAnimWebPath idAtomicString suffocationStep1Sound.timer float * idMaterial int traceTarget bool * factionType float * nextWaveTotal idEntityPtr < idEntity > * exitConditionMoveType actorFactionType * animFacingRefLeft * cameraTagName idFirstPersonEvent::exitConditionMoveType_t * fadeTime tag soundShader * sndTurning * idAnimWebPath idStr suffocationStep2Sound.sound float * idSoundShader fpBindinfo.bindParent idSoundShader weaponProficiency int idSoundShader startingWave idEntityPtr < idEntity > * exitConditionButton float int animFacingRefRight mass int usercmdButton_t fadeDelay * testEntityDef sndFireLoop md6 idAnimWebPath float suffocationStep2Sound.timer float * idDeclEntityDef fpBindinfo.bindOffset idSoundShader armorProficiency float * triggerOnStart idAngles * timeScale float * idEntityPtr < idEntity > * animFacingRefBack * damageScale float * speedBinding.minSpeed sndFireStop int idAnimWebPath float suffocationStep3Sound.sound float * idDeclFX * fpBindinfo.bindToJoint idSoundShader shieldBleedThrough tag idSoundShader linkedEnemy idStr * exitParameters float idEntityPtr < idAI2 > gunnerStartingHitPoints moveSpeed int speedBinding.maxSpeed particle * deadModel float float * suffocationStep3Sound.timer float * idDeclParticle fpBindinfo.bindToTag idRenderModel mass float thresholdNextWave idStr * exitStateSucceded float * bonusDamageWhenTaunting fovOverride * speedBinding.minValue clipForwardAmount float float md6 suffocationDeathSound float idDeclAF float * idFirstPersonEvent::animEntry_t lootable * idSoundShader state extraAnimations exitStateFailed bool nightmareState_t * damageScaleFromTank * climbOffDist idList < idFirstPersonEvent::animEntry_t , TAG_IDLIST > speedBinding.maxValue renderParm float float * idDeclEntityDef vaporizeEvent float idDeclRenderParm int attachmentDefs dropRandomLoot idDeclSpecialEvent int nightmareDecl legsAnimation idList < const idDeclEntityDef * , TAG_IDLIST > maxLoopTime bool int idDeclNightmare visibleSightTime * deathBlendOutTime int idAnimAliasRef center renderProg float * vaporizeVO idVec3 int idDeclRenderProg * dontShowAmmo deleteAttachmentOnDrop idDeclVoiceOver playerStart int handsAnimation bool blendTime bool int idEntityPtr < idPlayerStart > minTriggerDownDuration handsAnimMH int idAnimAliasRef radius damageDef float int idAtomicString hitFlashDuration float [3] idDeclDamage infiniteOnControl int noAttachmentDrop float * playerStartOut alignNodeRef bool frameOffset bool * idEntityPtr < idPlayerStart > maxTriggerDownDuration climbOnAnim int idEntityPtr < idEntity > * contain inventoryDef float idAtomicString incapDuck bool int idDeclInventory damageOccupant idDeclDuck * checkpoint * perfectOriginRef bool * idInventoryAttachmentDef loop * startingInventory int idEntityPtr < idTarget_PlayerCheckpoint > int minFireInterval climbOffAnim idEntityPtr < idEntity > bool name * weaponDef * idList < idInventoryAttachmentDef , TAG_IDLIST > float * idAtomicString playerAimEventDecl idStr int idDeclWeapon removeUser * idDeclAiEvent activatorEnter perfectDestinationRef bool useTimeControl idEntityPtr < idEntity > * maxFireInterval firstPersonMeshKit * idEntityPtr < idEntity > * idEntityAttachmentDef bool text projectileDef entityAttachments float * idAtomicString playerInteractionEventDecl idStr * idDeclProjectile * noManualExit idList < idEntityAttachmentDef , TAG_IDLIST > idDeclAiEvent activatorExit bool allowWeaponControl * idEntityPtr < idEntity > int idEntityPtr < idEntity > int minPostTauntWaitToFire minLook triggerEnter bool otherEntity float int idAngles int idList < idEntityPtr < idEntity > , TAG_IDLIST > int idDeclInventory bodyEventDecl idStr idEntityPtr < idEntity > * disableCrosshair * extraItemsToBeLoaded idDeclAiEvent spawner bool idList < const idDeclInventory * , TAG_IDLIST > useAnimationOrigin * idEntityPtr < idEntityRunTimeSpawner > maxPostTauntWaitToFire maxLook bool entityDef * intArray * idEntityPtr < idEntity > float * idAngles [10] yaw triggerLeave fxDecl idDeclEntityDef useEllipticLimit int idList < idEntityPtr < idEntity > , TAG_IDLIST > * idLootBox * idDeclFX * testShouldBeActivated bool disassembleLoot.lootBoxes * onlyHideWeapon bool maxLivingMinions * exitTrigger * idList < idLootBox , TAG_IDLIST > bool * entityName * idEntityPtr < idEntity > * targetLookEntity int damageSwapSkin idStr intList checkFriendlies idEntityPtr < idEntity > idStr * idList < int , TAG_IDLIST > bool int disassembleLoot.disassembleParticle * attachTag idStr * testCommandLines * startTurretSound int loopMoveSound idDeclParticle idStr idList < idStr , TAG_IDLIST > idSoundShader idSoundShader cameraJoint bsp initialMorphValue yaw idDeclMD6 * warningLightColor idStr idStr float aas strList idColor disassembleLoot.soundShader * pickupItem int overrideStatus endTurretSound loopIdleSound idList < idStr , TAG_IDLIST > idSoundShader idEntityPtr < idEntity > * lwoName testStatus_t idSoundShader idSoundShader fovUserChannel soundOverrideParms.minDistance idStr warningLightHealthFraction idStr float float int triggerOnLoot animState * idSoundShader leftHandPickSounds.startMoveSound * deathTrigger canPressUseToClimbOff soundList * idEntityPtr < idEntity > * equipSlot int idSoundShader idEntityPtr < idEntity > bool * idList < const idSoundShader * , TAG_IDLIST > playerStartOffset int soundOverrideParms.maxDistance equipSlot_t * warningLightTable idVec3 float * idDeclTable * removePickupItem idStr * leftHandPickSounds.loopMoveSound count * disableKnockback * takedownTypes.stealthSWFWD bool * idSpawnRenderParm * idSoundShader bool spawnRenderParmBlock playerEndOffset idList < idStr , TAG_IDLIST > soundOverrideParms.distanceFactor idStr * warningLightTimescale idList < idSpawnRenderParm , TAG_IDLIST > idVec3 float float int giveItemToPlayer * leftHandPickSounds.stopMoveSound delay repeat int justCameraBlendClimbOff bool entityDef idStr gameMS int idSoundShader float bool animAlignStartOffsetJoint action * takedownTypes.stealthSWREV * soundOverrideParms.wetMinDistanceOffset idDeclEntityDef idTestEntity::test_t warningLightSpecularScale idVec3 * structList idStr classA * idList < idStr , TAG_IDLIST > float float idList < idTestEntity::test_t , TAG_IDLIST > leftHandPickSounds.speedTrigger call declEnterTutorial classB * entityName float idStr classC * idDeclTutorialEvent * animAlignEndOffsetJoint soundOverrideParms.wetMaxDistanceOffset idStr warningLightSpecularExp idStr startActive idStr idVec3 * takedownTypes.stealthDWFWD float float bool float classD * idList < idStr , TAG_IDLIST > leftHandPickSounds.speedTolerance classE * physicsClipMask.solid declInventory bool bool cameraAngleMoveOffsetScale int soundOverrideParms.coneAttenuation.innerAngle idDeclInventory warningLightEntityDef smartLootComponent.decl float float idDeclEntityDef idStr mgDeclSmartLoot takedownTypes.stealthDWREV int rightHandPickSounds.startMoveSound * waitInterval physicsClipMask.opaque idList < idStr , TAG_IDLIST > idSoundShader float bool playerDamageScale action * soundOverrideParms.coneAttenuation.outerAngle idDeclMD6 idVec3 int useSound float idVec3 * idEntityPtr < idEntity > float radius * exitTargets int idSoundShader rightHandPickSounds.loopMoveSound tracks * physicsClipMask.water idList < idEntityPtr < idEntity > , TAG_IDLIST > idStr idVec3 * lwoName takedownTypes.counterSWFWD * idSoundShader bool bool attachMode * soundOverrideParms.coneAttenuation.outerVolume idStr idList < idStr , TAG_IDLIST > idFirstPersonEvent::attachMode_t float idVec3 int idProp_AmmoRefill::caseItem_t splinePath int caseContents rightHandPickSounds.stopMoveSound idVec3 int resetOnActivate physicsClipMask.playerClip * idEntityPtr < idSplinePath > title idList < idProp_AmmoRefill::caseItem_t , TAG_IDLIST > idSoundShader bool bool blendInTime idStr idVec3 * soundOverrideParms.distanceBasedRanges.nearMinRange idStr idVec3 * takedownTypes.counterSWREV float idVec3 int splineStartFraction * idList < idStr , TAG_IDLIST > effectsDef.impulseDir rightHandPickSounds.speedTrigger float idVec3 * physicsClipMask.monsterClip time float health * idTarget_ModifyTraversalClass::modifyTraversalClassAction_t bool float usable * blendOutTime soundOverrideParms.distanceBasedRanges.farMaxRange idStr float idVec3 * aiMissTime * takedownTypes.counterDWFWD * effectsDef.impulseMag rightHandPickSounds.speedTolerance * physicsClipMask.vehicleClip float guiSwf * idList < idStr , TAG_IDLIST > movement.moveType float float bool bool float idVec3 * cameraBlendOutTime * soundOverrideParms.volume.min idCinematicCamera::cam_move_t aiMissTrackAlongGround effectsDef.lootParticle idStr handsPoseAnimNameDown physicsClipMask.moveableClip bool takedownTypes.counterDWREV * movement.spline.path idDeclParticle idAtomicString bool bool deathAnimState idList < idStr , TAG_IDLIST > soundOverrideParms.volume.max idEntityPtr < idSplinePath > float aiMissTimeMinRange * handsPoseAnimNameUp * physicsClipMask.shotClip float target * idDeclEntityDef movement.position idVec3 * effectsDef.parts idStr idVec3 * idAtomicString bool bool deathBlendOutTime spotId * takedownTypes.stunnedSWFWD * soundOverrideParms.volume.offset float idVec3 * idList < const idDeclEntityDef * , TAG_IDLIST > idList < idStr , TAG_IDLIST > customSkin * jointOuterRing physicsClipMask.ikClip idStr movement.entity idAtomicString bool bool idDeclEntityDef blockStepUpTime soundOverrideParms.volume.granularity idEntityPtr < idEntity > idStr paused int effectsDef.splinters takedownTypes.stunnedSWREV float idVec3 * idList < const idDeclEntityDef * , TAG_IDLIST > pushFlags damage * idList < idStr , TAG_IDLIST > jointInnerRing physicsClipMask.aiAware movement.moveTime radius * idAtomicString bool bool hudHideFlags soundOverrideParms.wetVolume float effectsDef.minSplinters hudFlags_t float usable * msUntilClose idStr takedownTypes.customGeneric * jointPistons modifyActiveAI physicsClipMask.ai * movement.transTime * idList < idStr , TAG_IDLIST > idAtomicString bool bool useAnimationOrigin * soundOverrideParms.pitch.min float effectsDef.maxSplinters bool float triggerTargetsOnOpen boxEntity height * physicsClipMask.projectile bool idStr center * movement.easeInTime * takedownTypes.customGenericDW idEntityPtr < idAnimatedSimple > float idVec3 * idTarget_Remove_FromVolume::target_action_t bool float radius * useAnimationEndPos * soundOverrideParms.pitch.max effectsDef.soundBreak idList < idStr , TAG_IDLIST > bool idSoundShader playerCanClose useEntity fxDecl * targetOutside physicsClipMask.corpse bool movement.easeOutTime idEntityPtr < idEntity > bool bool idStr health * forceActivateOnPlayer soundOverrideParms.pitch.offset float effectsDef.idleParticle takedownTypes.customRear bool float facing * idDeclParticle numMaxOpens * idList < idStr , TAG_IDLIST > highLightEntity affectAllAI * physicsClipMask.trigger movement.haltPrevMove idEntityPtr < idEntity > bool bool idStr idMat3 * shouldEndInCrouch idMat3 * soundOverrideParms.pitch.granularity bool effectsDef.breakableFadeTime bool float float takedownTypes.customRearDW int idDoor_AnimatedPiece correctPositionSound remaining idVec3 * physicsClipMask.player collisionParts idList < idStr , TAG_IDLIST > focus.focusType idSoundShader bool getPlayerCrouchState idList < idDoor_AnimatedPiece , TAG_IDLIST > soundOverrideParms.loopFadeInDuration idCinematicCamera::cam_focus_t effectsDef.breakableFadeDelay bool float float idStr outOfCorrectPositionSound * volumeToCheck physicsClipMask.vehicle testForActorsWhenClosing float minYaw * takedownTypes.groundFront maxYaw int focus.spline.path * idSoundShader idEntityPtr < idVolume > bool float * makePlayerFollowAlong bool idList < idStr , TAG_IDLIST > soundOverrideParms.loopFadeOutDuration idEntityPtr < idSplinePath > effectsDef.fadeTime bool idStr target * pickerDecl int complexVolume physicsClipMask.obstacle float crouch * AICanHear idVec3 * focus.splineTime float idVec3 * idDeclInventory bool bool useShadows bool float aiming int takedownTypes.groundRear float * soundOverrideParms.dopplerMultiplier effectsDef.fadeDelay bool idList < idStr , TAG_IDLIST > wrenchDecl int reuseable idVec3 * physicsClipMask.playerCoverClip saveOnCheckPoint idStr int focus.splineTimeOfs int idDeclInventory bool bool takeDamage bool float * soundOverrideParms.cameraShake.intensity float * idDeclInventory bool takedownTypes.groundLeft float * inventoryDef.randomLootPool * idList < idStr , TAG_IDLIST > lockpickDifficulty * gameStat idStr enable * physicsClipMask.monsterCoverClip value idVec3 * idList < const idDeclInventory * , TAG_IDLIST > autoOpenRange focus.entity gameDificulty_t gameStat_t bool float * useSlowPlayerWeaponHide soundOverrideParms.cameraShake.minDistance * idEntityPtr < idEntity > bool float * inventoryDef.randomLootQuantity takedownTypes.groundRight int maxTurnWhileLockpicking physicsClipMask.playerFocus * autoOpenAI int focus.position idList < idStr , TAG_IDLIST > bool inhibitWeaponHud bool idStr short_ * soundOverrideParms.cameraShake.maxDistance bool float int inventoryDef.requiredInvDecl turnKeySpring physicsClipMask.pushable float * idDeclInventory autoOpenPlayer focus.pathAdjust idStr int idTarget_LayerChange2::layerChange_t2 takedownTypes.AITakedowns int layerChanges bool noPlayerTeleport bool float int soundOverrideParms.cameraShake.falloff idAngles float * idList < idStr , TAG_IDLIST > idList < idTarget_LayerChange2::layerChange_t2 , TAG_IDLIST > bool idDeclTable * inventoryDef.requiredJobStatus innerRingSpring physicsClipMask.shield missionStatus_t autoCloseOnly focus.focusOffset int startEncounterGroup bool float int allowPrevious3PAnimToShow bool idStr * soundOverrideParms.cameraShake.timeFalloff int pipeTakedownTypes.stealthSWFWD bool bool idDeclTable * clipOverride.contents.solid * idList < idStr , TAG_IDLIST > maxInnerRingAngle int physicsClipMask.noCover bool animOpen.animation int focus.easeInTime bool float * inhibitShowUse idAnimAliasRef soundOverrideParms.controllerShake.intensity bool clipOverride.contents.opaque pipeTakedownTypes.stealthSWREV pistonOffset bool animOpen.doorStateWhenUsed * idList < idStr , TAG_IDLIST > focus.easeOutTime int idInputListener::conditionEvent_t float int magnitude * conditions int enableCameraRecoil * idDoor_Animated::animDoorState_t float float_ int soundOverrideParms.controllerShake.minDistance float idList < idInputListener::conditionEvent_t , TAG_IDLIST > bool float * clipOverride.contents.water idStr int bumpKeyWindowLength bool float double * pipeTakedownTypes.stealthDWFWD focus.transTime idEntityPtr < idEntity > float action * itemToEquip triggerOnce showPlayerImmediatelyOnEnd animOpen.triggerEnter idList < idStr , TAG_IDLIST > soundOverrideParms.controllerShake.maxDistance idDeclInventory bool bool idList < idEntityPtr < idEntity > , TAG_IDLIST > clipOverride.contents.playerClip tutorialDecl bool fade.color idStr idDeclTutorialEvent altItemToEquip ponytail.declPonytail hideHeadItem pipeTakedownTypes.stealthDWREV soundOverrideParms.controllerShake.falloff idColor idEntityPtr < idEntity > idDeclInventory idDeclPonytail bool animOpen.triggerLeave idList < idStr , TAG_IDLIST > idDeclTable clipOverride.contents.monsterClip idList < idEntityPtr < idEntity > , TAG_IDLIST > controllerShakeInCorrectPos.controllerShakeHighMag bool fade.transTime float ammoDecl animWebDecl delayPlayAnim soundOverrideParms.controllerShake.timeFalloff float idStr idDeclAmmo idDeclAnimWeb bool animClose.animation pipeTakedownTypes.counterSWFWD idDeclTable clipOverride.contents.vehicleClip idAnimAliasRef idList < idStr , TAG_IDLIST > controllerShakeInCorrectPos.controllerShakeHighTime bool fade.timeScaleFade sniperHACK usePlayerPosition soundOverrideParms.groups bool mgTimelineController::tlTrack_t bool bool animClose.doorStateWhenUsed soundShaderGroups_t clipOverride.contents.moveableClip idStr idList < mgTimelineController::tlTrack_t , TAG_IDLIST > idDoor_Animated::animDoorState_t pipeTakedownTypes.counterSWREV controllerShakeInCorrectPos.controllerShakeLowMag bool timeScale.scale idList < idStr , TAG_IDLIST > float useIntro bubiEventSpecialCase soundOverrideParms.soundChannel float bool bool soundChannel_t clipOverride.contents.shotClip idEntityPtr < idEntity > markers animClose.triggerEnter controllerShakeInCorrectPos.controllerShakeLowTime bool idStr timeScale.transTime idList < int , TAG_IDLIST > idList < idEntityPtr < idEntity > , TAG_IDLIST > pipeTakedownTypes.counterDWFWD setDualWieldMode useTakedownDof soundOverrideParms.soundShaderFlags float idList < idStr , TAG_IDLIST > idTarget_EquipItem::setDualwieldMode_t bool soundShaderFlags_t clipOverride.contents.ikClip editorFriendlyName controllerShakeOutCorrectPos.controllerShakeHighMag bool idEntityPtr < idEntity > fovZoom.angle idStr animClose.triggerLeave float setFireMode preventAutomap idStr soundOverrideParms.lowPassMinDistance float idList < idEntityPtr < idEntity > , TAG_IDLIST > pipeTakedownTypes.counterDWREV idTarget_EquipItem::setFireMode_t bool float clipOverride.contents.aiAware idList < idStr , TAG_IDLIST > noTouchGameHz controllerShakeOutCorrectPos.controllerShakeHighTime bool fovZoom.transTime bool instant usePlayerProxy idDoor_Animated::anim_t soundOverrideParms.lowPassStrength float animList bool bool idStr float clipOverride.contents.ai idList < idDoor_Animated::anim_t , TAG_IDLIST > pipeTakedownTypes.stunnedSWFWD turnOffLights controllerShakeOutCorrectPos.controllerShakeLowMag bool idList < idStr , TAG_IDLIST > bool idEntityPtr < idEntity > float newPath enableBobWhenBlendingOut soundOverrideParms.lfeVolume activate.entity nodeType idEntityPtr < idInfoPath > bool float idList < idEntityPtr < idEntity > , TAG_IDLIST > clipOverride.contents.projectile idSpawnNode::nodeType_t videoFileName idStr controllerShakeOutCorrectPos.controllerShakeLowTime bool pipeTakedownTypes.stunnedSWREV idStr exitUnderWater idList < idStr , TAG_IDLIST > soundOverrideParms.centerChannel idEncounterGroupExpr team idSoundShader expressions bool float sounds.sound clipOverride.contents.corpse gameTeam_t idList < idEncounterGroupExpr , TAG_IDLIST > skippable idList < const idSoundShader * , TAG_IDLIST > canExitWithoutCompleting bool bool idStr bool hide3PEntitiesOnExit pipeTakedownTypes.customGeneric soundOverrideParms.falloff isActive groupName bool idList < idStr , TAG_IDLIST > idDeclTable sounds.voiceOver clipOverride.contents.trigger bool idStr chainLinkModel idDeclVoiceOver minLookAngles bool idRenderModel idAngles dropHeavyWeapon soundOverrideParms.wetFalloff initial idStr bActivatorOnly bool pipeTakedownTypes.customGenericDW idDeclTable depthOfField.blurStart clipOverride.contents.player bool bool chainMD6 idList < idStr , TAG_IDLIST > float maxLookAngles bool idRenderModel idAngles endUnderWater soundOverrideParms.headroom bClearActionScript bool float depthOfField.blurScale clipOverride.contents.vehicle float idStr bool chainDef.startPosition pipeTakedownTypes.customRear float leanSpringK bool idList < idStr , TAG_IDLIST > float updateAlignNodeRef soundOverrideParms.maxPlay.maxShaders facingTargetObj bResetAnimweb bool depthOfField.transTime clipOverride.contents.obstacle idEntityPtr < idEntity > bool chainDef.endPosition float correctStep1Trigger bool idStr pipeTakedownTypes.customRearDW idEntityPtr < idEntity > wineTraySpecialCase soundOverrideParms.maxPlay.playbackType idList < idStr , TAG_IDLIST > bKillAI bool idAIScriptedAnimWeb::animWebState_t soundMaxPlaybackType_t shakeView.shakeVolume clipOverride.contents.playerCoverClip animWebStates bool chainDef.extraLength float correctStep2Trigger bool idList < idAIScriptedAnimWeb::animWebState_t , TAG_IDLIST > float idEntityPtr < idEntity > deactivatePrevCamera idStr soundOverrideParms.priority pipeTakedownTypes.groundFront perceptionFlag bool soundPriority_t renderParms.fogScale clipOverride.contents.monsterCoverClip afProperties.articulatedFigure idList < idStr , TAG_IDLIST > idTarget_AICommand::aiCommandFlags_t chainDef.startBindInfo.bindToObject float correctStep3Trigger bool idDeclAF idEntityPtr < idEntity > idEntityPtr < idEntity > aiCanActivate soundOverrideParms.frontDirectionalAngle bStun bool idStr float renderParms.fogColor clipOverride.contents.playerFocus afProperties.sndBounceTable pipeTakedownTypes.groundRear idTarget_AICommand::aiCommandFlags_t chainDef.startBindInfo.bindToJoint idColor incorrectSequenceTrigger bool idDeclImpactSound idList < idStr , TAG_IDLIST > idStr idEntityPtr < idEntity > playerCanActivate clothComponent.clothDecl bDeaf bool idDeclCloth renderParms.transTime clipOverride.contents.pushable afProperties.prtBounceTable bool chainDef.startBindInfo.bindToTag idStr float tutorialDecl bool idDeclImpactParticle pipeTakedownTypes.groundLeft idStr idDeclTutorialEvent individualTriggers idList < idStr , TAG_IDLIST > clothComponent.gibEntity detectPlayerEnemy bool idDeclEntityDef misc.endCinematic clipOverride.contents.shield idTarget_AICommand::aiCommandFlags_t chainDef.endBindInfo.bindToObject idAnimator_AF::idBindConstraint bool tutorialDeclCrouch bool afProperties.bindConstraints idEntityPtr < idEntity > idStr idDeclTutorialEvent enterTriggerOnce idList < idAnimator_AF::idBindConstraint , TAG_AF > pipeTakedownTypes.groundRight voProperties.jointName overrideScenePoint bool idList < idStr , TAG_IDLIST > idAtomicString misc.notifyGUI clipOverride.contents.noCover idEntityPtr < idScenePoint > chainDef.endBindInfo.bindToJoint bool ledge bool afProperties.canDeattachBones idStr idEntityPtr < idLedge > exitTriggerOnce bool voProperties.tagName idStr dropRandomLoot bool pipeTakedownTypes.AITakedowns idAtomicString misc.suspendCamera clipOverride.clipMask.solid idTarget_AICommand::aiCommandFlags_t chainDef.endBindInfo.bindToTag idList < idStr , TAG_IDLIST > bool minLookAngles bool takesDamage idStr idAngles aiDeathTriggersExit bool randomizeValidMeshKits immunity bool useCusomTakedown bool misc.showHud clipOverride.clipMask.opaque idTarget_AICommand::aiCommandFlags_t bool idCinematicCamera::cam_showhud_t maxLookAngles idFuncChain::anchordef_t bool isEnemyOfPlayer chainDef.anchorPoints idAngles bool idList < idFuncChain::anchordef_t , TAG_IDLIST > idEntityPtr < idEntity > idStr detectedPlayerPosEntity enterTargets takedownWindowAlwaysOpen targetLockJoints misc.playerGui clipOverride.clipMask.water idEntityPtr < idEntity > idList < idEntityPtr < idEntity > , TAG_IDLIST > bool idList < idStr , TAG_IDLIST > idPresentablePlayer::playerGuis_t declBreakable bool useSphereModels chainDef.randomRotate idDeclEntityDef bool bool suspectedPlayerPosEntity walkIK.enabled type entFrom clipOverride.clipMask.playerClip idEntityPtr < idEntity > idEntityPtr < idEntity > exitTargets bool splinePathType_t idEntityPtr < idEntity > minTimeBetweenBursts bool chainDef.smoothSkinning idList < idEntityPtr < idEntity > , TAG_IDLIST > idStr float radiusDamageJointNames bool limpingState idList < idStr , TAG_IDLIST > walkIKDecl camTagFrom clipOverride.clipMask.monsterClip idTarget_AICommand::aiCommandLimpFlags_t idDeclWalkIK controlPoints idCaptureController::camTags maxTimeBetweenBursts bool idEntityPtr < idEntity > chainDef.startRotation validTouchers idList < idVec3 , TAG_IDLIST > float numHitsToKill float idList < idEntityPtr < idEntity > , TAG_IDLIST > inhibitRunning soundExplosion camFromOffsets clipOverride.clipMask.vehicleClip idTarget_AICommand::aiCommandFlags_t idSoundShader burstDirection bool chainDef.numIterations enterDelay weightPoints goreDef float idList < idVec3 , TAG_IDLIST > inhibitFire idDeclGore impactSoundTable entFromLookAt clipOverride.clipMask.moveableClip float idDeclImpactSound idEntityPtr < idEntity > impulse bool chainDef.stiffness exitDelay graphDef float float float idAngles idDeclEntityDef blockTakedowns controlPointRotations pieceMinBounceVelocity entTo clipOverride.clipMask.shotClip idTarget_AICommand::aiCommandFlags_t idList < idAngles , TAG_IDLIST > float idEntityPtr < idEntity > bool idBounceSparks::sparkTimings_t chainDef.stiffnessAdditional damageMultiplier anchorStart sparkTimings float float idEntityPtr < idEntity > idList < idBounceSparks::sparkTimings_t , TAG_IDLIST > bUseClose useSplineForward targetable camTagTo clipOverride.clipMask.ikClip idTarget_AICommand::aiCommandFlags_t bool bool idCaptureController::camTags bool chainDef.additionalLinkStep playerCanActivate anchorEnd pitch bool idEntityPtr < idEntity > float fov.value ignoreDamageType camToOffsets clipOverride.clipMask.aiAware float bool idDamageParms::damageType_t bool chainDef.linkSize AICanActivate afProperties.articulatedFigure float bool idDeclAF float aggroTarget entToLookAt clipOverride.clipMask.ai breakState_t idEntityPtr < idEntity > bool breakState idEntityPtr < idEntity > bool chainDef.flexibilityAngle fadeInTime idList < breakState_t , TAG_IDLIST > afProperties.sndBounceTable roll float idDeclImpactSound float bPlayerTarget startOff duration clipOverride.clipMask.projectile bool bool float bool chainDef.stretchToFit fadeOutTime float afProperties.prtBounceTable parms.minDistance bool idDeclImpactParticle float aggroWeight cycleTrigger wait clipOverride.clipMask.corpse float bool fadeBroken float bool chainGroup declEnv bool parms.maxDistance idAnimator_AF::idBindConstraint idEntityPtr < idEntity > idDeclEnv afProperties.bindConstraints float aggroTime declRibbon triggerEnt clipOverride.clipMask.trigger idList < idAnimator_AF::idBindConstraint , TAG_AF > float idDeclRibbon fadeTime idEntityPtr < idEntity > bool morphMaterial facingTarget float parms.distanceFactor idMaterial idEntityPtr < idInfo_Trigger_Facing_Target > afProperties.canDeattachBones float scenePointUserGroup stopTime clipOverride.clipMask.player idInventoryAttachmentDef bool idEntityPtr < idScenePoint_UserGroup > startingInventory fadeDelay bool bool locationVo idList < idInventoryAttachmentDef , TAG_IDLIST > float parms.wetMinDistanceOffset idFuncChain::sphere_t collisions idDeclVoiceOver actorConstants.modelInfo.soundJoint float nextState adjustTime idList < idFuncChain::sphere_t , TAG_IDLIST > clipOverride.clipMask.vehicle idStr initialState velocityScale float bool locationSs idGuiEntity::idGuiEntityInitialState float parms.wetMaxDistanceOffset idSoundShader actorConstants.modelInfo.customSkin float changeType idFuncChain::plane_t rigid collisionPlanes clipOverride.clipMask.obstacle idStr idTarget_ChangeAnimState::changeType_t newsName bool idList < idFuncChain::plane_t , TAG_IDLIST > bool groupName bool idStrId parms.coneAttenuation.innerAngle idStr actorConstants.modelInfo.modelOffset float blendTime name clipOverride.clipMask.playerCoverClip idEntityPtr < idEntity > desc idAtomicString animCollisions bool deathAnimation idSWF idStrId parms.coneAttenuation.outerAngle idList < idEntityPtr < idEntity > , TAG_IDLIST > idAnimWebPath actorConstants.perception.eyeOffset float queueChangeState eventDef clipOverride.clipMask.monsterCoverClip bool material idDeclEntityDef soundBreak bool deathChance idEntityPtr < idEntity > idMaterial parms.coneAttenuation.outerVolume idSoundShader float actorConstants.perception.crouchedEyeOffset float showIfHidden scriptedAnimWebDef clipOverride.clipMask.playerFocus bool triggeredSound uniqueIndex idDeclEntityDef soundRattle bool killOnTouch idSoundShader idPlayerProgress::NewsPaper parms.distanceBasedRanges.nearMinRange idSoundShader bool actorConstants.actorSounds.sndPainSmall float checkPoint requiredItem clipOverride.clipMask.pushable idSoundShader bool disableSaves explosionTime idDeclInventory damageTypes bool triggerOnKillOnTouch bool parms.distanceBasedRanges.farMaxRange idDamageParms::damageType_t idEntityPtr < idEntity > actorConstants.actorSounds.sndPainMedium float forceStartScriptedAnimWeb requiredCount clipOverride.clipMask.shield idSoundShader bool proxyTarget stuckExplosionTime maxHealth bool killTime idEntityPtr < idEntity > parms.volume.min float float actorConstants.actorSounds.sndPainLarge float startScriptedAnimWeb animation clipOverride.clipMask.noCover idSoundShader bool maxFocusTraceOverride randomAngle idAnimAliasRef defaultBreakFraction bool periodicity float float parms.volume.max float float actorConstants.actorSounds.sndPainHuge float changeAdditiveState doorStateWhenUsed idSoundShader bool idDeclEntityDef teleportPlayerAtEnd allowConstraint idDoor_Animated::animDoorState_t canBreakAtEnds entitiesSpawnedOnBreak aiCanUse bool bool parms.volume.offset bool idList < const idDeclEntityDef * , TAG_IDLIST > bool actorConstants.actorSounds.sndFoliage float restrictionVolume idSoundShader idEntityPtr < idEntity > idEntityPtr < idVolume_Restriction > relativeTeleportAtBeginning startJetSpeed triggerEnter breakAnchorsBoundToSameEnd uniqueInWorld comment bool float idList < idEntityPtr < idEntity > , TAG_IDLIST > parms.volume.granularity bool bool idStr actorConstants.useCombatBox float triggerAchievementId bool triggerAchievementId_t icon slowDownAcc unanchoredEnd playerOnly idEntityPtr < idEntity > textColor idMaterial float triggerLeave parms.wetVolume chainEnd_t bool idColor actorConstants.footstepEffectTables.normal.leftFoot idList < idEntityPtr < idEntity > , TAG_IDLIST > float achievementInventory idDeclProjectileImpactEffect idDeclInventory useTargets constraintName gravity breakable showAlways bool idStr leftSide parms.pitch.min float idDeclEntityDef bool actorConstants.footstepEffectTables.normal.rightFoot float idTarget_TeleportByVolume::teleportVolumePosition_t idDeclProjectileImpactEffect teleportVolumes requireMapIntel primNoiseAngleMinTime idPlayer::lightDebugHelper_t nonSolid breakableSound lightDebugHelperTypes bool idList < idTarget_TeleportByVolume::teleportVolumePosition_t , TAG_IDLIST > rightSide parms.pitch.max bool idSoundShader idList < idPlayer::lightDebugHelper_t , TAG_IDLIST > actorConstants.footstepEffectTables.normal.leftRearFoot float idDeclProjectileImpactEffect screenNumber hideMapUpdate primNoiseAngleMaxTime saveOnCheckpoint impactParticle thirdPersonHandsDef idTarget_PlayVideo::screenNumber_t text bool refPosition parms.pitch.offset bool idDeclParticle idDeclEntityDef idStr actorConstants.footstepEffectTables.normal.rightRearFoot idEntityPtr < idEntity > float idDeclProjectileImpactEffect timeOffset density primNoiseAngleMax manualBuild ponyTail.declPonytail thirdPersonLegsDef textColor float float offsetAngles parms.pitch.granularity bool idDeclPonytail idDeclEntityDef idColor actorConstants.footstepEffectTables.normal.scratchFoot idAngles float idDeclProjectileImpactEffect looping viscosity secNoiseAngleMinTime alarmSound shotImpulse handsNumFingerAnimations bool textScale float blendMS parms.loopFadeInDuration idSoundShader float float actorConstants.footstepEffectTables.slowWalk.leftFoot float idDeclProjectileImpactEffect current secNoiseAngleMaxTime alarmSoundSecondStage combineIconSound bool depthTest idPlayer::grappleType_t bindInfo.bindToObject parms.loopFadeOutDuration idSoundShader idSoundShader grappleTypes bool actorConstants.footstepEffectTables.slowWalk.rightFoot idEntityPtr < idEntity > float idList < idPlayer::grappleType_t , TAG_IDLIST > idDeclProjectileImpactEffect startOn secNoiseAngleMax alarmBreakSound useConstraints.angleConstraintHorizontal.value bool permanent idDeclDamage float bindInfo.bindToJoint parms.dopplerMultiplier idSoundShader float behaviors.sprintSlide.additiveAnimAlphaMin bool actorConstants.footstepEffectTables.slowWalk.leftRearFoot idStr float float idDeclProjectileImpactEffect videoFile loot applyPrimNoiseOutOfAngle breakSound useConstraints.angleConstraintVertical.value idInGameVideoFile idEntityPtr < idRandomLoot > bool bindInfo.bindToTag parms.cameraShake.intensity idSoundShader float behaviors.sprintSlide.additiveAnimAlphaMax float actorConstants.footstepEffectTables.slowWalk.rightRearFoot idStr float float idDeclProjectileImpactEffect envWaterEffects nameYawJoint colorInactive useConstraints.distanceConstraint bool idDeclEnv idStr parms.cameraShake.minDistance idColor float behaviors.sprintSlide.additiveAnimAlphaMinSpeed float actorConstants.footstepEffectTables.slowWalk.scratchFoot float float idDeclProjectileImpactEffect failure surfTypeOverride namePitchJoint colorActive overrideUseText bool scenePointAnimation surfTypes_t idStr parms.cameraShake.maxDistance idColor crosshairIconTextMapper_t behaviors.sprintSlide.additiveAnimAlphaMaxSpeed idAnimWebPath actorConstants.footstepEffectTables.crouchWalk.leftFoot float float float idDeclProjectileImpactEffect failureText ignoreSurfaceForMovement exitInfo alarmHealth.killThreshold showMaterialIcons idStrId animatedEntity bool idStrId mTarget parms.cameraShake.falloff float bool behaviors.sprintSlide.cameraShakeMin idEntityPtr < idEntity > actorConstants.footstepEffectTables.crouchWalk.rightFoot idEntityPtr < idInfo_TraversalPoint > idDeclTable float idDeclProjectileImpactEffect message soundEnvOverride weaponDecl sound_use idStr lookFlags idEntityPtr < idSoundEnvironment > idDeclWeapon mAnim parms.cameraShake.timeFalloff idDeclFX idSoundShader behaviors.sprintSlide.cameraShakeMax scenePointLookFlags_t actorConstants.footstepEffectTables.crouchWalk.leftRearFoot idAnimWebPath idDeclTable float idDeclProjectileImpactEffect location ignoreBuoyancy playerAmmoDecl fxConditionActivate firstPersonEventDef idTarget_Print::printLocation_t bool idDeclAmmo ownAnimation parms.controllerShake.intensity fxCondition_t idDeclEntityDef behaviors.sprintSlide.cameraShakeMinSpeed float actorConstants.footstepEffectTables.crouchWalk.rightRearFoot idStr float float idDeclProjectileImpactEffect displayTime triggerTargets aiAmmoDecl fxConditionBreak boltDecl attackerDef bool idDeclAmmo otherAnimation parms.controllerShake.minDistance fxCondition_t idDeclElectricBolt behaviors.sprintSlide.cameraShakeMaxSpeed idDeclEntityDef actorConstants.footstepEffectTables.crouchWalk.scratchFoot idStr float float idDeclProjectileImpactEffect voiceOver useSound aiFXDecl fxConditionSecondStage loopingSound idDeclVoiceOver inflictorDef idSoundShader idDeclFX otherAnimationSecondary parms.controllerShake.maxDistance fxCondition_t idSoundShader behaviors.sprintSlide.slideSounds idDeclEntityDef actorConstants.footstepEffectTables.sprint.leftFoot idStr float idDeclImpactSound idDeclProjectileImpactEffect playInCombat infAmmo impactSoundTable chargePerSecond idLoot_ItemCase::caseItem_t bool damageDef caseContents bool parms.controllerShake.falloff idDeclImpactSound float behaviors.sprintSlide.sndSlideMinVolume idDeclDamage idList < idLoot_ItemCase::caseItem_t , TAG_IDLIST > actorConstants.footstepEffectTables.sprint.rightFoot idAISyncedAnim::SyncedAnimFacing_t idDeclTable float idDeclProjectileImpactEffect blockFlags startAngles pieceMinBounceVelocity totalChargeAmount idTarget_DummyFire::blockFlags_t requireAllPlayers foundSound idAngles playerTrigger parms.controllerShake.timeFalloff float float behaviors.sprintSlide.sndSlideMinVolumeSpeed bool idSoundShader actorConstants.footstepEffectTables.sprint.leftRearFoot idAISyncedAnim::SyncedAnimPlayerTrigger_t idDeclTable float idDeclProjectileImpactEffect weaponDecl turnSpeed soundTransform soundTransform idDeclWeapon ignoreIncapacitatedPlayers destAnimRef float lockOnUse parms.groups behaviors.sprintSlide.sndSlideMaxVolume bool idAnimWebPath actorConstants.footstepEffectTables.sprint.rightRearFoot bool soundShaderGroups_t float idDeclProjectileImpactEffect effectsDecl minPitch onBreakTrigger fpEventOffset idDeclFX clientCollision groupName float disableAllOnUse parms.soundChannel idEntityPtr < idEntity > behaviors.sprintSlide.sndSlideMaxVolumeSpeed idEntityPtr < idEntity > idStr actorConstants.footstepEffectTables.sprint.scratchFoot bool soundChannel_t float idDeclProjectileImpactEffect ammoIndex maxPitch hasSecondStage noPlayerTeleport float parms.soundShaderFlags bool bool idScriptAction idScriptAction behaviors.contextualLadder.pipeClimbDisplayIcon idStr actionScript actionScript actorConstants.footstepEffectTables.land lockOnUseAnims soundShaderFlags_t idMaterial idList < idScriptAction , TAG_IDLIST > idList < idScriptAction , TAG_IDLIST > idDeclProjectileImpactEffect idList < idStr , TAG_IDLIST > duration noDamage droppedByRobot float float parms.lowPassMinDistance bool bool behaviors.contextualLadder.pipeClimbEnterInfo group standState actorConstants.footstepEffectTables.jump float idStrId idStr soundShaderGroups_t standState_t idDeclProjectileImpactEffect unlockOnUseAnims hitInterval alarmPulseTable onlyPlayerFocus idList < idStr , TAG_IDLIST > float parms.lowPassStrength idDeclTable bool behaviors.contextualLadder.pipeClimbExitInfo toDB sitState actorConstants.footstepEvents float idStrId float sitState_t idDeclFootstepEvents availability maxAIYaw alarm1stPulseTimescale availableJobStatus idAISyncedAnim::SyncedAnimAvailability_t idEntityPtr < idEntity > float parms.lfeVolume float missionStatus_t behaviors.contextualLadder.pipeClimbSelectDw overSec posture actorConstants.waterInteraction.moveSpeedSlow float idStrId float posture_t float useDirection maxRange alarm2ndPulseTimescale notAvailableJobStatus idAISyncedAnim::SyncedAnimDirection_t bool float parms.centerChannel float missionStatus_t behaviors.contextualLadder.pipeClimbSelectPipes actionFadeVolume actorConstants.waterInteraction.splashTreshold float idActionNode::anim_t idStrId bool anims float useDirectionAngleOffset instantCrouchChange minRange alarm2ndPulseOffset displayText idList < idActionNode::anim_t , TAG_IDLIST > float bool float parms.falloff float idStrId startingExtraAmmo modifyRunning actorConstants.waterInteraction.emissionRate [12] idDeclTable bool aasType float useAngle lookConeDegrees idEntityPtr < idEntity > areaOrigin animWeb aasType_t float focusTargets float parms.wetFalloff idDeclAnimWeb idList < idEntityPtr < idEntity > , TAG_IDLIST > modifyTarget actorConstants.waterInteraction.maxRippleMagnitude perkAbilityType_t idDeclTable startingPerks bool shouldCheckAAS float wielding travelSafetyMargin idList < perkAbilityType_t , TAG_IDLIST > areaSecondaryOrigin idleAnim bool idAISyncedAnim::SyncedAnimWielding_t aimPoint float parms.headroom idAnimWebPath aimPoint_t overSec actorConstants.actorClass float standardStorageIncreased float canBeBlockedByAI actorClass_t damageGroup rangeSafetyMargin idDeclPlayerUpgradeAmmo triggerAnim bool idStr idBuildArea::buildVar_t float parms.maxPlay.maxShaders buildVars idAnimWebPath bool channel actorConstants.aimAssistRadiusOverrideScale idList < idBuildArea::buildVar_t , TAG_IDLIST > handsModel soundChannel_t startOff float maxHeightDiff reserveRadiusFeet idDeclMD6 alwaysUpdate bool float keepFocusInView float parms.maxPlay.playbackType lightRadius bool bool volumeDB actorConstants.alwaysUsePlayerClip soundMaxPlaybackType_t handsAnimWebName float reachedPointTolerance bool blendTime viewFov idStr startOff float randomForEachTarget float parms.priority decl bool bool volumesAdditive ragdollInfo.velocityTime soundPriority_t idDeclAIBehavior handsSecondaryAnimWebName bool explosionTime playerDamageScale idStr float randomDelay avoidAngles float parms.frontDirectionalAngle idTarget_AttachItem::attachment_t declBehaviorVo float idList < float , TAG_IDLIST > attachments blendTime ragdollInfo.slomoStart float idDeclAIBehaviorVO handsAdditiveAnimWebName idList < idTarget_AttachItem::attachment_t , TAG_IDLIST > float envEffectsDecl float turnScale idStr minDelay idDeclEnv minAvoidAngleWith float declBehaviorVoChains float float idStrSound aasType blendToRoom ragdollInfo.slomoEnd soundFiles idDeclAIBehaviorVOChains playerProps aasType_t bool excludeFromBake float idList < idStrSound , TAG_SOUND > focusStartOffset idDeclPlayerProps fxEffect bool maxAvoidAngleWith float declBehaviorEvents idDeclFX float bool_ ragdollInfo.jointFrictionDent idDeclAIBehaviorEvents useCrouchClipWhenDead idStrSound bool bool targetOffset float preSoundFiles exitIcon bool attackAngle idList < idStrSound , TAG_SOUND > fxCondition_t idMaterial aimTrackingParms startConditions float mode char_ ragdollInfo.jointFrictionStart idDeclTrackingParms idList < fxCondition_t , TAG_IDLIST > freeFallWhenDead idTarget_NextMap::changeMode_t char targetAnglesOffset float playerFiresFromCamera bool idStrSound idAngles timeScale tailSoundFiles bool lookTrackingParms degreesPerSec float idList < idStrSound , TAG_SOUND > spawnSpot unsignedchar ragdollInfo.jointFrictionEnd idDeclTrackingParms float playerDriver[0] idStr unsigned char lerpInTime float enableShootingShake idDeclEntityDef pauseDurationBuildUp rmsTable bool avoidRadius startActive idDeclTable mapName ragdollInfo.contactFrictionDent float bool playerDriver[1] idStr short lerpSwitchTime float saveOnCheckpoint idDeclEntityDef blendDuration rmsPreTable bool spawnerPeriod visible idDeclTable forceNextVariationID unsignedshort ragdollInfo.contactFrictionStart float bool startingHudFlags unsigned short lerpOutTime float displayHealth hudFlags_t roarSound rmsTailTable float delaySpawner range idSoundShader idDeclTable freeInventory int_ ragdollInfo.contactFrictionEnd float float standDecay.time bool cameraFov float float idWeaponStatic_Armour vulnerabilityTime preSound armourPieces delayVO fovYaw.value idSoundShader freeJobManager unsignedint idList < idWeaponStatic_Armour , TAG_IDLIST > ragdollInfo.animationVelocityScale float float standDecay.linear bool unsigned int envSettings float float idDeclEnv enemyCondition postSound controllerShakePitch.controllerShakeHighMag firstAlarmTrigger foo.skipMe idSoundShader resetHealth long_ float ragdollInfo.useOverrideVelocity idEntityPtr < idEntity > standDecay.lambda bool long tryToTeleportPlayer bool float bool requiredItem secondSound controllerShakePitch.controllerShakeHighTime firstAlarmSpawner foo.bar idDeclInventory idSoundShader fadeToBlack unsignedlong actorEditable.bodyState idEntityPtr < idTarget_ShowAI > float crouchDecay.time bool unsigned long forceTeleportPlayer posture_t bool requiredCount remoteSound controllerShakePitch.controllerShakeLowMag firstAlarmVO fov.radius idSoundShader fadeTime.value float actorEditable.standState idDeclVoiceOver float crouchDecay.linear float tryToKeepPitch standState_t float bool haveItemMessage otherFaction controllerShakePitch.controllerShakeLowTime secondAlarmTrigger fov.pitchFoV.value idStr idDeclFaction double_ actorEditable.sitState idStr idEntityPtr < idEntity > float crouchDecay.lambda extraLayers glassModel sitState_t float idList < idStr , TAG_IDLIST > idStrRenderModel dontHaveItemMessage attitude controllerShakePitch.controllerAxisMoveScale secondAlarmSpawner fov.yawFoV.value idStr idRelationship::attitude_t vec2 float actorEditable.turnState idEntityPtr < idTarget_ShowAI > float ignoreFallDamage idVec2 glassDecl turnState_t bool idTarget_Combine::action_t idDeclGlass deleteOnUse damageType controllerShakeYaw.controllerShakeHighMag secondAlarmVO radius bool idDamageParms::damageType_t vec3 float actorEditable.mentalState idDeclVoiceOver float prtUnderwater idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar_xOffset bool aliasHandle idDeclRenderParm * idMD6Node lastOutgoingBytes maxPlayers * Contour scale bool cycleAnim * bool slowLight int imageData bool int idRenderMatrix idTypeInfoNode unsigned long float printSeverity_t swfScriptVar_xOffset useBlackbars idVec4 unsigned int idStr idSWF::idSWFScriptFunction_shortcutKeys_clear idList < unsigned short , TAG_IDLIST > * int declRenderParm left bool float int float * unsigned short contoursOuter cableGenParms_t idVec2i float float float idAIBlackboard idGameRule_Manager t0 useSpareCube1Map bool add idDeclParticle idVec3 float bool bindMasterApproxLighting * showPeakValue inverseViewMatrix parent int groupMask * version minSeverity * boundsAreaNum flags name scriptFunction_shortcutKeys_clear int indices float prtAnimationType_t int numVerts * retargetAdditive * minEyePitch int ReflectionsDelay * farMaxRange int numChannels parms int m_VBDim m_pLodFadeNearOfs_v int maxRadius * friction int aiBlackboard gameRuleManager clearAnimAfter impactParticle gravityVector footDownTrace mergeSurfaces bool bool content shadow type idMD6Leaf::wrapMode_t localUserHandle_t idMat3 bool int bindMasterGroupShadow bool resetFileOwner idVec4 idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar_onEnterFrame wrap idDeclEnv [3] idMD6Node * currentIncomingRate * localUserHandle Contour axis bool noLipSync bool int staticShadows imageWidth int idRenderMatrix bool char idStrStatic < 33 > float bool * swfScriptVar_onEnterFrame int iconTop unsigned short float idVec3 idList < idMapPrimitive * , TAG_IDLIST > * idSWF::idSWFScriptFunction_soundObject_clear idList < idDrawVert , TAG_IDLIST > int declEnv right bool float unsigned int contoursInner idRenderModelOcean2::COcean2FrameState float idBounds float int idClassFactory < idStateData , 256 , TAG_AI_STATEDATA > idArray < idList < const idChapterSecret * > , 3 > int useSpareSpecularMap bool int idDeclParticle bool float useLocalLightPositionOverride peakTime int worldSpaceMVPMatrix skip label hash tdelta pushed st characterID * boundsAreaFloorDist origin * primitives int scriptFunction_soundObject_clear int vertices idVec3 * unsigned short numTris facetracksComposite pos maxEyePitch int ReverbDelay int maxShaders samplesPerSec currentPointsBuffer int m_lFrames * m_pLodFadeFarOfs_v bounds maxLengthMultiplier * stateDataFactory int upgradesForAllMaps suppressBlinking [2] destroyParticle worldCollisionOnly * footDownTraceDead bool float flags * distribScale numColumns float * unsigned char ContourNode_t bool isSortModel p1 idMaterial * mouseXFrac idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__followBorder idVec4 rate idStaticList < idFXRenderParm , 16 > lastIncomingRateTime lobbyType int idCutterGraphManager::IDHeap next bool compressed shader int imageHeight idStr int idRenderMatrix bool idRandom2 float bool * swfScriptVar__followBorder int iconBottom int unsigned short idVec3 short contactType_t idSWF::idSWFScriptFunction_deactivate idList < idVec2 , TAG_IDLIST > envRenderParm leftTimeOverride bool float float x1 soundMaxPlaybackType_t unsigned int idheap float idList < idTraceModel , TAG_FXPHYSICS > float idEntityTreeManager [3] idClassFactory < idStateTransition , 1024 , TAG_AI_TRANSITIONS > * useSpareSpecularMap2 bool idDeclParticle bool float traceGroup p2 keyboard int worldSpaceInverseMVPMatrix diff depth int generator lambda * oldDontTrack depth point areaNum type scriptFunction_deactivate idVec4 float * unsigned short idList < idDeclFlare::subFlare_t , TAG_PARTICLE > * jointOffset int frameZeroDelta minEyeYaw int Diffusion int playbackType avgBytesPerSec currentGeometryBuffer m_iCurrentFrame m_pLodFadeNearOfs_n op traceModels * forceFactor int stateTransitionFactory entityTreeManager edited y1 impactFillParticle m simplePointCollision restrictToBoundsTolerance float float [3] colorType int sizeScale * numRows unsigned int subflares * unsigned char idVec2i bool radiosityScale idVec3 void [4096] mouseYFrac int idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__ignoreMouse idColor tags float lastIncomingBytes int dictionaryK idStr bool * useRealTime pos lightRadius * inputBuffer idStr int idRenderMatrix idTypeInfoNode idStaticList < unsigned char , 16 > idVec3 int swfScriptVar__ignoreMouse int iconColor int unsigned short float short idVec3 idSWF::idSWFScriptFunction_inhibitControl int idMaterial int maxScale int rightTimeOverride bool float float * soundShaderParms_t x2 unsigned short name idList < idVec4 , TAG_IDLIST > idTriangles float b idList < const idMaterial * , TAG_FXPHYSICS > idAIGUI idBreakableManager cxf useFadeMap bool * idDeclParticle float bool mouse viewSpaceModelMatrix root numHits data origin argc clipDepth dist radius point * scriptFunction_inhibitControl material idVec4 idVec4 * idParticleParm bool numJoints * skipSkeletonAnimMask maxEyeYaw at9 Density parms blockSize * pointsBuffer m_pTri m_pLodFadeFarOfs_n int traceMaterials aiGUI breakableManager int useExactDuration * destroyFillParticle * crazyBounceChance up usePivot float int unsigned long colorContent entityColor rate int idAtomicString useAltViewVecCalc int idGaugeMetric unsigned short ContourEdge_t bool staticReflectionStrength idVec3 int unsigned long [4096] achievementBits float name idVec3 float unsigned char outgoingPacketSize int dictionaryW idMat3 next bool int loopVoiceTrack lightCenter * inputSize idStr [2] idRenderMatrix idBlockAlloc < idTypeInfoNode , 32 , TAG_TYPEINFO > long float char zDepth * unsigned short unsigned char idVec3 idSWF::idSWFScriptFunction_useInhibit idMaterial int position * viewAngleFade filterGroup bool float float y2 idList < idStrSound , TAG_SOUND > int unsigned short *[256] inverse idVertexBuffer idIndexBuffer float idList < idJointMat , TAG_FXPHYSICS > idAnimationGUI idSpawnablePropManager useSpare1Map idSoundShader float bool gamepad viewSpaceInverseModelMatrix * nodeBlockAlloc totalTicks radius argv * blendMode [8] edgeNum hintType normal * scriptFunction_useInhibit * depthOnlyMaterial * idSphere idMat3 short [64] hashST * skipPreprocessAnimInfo lidMinPitch int HFReference int soundFiles int bitsPerSample vertexBuffer m_IB m_lWaveVec_x transforms int animationGUI spawnablePropManager frame impactSound int maxSimulationTime [2] restrictToBounds * highlightColor_t [8] unsigned long boundSphere * stageAxis * startFrame bool int idGaugeMetric ContourNode_t highlightColor idVec3 achievementBits2 [2] idMaterial * isDefault pos idDeclFlare float x unsigned char incomingPacketSize int nextCode idMat3 node bool target format idStr * idRenderMatrix float char iconMat swfMatrix_t idVec3 * unsigned char float idSWF::idSWFScriptFunction_precacheSound * idMaterial int declFlare int invViewAngleFade int idList < unsigned char , TAG_IDLIST > idList < idMD6AnimGenerator::threadEntry_t , TAG_IDLIST > float int soundEnvType_t idList < idStrSound , TAG_SOUND > * idWaveFile::waveFmt_t::extra_t::extensible_t [16] [4096] orientation end idIndexBuffer float float idList < idDiscreteAnimationModelSurface * , TAG_FXPHYSICS > bool idEntityPtr < idAI2 > idClothSimManager int useSpare2Map idSoundShader idDeclParticle bool keyboardKey int viewSpaceMVPMatrix width parent int tokenized matrix int floorNormal int orientation dist int scriptFunction_precacheSound surfaceTypeMaterial idVec3 bool [64] * morphMap [8] threads lidMaxPitch * SoundEnvType preSoundFiles extensible [2] indexBuffer * m_SpamTimer int m_lWaveVec_y surfaces band * interactVolumeOverrideAi y clothSimManager loop destroySound impactParticle dirsFromBasePose float * declIndex wind * useRandomRow idVec3 idGaugeMetric Contour dimShadowClipZ idVec3 idBackgroundImageLoader::decodeImageJobOutput_t dlcReleaseVersion idVec4 bool float [5] unsigned char handledReliableMsgSize codeBits idVec3 next bool right output idStr short char selTop int swfColorXform_t unsigned char float idSWF::idSWFScriptFunction_precacheFontFXMaterial idStr int isAutosprited brightness int originBlend * idTriangles int idList < idMD6AnimGenerator::blendShapeExpressionEntry_t , TAG_IDLIST > float float idList < idStrSound , TAG_SOUND > int idWaveFile::waveFmt_t::extra_t::at9_t [2][3] position int idMaterial float * idList < sourceSurface_t , TAG_FXPHYSICS > bool int idDevGui * useSpare3Map idStr idMaterial [8] idDeclParticle bool mouseKey [2] windowWidth height int firstChild value int headNode pad dirFlags pos separation z scriptFunction_precacheFontFXMaterial coverMap * idList < idGlassModelSurface , TAG_IDLIST > * influenceSphere_t bool [64] tris * blendShapeExpressions lidMinYaw [4] LowPassCutoff tailSoundFiles numVertices int m_pMaterial * m_lWaveVecMag sourceSurfaces edge interactVolumeFinishTime devGUI word * impactMaterial deathParticle checkFeetForSolids float * surfaces msg influenceSpheres int useFrameBlending int idIndex < short , idDeclAnimWeb::invalidModelIndex_t > idGaugeMetric ContourEdge_t maxTexelDensity idVec3 idAtomicString gameModeType idVec4 modelIndex int idDeclRibbon float float queuedReliableMsgSize codeWord int idPlane edges bool name idStr unsigned char idVec2 selBottom float * unsigned char idSWF::idSWFScriptFunction_playSound idTriangles int declRibbon int cullDistance currentAlpha idList < skinRemap_t , TAG_IDLIST > mat idList < idMD6Anim * , TAG_IDLIST > float top soundEnvironment_t::ambiences_t idDeclTable [2] idWaveFile::waveFmt_t::extra_t::adpcm_t plane idRenderModelOcean2_TileJobParams float [2] idCollisionModel int clothType_t idVec3 int idMountManager useTextureMap idTypesafeNumber < int , millisecondUnique_t > idMaterial * idDeclParticle idJointName * gamepadKey int windowHeight bits nextChild bounds value ratio * firstArea int grouping int contentFlags scriptFunction_playSound int triangles int idList < idStr , TAG_IDLIST > prtCustomPthType_t [64] MT skinRemaps buffer * lidMaxYaw * ambiences * rmsTable adpcm * numIndices int m_pJobParams m_lAmp baseModel type * directionVector mountManager time decalMaterial harmlessParticle hand float * idStaticList < profileStatValue_t , 500 > decls int numInfluenceSpheres type ai idAtomicString bool idGaugeMetric unsigned long idBounds2D * modelFade idVec3 int idDeclFile stats int idColor blendEq idList < idFXSingleAction , TAG_FX > idMaterial float solid s fragmentedPacketSize tempValue idVec3 bound bool start int sourceFile short int unsigned char bool float idVec3 float selColor int idSWFSpriteInstance * idSWF::idSWFScriptFunction_stopSounds idVec2 editEvents * material low targetAlpha * idList < idMD6Mesh::blendShape_t , TAG_IDLIST > idEyeInfo::perEyeInfo_t float idDeclTable * idWaveFile::waveFmt_t::extra_t::xma2_t bool left idRenderModelOcean_WaveParams float idDiscreteAnimationModelData idClothParticle idEntityPtr < idAI2 > idTestFireResults int useLightProjectMap int idRange < float > * idDeclImpactSound * idJointName t renderWidth data int allocationOccured center value int spriteInstance lastArea * hintData [2] surfaceFlags scriptFunction_stopSounds stData idStr bool [64] * blendShapes tail * perEyeInfo xyz currentVolume rmsPreTable xma2 opaque MT jobDone m_WaveParams m_lFreq modelData cloth s bossEntity [3] lastTestFireResult * decalSize * impactSoundTable elbow float int idStaticList < unsigned long , 15 > int collisionBaseName * diversity int useRandomSpawn idAtomicString char bool idGaugeMetric [256] maxVisibleRange idVec3 seenDLCItems idMaterial * blendEqFixed name idList < idFXSingleAction , TAG_FX > float water sentSnapShotSize * tempBits idVec3 * numEdges bool * sourceLine bool float idVec3 selMat int idSWFTextInstance int unsigned char idVec3 idSWF::idSWFScriptFunction_getPlatform idVertexBuffer events duration int alphaRate * idList < idMD6Mesh::vert_t , TAG_MD6 > float float idDeclTable [2] idWaveFile::waveFmt_t::extra_t::vorbis_t bool down bool bool float int idDeclBreakable idGameLocal::idDeferredRadiusDamage * idFinishFireResults st useLightFalloffMap t idRange < int > float idJointName active * renderHeight size logEntryDepth extents seed textInstance width points surfaceType * scriptFunction_getPlatform stMap * unsigned int idTransparencyVert to idParticleParm [64] [32] vertexes head int focusScale int desiredVolume rmsTailTable vorbis playerClip int isSunFlare int m_bValid * m_lLodFadeNearOfs_v int breakableDecl numClothParticles * deferredRadiusDamage lastFinishFireResult decalClipAlpha stopSpeed int shoulder float bool int binaryTimestamp verts parms idList < idMD6AnimProps , TAG_DECL_ANIMWEB > char bool idList < idVec2 , TAG_IDLIST > [16] fadeVisibilityOver idVec3 int idDeclSource writing float animProps lang float * idMD6Branch::blendType_t [4] monsterClip [2] fragmentAccumulator * bytesWritten idCutterGraphManager::Graph * positions * idAtomicString dynamicModelLightingScale * nextInFile * unsigned char char float idMat3 unsigned long zDepth unsigned char unsigned short idSWF::idSWFScriptFunction_getTruePlatform fx idList < idVec3 , TAG_IDLIST > changeId * maxLength * blendType int idList < idMD6Mesh::stset_t , TAG_MD6 > idSysMutex float int idList < const idSoundSample * , TAG_SOUND > unsigned short bool graph idImage float unsigned int idClothSpring bool material bool float int idList < idIKArm , TAG_IK > int feedbackWidth label axis seed height rooms modelFeature scriptFunction_getTruePlatform contourBound unsigned int float idParticleParm [64] stSets entryLock * wanderRate [4] ownerEntityNumber [3] entries validBitsPerSample * vehicleClip * currentIdx * m_pNormals * m_lLodFadeFarOfs_v * modelTimestamp springs firstDeferredRadiusDamage int enableStatTracking int playerClip int maxLinearVelocity int armInfo idVec3 idBitMsg int sourceTimestamp quadDepth * genericParm int idList < float , TAG_DECL_ANIMWEB > bool int unsigned short lzwCompressionData_t idList < idEarClipTriangulate::vertex_t , TAG_IDLIST > localLightPositionOverride float bool idVec4 int coordinates offset bool float int idAtomicString moveableClip sessionID * lzwData idCutterGraphManager vertices [4] dimShadowStretch int isStatic * usercmd_t bool float idVec3 float * glyphTop char eal unsigned short idSWF::idSWFScriptFunction_getLocalString us idTriangleInterpolator modified z0 fadeInFraction name idList < unsigned short , TAG_MD6 > * idSysMutex float org idStaticList < const idSoundShader * , 16 > * idList < const idSoundSample * , TAG_SOUND > unsigned int bool [128][16] [12] int manager float idVertexBuffer float idJointBuffer bool minLod bool float idJointName * cmdBuffer * feedbackHeight writing parent origin seed firstChokePoint trmFeature int scriptFunction_getLocalString triangleInterpolator idAtomicString idVec3 float [64] indexes blendShapes int maxWanderPitch loopingSounds preEntries swf channelMask int shotClip int screenSpaceArea m_VB m_lLodFadeNearOfs_n [8] jointBuffers numSprings [4] lastDeferredRadiusDamage * isLoadingCheckpointData monsterClip int maxAngularVelocity attach int modelDepthSort_t int idSaveGameProcessorSaveUserProfile * modelName z1 initial sizeScale * idList < idDeclAnimWebTagGroup , TAG_DECL_ANIMWEB > bool int unsigned short idList < idEarClipTriangulate::contour_t * , TAG_IDLIST > * modelDepthSort float [1024] profileSaveUserProcessor idVec4 int tagGroups size * idDeclMD6 float int idList < idDeclAnimWebTag , TAG_DECL_ANIMWEB > ikClip type hash idList < int , TAG_IDLIST > * contours * idList < preloadMaterial_t , TAG_IDLIST > * maxVisibleRange sourceTextOffset int idScreenRect long unsigned char float unsigned int glyphBottom char int unsigned short idSWF::idSWFScriptFunction_swapPS3Buttons int modelDef int fadeOutFraction tagList idMD6Mesh::vertWeights8_t int idSysSignal float * idStaticList < soundEnvironment_t::ambiences_t::randomSound_t , 16 > idList < const idSoundSample * , TAG_SOUND > idWaveFile::guid_t bool [16] [624] * graphHandles idDeclFlare void float int idSphere bool bool int sharedList bool bool * idJointName z2 writeFrame * viewport * totalTicks high * halfHeight left * numChokePoints entityNum * scriptFunction_swapPS3Buttons numInterpolatorTriangles idVec3 float float [64] int vertexWeights animAdded int maxWanderYaw randomSounds tailEntries * subFormat int aiAware flareDecl * m_pMappedVB * m_lLodFadeFarOfs_n int currentJointBuffer int collisions int forceNonDeferred int loadingProgressData floor int noShadows hand * idRenderModel idSaveGameProcessorSaveSlotProfile [3] colorVariance baseAlpha * lerpAmount int idAtomicString void bool unsigned short idList < short , TAG_IDLIST > referenceModel float [4096] profileSaveSlotProcessor idVec2 name data int idAtomicString idVec3 idDeclAnimWebTagGroup userData * nextHash [7] indices idList < idDeclVmtrPreload::spawnVmtrList_t , TAG_IDLIST > p fadeVisibilityOver r sourceTextLength pad idScreenRect unsigned char float unsigned int unsigned char unsigned short idSWF::idSWFScriptFunction_getCVarInteger int unsigned int skin gravity tagGroup int idRandom2 * idSysSignal float cur idSoundEmitter idSoundSamplePack int unsigned short bool [16] idRenderModelFlareOcclusionQuad float unsigned int idList < idVec3 , TAG_FXPHYSICS > bool bool int preloadList bool int idJointName * readFrame int scissorRect * logIndex radius index xSkip int firstCover int physicsId int scriptFunction_getCVarInteger timestamp int unsigned short float short randomNumberGenerator animReady int jitterScale * emitter samplePack int samplesPerBlock projectile * occlusionQuadModel val0 * m_nWaves i positions int numCollisions serializedRead gameIsPaused unbreakable [3] clipMask [2] foreArm idRenderModel idSaveGameProcessorLoadUserProfile * quadWidth loc influenceForce radius bool idList < idIndex < idDeclAnimWeb::NodeIndexType , idDeclAnimWeb::invalidNodeIndex_t > , TAG_IDLIST > float idList < idPhonemeTrack_Annosoft::idPhonemeEvent , TAG_VOICETRACK_PHONEMES > idList < short , TAG_IDLIST > imposterParent char profileLoadUserProcessor idVec2 nodes end phonemes float idVec3 int unsigned int corpse snapSequence oldCode triangles int idAtomicString diffuseScale name bindSet_t [8] idScreenRect idPLog idVec3 idVec3 unsigned int unsigned short unsigned short idSWF::idSWFScriptFunction_setCVarInteger float * defaultBouncyness int velocity int tagMask idAtomicString bool float idSoundShader idSoundShader unsigned int bool [624] bool float unsigned int idList < idMat3 , TAG_FXPHYSICS > int clothWeaponTrace_t int idList < idVec3 , TAG_IDLIST > bool spawnSpot int idMaterial float * idJointName int bindset testScissor pLog int endPoints [4] numCover bodyId * scriptFunction_setCVarInteger thickness int memoryPeek * unsigned short float short groupName valid int slerpScale sound * preSound int channelMask * trigger isSunFlare val1 int m_Padding int rotations int weaponTraces debugPoints int soundIsPaused from dampeningDecay elbow idRenderModel idSaveGameProcessorLoadSlotProfile int quadHeight int maxVelocity int totalParticles bool unsigned char idEarClipTriangulate::IndexMap imposterNext float char profileLoadSlotProcessor yaw idMaterial int startTime [4] startMS float float unsigned char player baseSequence data indexMap len idList < preloadMaterial_t , TAG_IDLIST > int specularScale classname float long char idVec2 float * unsigned int glyphMat int unsigned short idSWF::idSWFScriptFunction_getCVarString * surfTypes_t int defaultLinearFriction startWidth int tagGroupIndex idList < idCompressionGroup::joint_t , TAG_ANIMATION > bool idAngles float int idSoundShader idWaveFile::guid_t bool [32] int idRenderModelFlare::flareLockViewState_t float int COceanVertex idList < float , TAG_FXPHYSICS > int idList < idStr , TAG_IDLIST > idTarget_NightmareStart preloadList * idMaterial float [2] idJointName int mouseSensScale firstOcclusionQueryInPreviousFrame name radii int seedArray flags selfId int scriptFunction_getCVarString surfaceType int memoryCurrent float float idAtomicString jointHandles shuttingDown angleOffset * randomDelayMin postSound p subFormat pad vehicle lockedViewState variance m_pVB scales st numWeaponTraces customShowEntityInfoClassNames nightmareTarget maxRippleMagnitude [4] shoulder * idScreenRect idLocalUser min widthVariance energySizeIncrase name bool * viewport float char user int idColor ticksPerSec endMS float float int unsigned char obstacle * lastFullSnapBaseSequence int maxSize headConvex int idList < idDeclPreProcessAnimInfo::animInfo_t , TAG_IDLIST > environmentScale int fileExtension float occlusionState_t int unsigned char idVec3 unsigned int fontColor short int unsigned char idSWF::idSWFScriptFunction_setCVarString bool int defaultAngularFriction endWidth int tagBias idList < idCompressionGroup::userChannel_t , TAG_ANIMATION > idMD6AnimGenerator * unsigned short float idSoundShader unsigned int bool idVec4 short void idList < idJointMat , TAG_FXPHYSICS > idDrawVert bool bool * animInfos int idAtomicString idDeclFX int idJointName g joySensScale occlusionState frame normal endPoints int state_i kerningIndex travelFlags flags * scriptFunction_setCVarString isOpaque x numEdges float float name st idList < idParticleStageImposter::prtStageInfo_t * , TAG_IDLIST > vb userChannelHandles [3] generator max curHandle * randomDelayMax secondSound int version playerCoverClip quadColor * tableIdx * m_pWorkMem * jointMats int vertices int gameWasStopTimeDebugMode int isNightmareLevel target int idMaterial * idPlayerProfile unsigned long heightVariance rotationSpeed stageData * idStaticList < idMD6Node * , 64 > float bool int idSnapShot bool int material float bool y profile notify float idAtomicString allocatedNodes weight float idVec4 idList < idMD6Node * , TAG_ANIMATION > monsterCoverClip [4] baseState * overflowed xyz tailConvex * idDeclPreProcessAnimInfo::preProcessFlag_t * eyeDiffuseScale usesRemapping float idSWF unsigned long unsigned char float unsigned int zDepth name unsigned short unsigned char idSWF::idSWFScriptFunction_strReplace idRenderModelCuttableResource defaultContactFriction color leafList * idList < idMD6SkeletonConfig::instance_t , TAG_IDLIST > uintptr_t int idList < idEyeInfo , TAG_IDLIST > float int idSoundShader unsigned int bool [32] idVec4 short void idList < bool , TAG_FXPHYSICS > idBounds * idHandle < int , invalidThreadHandle_t , INVALID_THREAD > z saveGameHandle_t flag int idList < idSkinMapping , TAG_DECL > int idDeclParticle idList < idIKHand , TAG_IK > joyPitchSpeed activeSwf * reserved tick int tangent radius STATE leftIndex * maxAreas * surfaceColor scriptFunction_strReplace * modelResource maxEdges idVec3 float int idList < idAtomicString , TAG_IDLIST > instances handle xyz eyeInfos phi randomDistanceMin * remoteSound st configData [8] playerFocus int entityColor pad table2Idx * m_pNormalMap collapsed bounds * consoleScriptThreadHandle * previousSaveHandle int mappings int particle * handInfo * saveGameHandle_t * unsigned long colorVariance rotationDirection int locationNames bool idDataQueue < 64 , 65536 > int materialNum float * idAtomicString handleUser size bool * idSWFScriptSprite [3] expressionLevel type float bool idList < unsigned int , TAG_ANIMATION > pushable deltas * bytesRead int headReflex int idDeclPreProcessAnimInfo::sourceType_t eyeSpecularScale p nameExtension float idMainMenu mat unsigned long float unsigned char char unsigned int free scriptObject unsigned short idSWF::idSWFScriptFunction_isJapanese defaultConstraintFriction * viewOriented tagList idDeclMD6 bool * unsigned short float idSoundSample unsigned int bool [16384] float particleCalcType_t * CQTNode bool idVec3 saveGameHandle_t * sourceType idStr idVec3 * idStrId joyYawSpeed * mainMenu color buffer * rightIndex * getOutOfSolid numHits scriptFunction_isJapanese int bufferIndex int numLocalMinima bool idVec3 idList < prtLocation_t * , TAG_IDLIST > boundsDecl int working firstROffset randomDistanceMax int nextSample int reserved shield * entityColorScale * calcType int m_pQTNode n changed numSpawnedPlayerVehicles x currentSaveHandle int filename * position * prettyMapName unsigned long saveGameHandle_t int idParallelJobList_SPURS rndFlipHoriz origin locations * idStaticList < idMD6Filter * , 10 > int idPhonemeTrack_Annosoft::extendedPhoneme_t bool d idArray < idSerializerLog * , 64 > int unsigned char extraGLState float idAtomicString [32768] handleSlot int jobListSPURS unsigned char idSWF filterList exType float bool int idList < idMD6Filter * , TAG_ANIMATION > * noCover deltaLogs block * tailReflex idStr int eyeEnvironmentScale [4] defaultFolder float idList < syncLogEntry_t , TAG_IDLIST > float unsigned int startp float float trace_t idSWF::idSWFScriptFunction_acos idMaterial y defaultGravityScale int reorientNodes filterList * idMD6Skel idStr * unsigned short soundEnvType_t unsigned short bool float unsigned int idRenderModelOcean_WaveParams idMat3 idThrowableSelector_Grenade loc saveGameHandle_t int prefixMask float int mouseSens int localTime id entries jointQuat type num kerning fraction hits int scriptFunction_acos i materialIncision int maxLocalMinima float idVec3 idAtomicString skeleton int modelName * firstSOffset envType layer samplesPerBlock pristine [3] occlusionRatio timestamp [4] m_pParams z gameTime axis int grenadeSelector checkpointSaveHandle flags radius discNumber * idTriangles char * idParallelJobList_Threads * swayMagnitude velocity name int idStaticList < idMD6Node * , 256 > int idSnapShot [500] * geometry float int idDeclInfo name int jobListThreads unsigned char idSWFSprite * animList tag startMS float bool idMD6TagFilter pendingSnap int blockSize int headEar idAtomicString staticSpecularScale parent bool int idStaticList < syncLogEntry_t , 16 > unsigned int endp sprite idMaterial idVec3 b idSWF::idSWFScriptFunction_cos idMaterial int defaultBuoyancyScale textureRepeat tagGroupFilter unsigned int idList < idStr , TAG_IDLIST > unsigned short idMD6Blend::configInfo_t float int unsigned short bool float idDrawVert int unsigned int idMaterial float * idAmmoSelector_DualMutant name w unsigned char float [30] absoluteAngles serverTime pad history numPoints * subtype material endpos * numContacts int scriptFunction_cos * materialIncisionInside numScanbeams idMaterial float int idParticleStage [4-sizeof(void*)/4] * timestamp * blendShapeExpressions firstTOffset config groupVolume int numCoef cmodel fade staticVerts * m_Padding1 * material [2] friction int dualMutantAmmoSelector previousSaveTime buffer int impulse dlcId bool char idColor material int rotation * connection [3] idStaticList < unsigned int , 256 > bool [1000] * geometryIsReference idVec3 void int description color int unsigned char idSWFSpriteInstance int tagList endMS idVec2 bool idMD6DebugFilterLogicHelper_t (const idDecl *)* int hasPendingSnap blockIndex * tailEar bool staticSpecularVector onReload bool bool idVec5 float readp parent short x idSWF::idSWFScriptFunction_sin idMaterial * suspendVelocity textureRepeatStretch debugFilterLogicHelper idList < unsigned char , TAG_IDLIST > idAtomicStringT < md6AnimAtomicString_t > [2] unsigned short idMD6Model * soundMasterBusSettings_t * idWaveFile::waveFmt_t::extra_t::adpcm_t::adpcmcoef_t bool float unsigned int idList < idRenderModelManyBoxes::box_t , TAG_IDLIST > idVec3 idAmmoSelector_ClubMutant bool vb deleteOnSync unsigned char float lookInvert pad forceOneView frame line imageWidth * planeNum * scriptFunction_sin int materialIncisionCross maxScanbeams unsigned int blendShapeData animRef firstUOffset forceModel int masterBus aCoef * discardReferencePosition int viewAngle * numStaticVerts m_TileTess boxes int gravity clubMutantAmmoSelector previousSaveClear int falloff vmtrChunkNumber unsigned char bool interlockedInt_t shape state int propHandle short * idSnapshotProcessor::jobMemory_t * referenceMask bool idList < idDeclSource * , TAG_DECL > hidden locked unsigned long animPropIndex numWeights idVec2 float * idDeclAnimWebTagGroup jobMemory * savedBytesWritten int maxIndex bool int bakedParallelShadows declSources x idAngles * unsigned int float currentBit depth short * contactInfo_t idSWF::idSWFScriptFunction_round * idCutterGraphManager suspendAcceleration [2] textureTMin pad tagGroup idStr int idMD6Anim * unsigned short idMD6Model int soundSubBusSettings_t short bool [12] float idParticleParm idBounds int idVertexBuffer idVec3 idAmmoSelector_ScoopMutant int idList < idPlayerMetrics , TAG_IDLIST > unlinked int unsigned char float [20] aimAssistAngles initTools tick int allocedSize int linesCrossed imageHeight int lastAreaNum * contacts * scriptFunction_round graphManager numPolygons * idList < const idMaterial * , TAG_IDLIST > float * blendShapeExpression anim rangeROffset model subBus coef1 isReloadable viewDist int m_TileBounds vertexBuffers windDirection scoopMutantAmmoSelector statsData y angular installChunkAllocationNumber unsigned int unsigned long stampMaterials fade linkHandle char gui idPhonemeTrack_Annosoft::weight_t * idSnapShot * idList < short , TAG_IDLIST > binaryModelId float idHashIndex handle int oldPrio unsigned long bool name weights float float unsigned int submittedState savedCodeWord indices bool areaLightSize declSourceHash char unsigned int float idVec5 float currentByte * isPlaying short int idSWF::idSWFScriptFunction_pow noMoveTime * textureTMax * desiredTag float * idAtomicString unsigned short idAtomicString idDeclSoundMixing::groups_t short char [64] * idMaterial idVec2 * idTriangles * idPlane idAmmoSelector_LargeRangedMutant bool * needWriteToSnapshot int unsigned char idList < idDeclMapInfo::loadingVideos_t , TAG_IDLIST > [256] string updateTools [8] curTime data flags pitch bool pointSize * blockingAreaNum numVerts x scriptFunction_pow int graphHandle * maxPolygons float float * multiplier name * rangeSOffset modelVariations groups coef2 binaryFileName decalMat pad diversity int m_TileOfs int triangles int collisionPlane largeRangedMutantAmmoSelector ranOnceAfterMapLoad prev delay * loadingVideos idJointBuffer unsigned long isVisible int stampScale energy * stageHandle * idMD6Node idStr * idSnapShot float joints float * minDesiredLocalUsers oldAffinity bool node text float float [2] unsigned int templateStates saveCodeBits valueMax bool * shadowSampleScale int declSourceDynamicStartIndex [8] cmdGenButton_t idArray < gameReturnPlayer_t , 16 > float y unsigned int float refCount int childrenRunning short idSWF::idSWFScriptFunction_sqrt bool noMoveTranslation int nodeSubdivision activeTag * unsigned char idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * unsigned short idStr v128 unsigned short unsigned int float idVec2i idIndexBuffer bool idAmmoSelector_HeavyBandit bool * skipAutoReplication size_t int idAtomicString button players maxTime numPoints int intvalue bool int ascender int numAreas end numIndices * scriptFunction_sqrt * useThickness numPolygonPoints float float slot int aliasHandle int rangeTOffset parent decay_v128 int numStreams int binaryTimeStamp depth m_TileNormalMapOfs [2] indexBuffer * hasCollisionPlane [2] heavyBanditAmmoSelector ranCmdOnceOnGamePlayForSoakTests * duration * layerMask * idVertexBuffer idScopeThreadAffinity firstRun * stampParms int lifeTime [4] sumLocations idList < idDeclDevMenuList::idDevMenuOption , TAG_IDLIST > char z idSnapShot int unsigned long short morphMap char int maxDesiredLocalUsers affinty idList < idSWFScriptObject::swfNamedVar_t , TAG_SWF > bool devMenuList * nextSampleToPlay float float * unsigned int submittedTemplateStates savedTempValue indexMax * slowMultiPass textSource pad idStaticList < idRenderModelGui * , 8 > idVec2 float float variables int ignoreMouse short int idSWF::idSWFScriptFunction_abs idVec3 noMoveRotation minNodeDistance defaultTag int idList < idVec2 , TAG_IDLIST > unsigned short unsigned short idDeclMD6 float * unsigned int unsigned int [32] idVec2i idVec3 float idAmmoSelector_PipeBandit int serializedChangeCount idAtomicString flags debugGuis int maxFrame int floatvalue roll bool int descender areas int scriptFunction_abs vec startPos * maxPolygonPoints float float [2] prtLocation_t flags rangeUOffset parentDecl decay * channelMask * sourceTimeStamp lifeTime * m_TileST1Ofs position * collisionFriction [4] pipeBanditAmmoSelector ranCmdOnceOnGamePlayForSoakTestsFrameDelay [4] lastline x activateAllDelay int videoFile * idVertexBuffer idPlayerProfile idScopeThreadPriority ignoreSnapToPixel int stampCovers int locData idStr idList < const idVoiceTrack * , TAG_VOICEOVER > stMap bool defaultProfile prio unsigned short devMenuDisplayName tracks float * idDeclRibbon::helix_t unsigned short partialBaseSequence * savedTempBits [16] idRenderLightParms * forceTwoSidedShadows textLength idVec2 char float int variablesHash currentFrame short idVec3 idVec3 idSWF::idSWFScriptFunction_rand idVec3 minMoveTime helix * bestLeafIndex idVertexBuffer idList < idMD6AliasEntry , TAG_MD6 > unsigned short idList < idDeclMD6::includeDecl_t , TAG_IDLIST > float * unsigned int [32] [32] unsigned int idMat3 idAmmoSelector_Imp * globStats_t float [2] idColor renderWidth * maxTick whiteSpaceStart_p radius int numGlyphs points verts int scriptFunction_rand endPos [4] numNestedPolygons [4] idAtomicString float idVec3 mappings g RBitsOffset y declsToIncludeAnimDataFrom * threshold * samplesEncoded reloadCount int fadeTime * m_TileSTDim int orientation width int impAmmoSelector globStats line swf distTimeScaleDelay int fadeFromColor idVertexBuffer bool char stampBlendMode vertices * idDeclDevMenuList * idAtomicString idArray < objParms_t , 4096 > weights8 * unsigned int dlcVersionChecked name * idSWFScriptObject int unsigned short devMenuSubList name float idDeclRibbon::turbulence_t [4] unsigned char objParms z zeroCount int idStaticParmBlock < 32 > * md5Checksum * idList < const char * , TAG_IDLIST > idList < polytopeEdge_t * , TAG_IDLIST > char float * prototype pad frameCount int glyphInfo_t short int idSWF::idSWFScriptFunction_floor idVec3 int maxMoveTime * turbulence int tagBias idVec3 unsigned short unsigned short idBounds float int unsigned int bool [264] idVec3 unsigned int float idItemSelector netInterpolationInfo_t gameParmBlock punctuation_t bool renderHeight ignore edges whiteSpaceEnd_p theta glyphData int maxPoints * indices scriptFunction_floor startPos2 * maxNestedPolygons bool float float *[9] size int SBitsOffset [4] referenceBounds releaseTime top bytesPerBlock modelIsAutosprite s corners m_TileSTScale radius height itemSelectors netInterpolationInfo punctuations useLinear int flagIndex int idConstantBuffer char bool * isOpaque * gravity area idStrMapName unsigned char idArray < objHeader_t , 256 > idLZWCompressor surfaceConstants bool * locDisplayName alive float devMenuMapName flags idSoundShader unsigned char headers comp idRenderWorldLocal * programaticallyDefined idColor float char idVec3 idToken float refCount int unsigned int unsigned long idSWF::idSWFScriptFunction_ceil idVec3 contents sound * tagGroupIndex idVec2 unsigned short unsigned short mgEnvelope int unsigned int bool idVec3 float waterDisturbancType_t float idCutterGraphManager idStr world idVec3 idAtomicString headerColor * pixelAspect name next * charIndex int numPoints offset int scriptFunction_ceil int endPos2 numJoinRecords bool float unsigned char numJoints int TBitsOffset * numLoadErrors releaseEnvelope playBegin * usesTransparencySort left m_TileDim type int vSpacing [4] graphManager mapFileName * punctuationtable t endLinear * fileName * idParmBlock * idSysMutex * isReferenceType dampning bool short int idArray < lzwParm_t , 32 > int unsigned char parms idDeclSource bits mutex idSWFScriptVar::swfScriptVarType int idMaterial int devMenuLoadMapAsMP * scalarIndex * idDeclRenderParm int lzwParms int destStart int idRenderLightCommitted declSource int idColor bool idTimer float char idVec3 type materialOverride short idVec3 int idSWF::idSWFScriptFunction_setColor idVec3 short * clipMask parm [6] startTime idVec3 * unsigned short unsigned short idJointGroupCollection float unsigned int bool float unsigned int float idCutterClip idMapFile int committed idVec6 [4] idSoundShader textColor p isServer time dist W numKerning points int contentFlags scriptFunction_setColor orientVec * maxJoinRecords index bool float particleMeshDistTri_t normal numUserChannels UBitsOffset * jointGroupCollection threshold * playLength int sharedSurfaces halfWidth m_iLOD gridX * hSpacing pos clipHelper int mapFile nextpunctuation randomLinear defaultSound idVec4 aggregationMethod_t int idSysMutex xy isSinglePlacement int particleViewTilt int triangles int idList < idStr , TAG_IDLIST > float idArray < lzwDelta_t , 1 > int unsigned char skinOffsets int idAtomicString aggregationMethod mutex * idSWFScriptVar::swfScriptVarValue_t * unsigned short idStaticParticleModelData * devMenuCommandStrings scalarPtr int idDeclAF::solverConstants_t idVec4 float int lzwDeltas dest float x fileName idStr bool S unsigned char float value materialWidth kerningpair_t idSWF::idSWFScriptFunction_toUpper idVec2 short * staticData * solverConstants value rateScale idVec4 op idHandle < unsigned short , invalidCrc_t , INVALID_CRC > * unsigned short idPropsCollection float * unsigned int idBounds float int unsigned int float idCuttableManager * idFile_SaveGame radius bool idVec6 idSoundShader heading isClient int writeData side v0 kerningPairs toAreaNum int surfaceFlags scriptFunction_toUpper sMinMax numHorizontalJoinRecords int prevVertex float int idBounds int tangent parentTblCrc nextROffset props v1 envelopeState loopBegin * referenceBounds halfHeight * m_NormalMapPitch gridY * timeDelta int cuttableManager checkpointInfoFile loaded int randomAngular metalSound float * statsColumnDisplayType_t y signalHandle_t segmentOffset fadeintime bounds idStr float int idArray < unsigned char , 8192 > * morphMultiplier unsigned int displayType handle double * unsigned short devMenuSpawnSpot floats * idDeclAF::solverConstants_t * idAtomicString unsigned char lzwMem compressed bool v1 timestamp idStr bool * unsigned char polytopeVertex_t bool float int materialHeight idFont idSWF::idSWFScriptNativeVar_platform idVec2 short cycleMsec int syncSolverConstants name int syncGroup int unsigned char unsigned short unsigned short idAnimEvents float unsigned int idVec3 *[2] bool float idVec2 idGlobalLensFlareManager v2 idFile_SaveGame skipInvisible bool idList < int , TAG_FXPHYSICS > idSoundShader text isHeadlessServer int readData verts loaded alias * edgeNum surfaceType * swfScriptVar_platform tMinMax maxHorizontalJoinRecords * nextVertex float float int weights basePoseOffset nextSOffset [2] animEvents fp lastLevel z loopLength * referencePosition * markStart * m_MinDist pad numIterations globalLensFlareManager mapStartInfoFile * hadError pieces int stoneSound * unsigned long interlockedInt_t int quadsAllocated fadeouttime d00 totalArea int idList < const idDeclLayer * , TAG_IDLIST > int lzwInOutData_t flag bool value long float float devMenuActiveLayers bool int idAtomicString unsigned char lzwInOutData maxSize bool dirty idStr bool polytopePolygon_t int idStrDynStatic < 256 > float xOffset fontInfo_t idVec3 int unsigned char idSWF::idSWFScriptNativeVar_blackbars float short maxParticleLife selfCollision group syncEnabled int unsigned char unsigned short unsigned short idEyeInfoCollection float * unsigned char *[2] bool float idVec4 bool idList < idGameLocal::delayedProjectile_t , TAG_IDLIST > * idCheckpointManager int skipTranslucent bool idDeclParticle idSoundShader title isDemoPlaying maxSize polygons int filename src fontInfo x edgePoint tl surfaceColor swfScriptVar_blackbars halfWidth * numIntersectNode * prevEar float unsigned short jointIdxs pad inverseBasePoseOffset nextTOffset * eyeInfoCollection int lastGainReduction int loopCount int modelLoadFlags markEnd m_MaxDist parms rect d01 delayedProjectiles int checkpointManager int hadWarning int particleTrail fleshSound char idStr int quadsUsed * heightScaleOffset * numTriangles idList < const idDeclLayer * , TAG_IDLIST > idStr type * idDeclTypeInfo numColumns name bool float float int devMenuDeactiveLayers scalarIndex int idAtomicString bool typeName bool parent bool [6] idList < polytopeVertex_t * , TAG_IDLIST > float y yOffset unsigned int float unsigned char idSWF::idSWFScriptNativeVar_crop br unsigned char short maxDeadTime base int filterHighViolence * currentDeferred idList < unsigned short , TAG_IDLIST > unsigned short unsigned short idList < idVarArgs < 6 > , TAG_MD6 > mgDynamicRangeLimiter unsigned char idList < idStaticModelSurface , TAG_STATICMODEL > [2][4] * idRenderModelOcean_Timers float bool idVec3 int skipDynamic int idAtomicString idDeclParticle idSoundShader borderWidth int isDemoRecording curSize vertices int allocated d11 timestamp int fraction * swfScriptVar_crop color * maxIntersectNode int nextEar bool float unsigned short jointWeights inverseBasePoseQuatOffset int nextUOffset [2] userProps int limiter encoderVersion surfaces cost * m_Timers radius int normalWind int gravity spawnCount name * particleBounce woodSound char z idAtomicString columnDef_t xx uintptr_t c emissivePass heightScaleRange isCopy * idMaterial idStr name name bool * columnDefs int threadHandle idSWFScriptObject * idList < swfDisplayEntry_t , TAG_SWF > float material int coordinateIndex idMaterial int idList < idMD6Blend::jointMod_t , TAG_ANIMATION > * instanceName objID bool hasBeenParsedAtLeastOnce bool * idList < polytopeEdge_t * , TAG_IDLIST > char float object * displayList int idDrawVert idVec3 int idSWF::idSWFScriptNativeVar_automaticRescale unsigned char idCutterClip::Edge_t idEarClipTriangulate::vertex_t::class_1121 * bunchTime int clipMaterial syncId animMods int idVertexBuffer unsigned short unsigned short idList < idMD6Alias , TAG_MD6 > float unsigned short idList < sourceSurface_t , TAG_IDLIST > [32] [4][4] COceanVertex twoSided * idAtomicString idDeclParticle idSoundShader borderHeight isToolActive writeBit edges buffer len stretchPicVerts endpos vertexIndices swfScriptVar_automaticRescale tangent edgesPool yy prevShared bool float idVec3 int parentTblOffset totalSize int aliases ratio blockCount * sourceSurfaces m_pDebugVB width int numSnapshotsSerialized mapSpawnCount aliasName * particleDie * cardboardSound char char rankOrder_t bool int opaquePass * heightScaleAmount int viewOrg bool idMD6Node int semantic int debugName int rankOrder int isWorker int idStrRefCounted idSWFScriptVar idBounds * applyGradient node idList < idDeclAF_Body * , TAG_AF > * fxActionType_t short objID size idRenderModel size idColor bool idList < polytopePolygon_t * , TAG_IDLIST > char float string x onEnterFrame unsigned short idList < idSWFDictionaryEntry , TAG_SWF > xy idMaterial * idCutterClip::Scanbeam_t * idEarClipTriangulate::vertex_t::class_1122 bounds bodies type flags int idList < idMD6MorphSet , TAG_IDLIST > unsigned short unsigned short idHashIndex float * unsigned int idList < const idMaterial * , TAG_IDLIST > [90] int unsigned int float idList < idEffectPhysicsBroadPhase * , TAG_IDLIST > * skipModel [2] unsigned char idMaterial int idSoundShader bgColor advanceTime * readCount st polygons int script_p int stretchPicIndices int lastAreaNum int surfaceInfoIndex * dictionary [2] material * scanbeamsPool nextShared int unsigned char float idVec3 [4-sizeof(void*)/4] sets v jointHandleTblOffset frameStart y aliasHash yx threshold * samplesEncoded materials * m_Padding2 int currBlock height tr simulatingEffectPhysics scriptTypeCount viseme glowQuadMaterial int liquidSound char idVec3 bool bool int distanceBeforeFadeout viewFwd unsigned char glsl deferredOrigin supportsAttachments int isRunning idVec4 [2] revealTime st0 fieldType int idList < idDeclAF_Constraint * , TAG_AF > float float parent csize * transSortParms_t int offsetInOtherBuffer * idColor bool idBlockAlloc < polytopeVertex_t , 32 , TAG_COMPILER > char float hashNext * followBorder idRenderModelGui * aas2EdgeCrossed_t * idList < idSWF::keyButtonImages_t , TAG_SWF > idList < beamNodeParms_t , TAG_IDLIST > idCutterClip::Polygon_t short atlasScaleBias constraints x duration frame float tx idHandle < unsigned short , invalidJointHandle_t , INVALID_JOINT_HANDLE > * unsigned short unsigned short unsigned short unsigned int idParmBlock * unsigned short float float float sortParms * idAtomicString float idSoundShader textColor int editorRequestsStopTime readBit polytopeVertexAllocator end_p firstEdge * filterClipMask tooltipButtonImage nodes [2] polygonsPool isConvex int unsigned int float idVec3 handle userChannelHandleTblOffset * frameRange st1 curAliasHandle attackTime size int parmBlock int idMaterial m_iCh * currBlockL * vSpacing int aiStuckDistanceFraction inventoryCache name glowQuadSize glassSound idMat3 bool bool short value int movementAnimation int viewLeft * idDeclTable y unsigned char unsigned int decalMtr bind ty deferredAxis void checkAgainstCurrent * isTerminating idAtomicString idList < idSWFSpriteInstance::tween_t , TAG_SWF > isEar bool * brightnessTable fieldFlags int idAFVector::afVectorType_t idVec2 * idBounds fov parentObjID flags lod transSortResult_t int apiObject int idColor recordState_t bool idBlockAlloc < polytopeEdge_t , 32 , TAG_COMPILER > char float name tweens int idMaterial * aas2EdgeCrossed_t idVec3 c0 idMaterial int beamOrientType_t int idCutterClip::PolygonPoint_t short alphaBlended type durationMinMax bounds float unsigned short unsigned char idList < idDeclMD6::idHeadTrackGroup , TAG_IDLIST > float void int idAtomicString unsigned short float float bool idDeclChapter sortResult float * idSoundShader [10] titleBarColor recordState [2] allowOverflow polytopeEdgeAllocator lastScript_p whiteMaterial lastEdge scale * guiSolid int orientType int polygonPointsPool __free float idVec3 bool int modifier z jointWeightOffsets r headTrackGroups releaseTime data * parentDeclName m_TileTess * currBlockR [3] hSpacing pad consoleUsed int currentChapter phoneme minTrailVelocity * plasticSound bool long bool idHashIndex c1 numSortedQuads maxAnimationSpeed viewUp * isTransparencySorted float unsigned char unsigned char startTime flags * useDeferredPosition int bufferUsageType_t value int moreWorkToDo idSWFScriptVar idList < swfAction_t , TAG_SWF > int hashIndex bool int startWidth data1 * idAtomicString idVec2 idList < float , TAG_ANIMATION > start data int influenceSphere_t bool usage int idColor idLocalUser bool g idBlockAlloc < polytopePolygon_t , 32 , TAG_COMPILER > char float value actions idFont bool idMaterial int idList < beam_t , TAG_IDLIST > idCutterClip::NestedPolygon_t usesTransSortAtlas *[2] joint1 delay * coordinateList float idHandle < unsigned short , invalidUserChannelHandle_t , INVALID_USER_CHANNEL_HANDLE > unsigned short unsigned short idList < int , TAG_MD6 > end unsigned int float unsigned short float float idChapterVariation * influenceSpheres * unsigned char float idSoundShader deferredPositionInitialized int titleTextColor masterLocalUser overflowed int polytopePolygonAllocator int whiteSpaceStart_p * activeFont c2 maxAreas int simplify reg guiStencilIncr beamBuffer * nestedPolygonsPool * dustRandomParm_t bool handle [3] userWeightOffsets int constRRLEOffset skipUseHintMeshes b makeupGain size min blendDuration m_TileOfsX int currBlockU * gravity nextMenuMarqueeTime * currentVariation viseme int minBounceVelocity int asphaltSound bool idStr idSysSignal pos idList < short , TAG_IDLIST > numCollapsedVerts * rotationSpeed renderTime * hasEmissivePass float unsigned char unsigned char fadeInStart int vertexMask int deleteOnSync username tag signalWorkerDone * idSWFScriptNativeVariable [3] idSWFScriptFunctionAS2 indices bool endWidth data2 int idAtomicString bool idList < idMD6Node * , TAG_ANIMATION > valid bool size float idRegression unsigned long char float native actionScript idVec2 idCollisionModel p idMaterial a idCutterClip::LocalMinima_t hidden joint2 max restart animationList float unsigned char unsigned short idList < idPair < idStr , idList < int , TAG_MD6 > > , TAG_MD6 > float * unsigned short bool unsigned short float float idChapterPart numInfluenceSpheres float float * idSoundShader [12] unlinked alpha * regression int tempValue verts * whiteSpaceEnd_p uiScale numAreas model int guiStencilDecr beamRenderBufferIndex localMinimasPool float int idParticleStage::prtStageProperties_t modifier * constSRLEOffset meshKitGroups rmsWindow dir compressionCode allowBypass * m_TileOfsY * currBlockD mass int menuMarqueeIndex x currentPart int weightScale * trailSpacing dirtSound idStr bool long * idSysSignal id idList < idTriangleInterpolator::triangle_t , TAG_IDLIST > int numEmissiveQuads * energyRotationSpeed * deltaTime int systemProperties float int idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > unsigned char lifeTime * inheritsFrom forceUpdateInView score int signalMoreWorkToDo int idAtomicString front maxDeviation destSubWebIndex idVec3 bool startWriteBit data idBounds * offsetInOtherBuffer float int idUserCmdMgr idTypeInfoSettings::writeModifier_t y unsigned int float flags name idVec2 idJointMat int idMaterial int idTriangles * idCutterClip::IntersectNode_t looping size idList < idCompressionGroup * , TAG_ANIMATION > float unsigned short idStr bool unsigned short idVec3 unsigned int unsigned short float bool idChapterVariation::VariationType int currentSphereIndex float float * idSoundShader referenceBounds textAlpha pc userCmdMgr [4] writeModifier tris fileTime * uiOffset * maxReachIndices modelJoints * guiCursor_arrow triangles int intersectNodesPool int dustRandomParm_t int unsigned short idParticleStage::prtDistribution_t * compressionGroups int deltaRotation constTRLEOffset meshKitDefault useRMS numChannels ops deltaViewAngles unsigned short m_iTile blockLocX z friction int waitingOnVideoSettingsConfirm timeline [2] durationScale trailVelocityScale * concreteSound unsigned int long idSysMutex * idList < idTriangleInterpolator::triangle_t , TAG_IDLIST > * numOpaqueQuads maxVelocity rnd atlasWidth int distribution idVec4 blendParms_t unsigned short [16] fadeOutTime int compoundCheckSum void * columns signalMutex * idSWFScriptText back color blendParms bool float float int endWriteBit size end visibleInfluenceSpheres_t * idRenderModelParms int apiObject int idList < idGUILine , TAG_IDLIST > idStr bool int idList < idDrawVert , TAG_IDLIB > size_t float length * scriptObject idMat3 unsigned char idMaterial int idVertexBuffer idCutterClip::JoinRecord_t negate int fadeInTime data [8] idHandle < unsigned short , invalidJointConversionHandle_t , INVALID_JOINTCONVERSION_HANDLE > float unsigned short idStr mgEnvelope w unsigned int idMat3 CQTRope unsigned short float idMaterial bool * visibleInfluenceSpheres idSoundShader lines currentEditorReferenceMapID * resolveEntityPointers verts length axis numReachIndices sphereActives guiCursor_hand vertexBuffer joinRecordsPool short dustRandomParm_t pad unsigned short idParticleStage::prtOrientation_t *[4] handle [3] deltaScale int constURLEOffset meshKitDefaultOverride attackEnvelope sampleRate * angleTransform unsigned short m_lpRopes * blockLocY * collisionFriction int decalMat isDLC * timeOffsetMS delay foliageSound unsigned int idList < idSnapShot::objectState_t * , TAG_NETWORKING > idList < idSysSignal * , TAG_IDLIST > idDrawVert int collapse int influenceForce atlasHeight int orientation float * unsigned short unsigned short fadeInTime bool int parentCheckSum bufferUsageType_t int objectStates signals idList < int , TAG_SWF > idSWF int refVert brightness * customFlags x idAtomicString float idList < float , TAG_ANIMATION > objID * objectNum * showIntro * influenceSphereCullParms_t int idStaticParmBlock < 32 > usage bool bool * idList < int , TAG_IDLIB > float int sparseIndex idVec3 idVec3 int idMaterial int idIndexBuffer idCutterClip::HorizontalJoinRecord_t name fadeOutTime int currentCoordinate float end idStaticList < idHandle < jointHandleType_t , invalidJointHandle_t , INVALID_JOINT_HANDLE > , 256 > * unsigned short idList < idDeclMD6::randomMeshKitGroup_t , TAG_IDLIST > mgEnvelope int unsigned int idVec3 idVertexBuffer unsigned int float float idChapterIntro influenceSphereCullParms idStr int idSoundShader gameParmBlock left recording int resolveModelPointers indexes line origin areas modelOrigin white [3] indexBuffer * horizontalJoinRecordsPool short int dustRandomParm_t int idParticleStage::prtDirection_t tableJoints int deltaTranslation * animRRLEOffset validRandomMeshKits * releaseEnvelope averageBytesPerSecond baseOrigin float m_VB y simulationParms springLength depth overrideIntro phonemeSet int duration [3] linoleumSound idList < idStr , TAG_IDLIST > idSysInterlockedInteger idBlockAlloc < idSnapShot::objectState_t , 16 , TAG_NETWORKING > * idPlane sort energySizeIncrase * direction int idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > unsigned int scaleBiasX * dependencies allocatedObjs busyCount int idList < idSWFScriptVar , TAG_SWF > ** idSWFEditText refPlane int subdivisions nodeIndex * idAtomicString bool csize idList < idIndex < userChannelIndexType_t , invalidUserChannelIndex_t > , TAG_ANIMATION > int visMask idRenderModelDecal::maxInfo_t size pacifierState_t bool idList < surfaceEdge_t , TAG_IDLIB > float sparseValues editText bool num idIndex < short , invalidReachability_t > idMat3 ser idList < const idMaterial * , TAG_SWF > bool idCutterClip::LocalMinima_t * jointName int fadeTimeAsFraction int userChannelIndices float [3] idStaticList < idHandle < userChannelHandleType_t , invalidUserChannelHandle_t , INVALID_USER_CHANNEL_HANDLE > , 256 > unsigned short idStr mgEnvelope * unsigned short float idImage unsigned char float idVec2 idAAS2 maxInfo idList < idViseme , TAG_VISEMESET_VISEMES > * idSoundShader decalLastUpdateTime state * skipMarkedObjects edges int lastline int identityMatrix reachIndices modelAxis z fontFXMaterials usesPreAllocatedBuffer currentLocalMinima end visibleInfluenceSpheres_t int idParticleStage::prtSpeed_t *[11] * tableUserChannels * animRotation animSRLEOffset defaultSkinOverride op meanSquareEnvelope int blockAlign neckX float int m_pNormals int vertGradient springFriction size aasList visemes fadeInDuration fabricSound * idList < unsigned int , TAG_IDLIST > idSerializerLog idVec3 numSegmentAllocations visibleInfluenceSpheres stopTime speed float int idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idStaticList < idStr , 16 > int unsigned char scaleBiasY [3] dependenciesTimestamp serializeLog matchLength * idSWFSpriteInstance int idSWFSpriteInstance int refLeft branchProbability int subWebIndex * declAFJointMod_t float * idList < float , TAG_ANIMATION > int ignoreList int visIndex [4] idRenderModelDecal::DecalBuffer < idRenderModelDecal::decalInfo_t > * offsetInOtherBuffer char bool * idList < int , TAG_IDLIB > float sprite parent * unsigned char idAAS2Settings::type_t idSWF::idDecompressJPEG idRenderModelBeam::maxInfo_t idCutterClip::LocalMinima_t * jointMod int fadeStartDistance int activeCoordinate int idHandle < unsigned short , invalidCrc_t , INVALID_CRC > float * unsigned short idMorphVertices float unsigned short float unsigned int waterDisturbanceParms_t float float bool decalBuffer * idList < idPhoneme , TAG_VISEMESET_PHONEMES > idSoundShader decalUpdateTime width additionalInfo skipScriptObjects * edgeIndexes flags mtr compression type int modelEntityNum jpeg maxInfo localMinimaList transSortSegmentInfo_t idParticleStage float idParticleStage::prtAcceleration_t int checksum int animScale * animTRLEOffset morphVertices threshold * bitsPerSample neckZ float m_VertMax int disturbances springMaxLengthMultiplier angle * allowAASLoading phonemes get fadeOutDuration rubberSound vec unsigned long idVec3 segmentInfo stage int timeOffset int acceleration idDeclAnimWeb::stateList_t * idStaticList < idStr , 16 > * objJobState_t depth glState void time currentIndex idSWFTextInstance int swfPlatform_t refDown maxBranchLevels states float idList < int , TAG_ANIMATION > watchList int newState int idRenderModelDecal::DecalBuffer < idRenderModelDecal::tireDecalInfo_t > bool apiObject bool * punctuation_t float text forcedSwfPlatform int unsigned char idStr idList < idSWF::imageToPack_t , TAG_SWF > * idCutterClip::Scanbeam_t int modelType int distance * activeIndices unsigned int float unsigned short idList < idMorphDef , TAG_DAMAGEDECAL > float unsigned short idList < const idDeclRenderParm * , TAG_IDLIST > int unsigned int unsigned int float bool vehDecBuffer unsigned char idList < int , TAG_FXPHYSICS > idSoundShader noDecals height * version writeComments width punctuations fileExtensionAAS * modelPhysicsId packImages * maxSurfaces set scanbeams int idTransparencyVert int idLookupTable idParticleStage::prtGravity_t timestamp * animTranslation animURLEOffset morphDefList makeupGain int numExtraFormatByte parms idVec3 int m_VertAllocPos numDisturbances bandSpringForce lifeTime pad allowLazyAASClipLinking silenceViseme pieces rockSound int idParmBlock * idRenderWorldLocal int idCmdArgs idVec2 verts tables * diversity int gravity float unsigned char bool objJobState_t parmBlock world * recvTime args int idSWFScriptVar branchStartWidth int animDelta int idAtomicString float idList < idMD6Branch , TAG_ANIMATION > printNextReport oldState * numJoints char int unsigned int bool short value depth unsigned char idStr idList < idSWFSpriteInstance * , TAG_SWF > * idCutterClip::Edge_t modelName size * branchList * unsigned char bool unsigned short bool float unsigned int idList < parmValue_t , TAG_IDLIST > * unsigned int float clothType_t * gameState_t int gameTime int idDeclParticle idSoundShader resourceTypeName * checksum int writeType height int punctuationtable int groupName int modelBodyId * orphanedSprites maxBeams * activeEdges int unsigned char idVec3 float idParticleStage::prtFriction_t done numAnimMaps [4] calcRefBoundsFromJoints meanSquare * manufacturer values idMat3 m_AtlasAllocPos spacing type fadeOutTime [3] gamestate [2] silencePhoneme particleWater steamPipeSound idStaticList < short , 42 > * idRenderModelCommitted bool idList < idStr , TAG_IDLIST > idVec2 emissiveQuads origin coverage * friction float bus unsigned char float objHeader_t axis pad vertexParms int committed * isGlobalHeap suggestions dir idSWFScriptVar branchEndWidth flags idAFVector idVec4 * unsigned char SNAPSHOTS_DRAW_SCALE destHeader int idRandom2 int offsetInOtherBuffer int idResourceList long idTypeInfoSettings short value int numLines int unsigned char idStr idList < idSWFTextInstance * , TAG_SWF > * idCutterClip::Edge_t color numDimensions unsigned char bool animMaps_t bool float [4] unsigned int idList < float , TAG_IDLIST > void float clothSprings_t random short float idSoundShader nextResourceList length * settings int maxWidth * nextpunctuation version explicitGroupName mat modelContentsOverride orphanedTexts maxBeamNodes sortedEdges idVec3 idVec4 int idParticleStage::prtOffset_t filterGroup fudged * secondaryAnimMaps * doneLoading mat envelopeState product blends idVec2 m_pMappedVB speed int springType int fadeInTime int nextAIGreetingTime int eventType int minPieceVelocity int waterPipeSound idStaticList < short , 42 > * idList < idRenderModelSurface , TAG_RENDERMODEL > mtr commandDef_s idVec2 numQuadsToSort viewOrg color offset idVec2 unsigned short float unsigned char size fragmentParms surfaces void next int idSWFScriptVar bool branchLength customFlags int idAFVector bool bool int SNAPSHOTS_Y_OFFSET dest * apiObject * idList < idResource * , TAG_IDLIST > idFile idLexer short value horScroll [2] unsigned int idBounds float float int idCutterClip::IntersectNode_t noshadows * isAngleWrapped unsigned char unsigned char unsigned int bool float unsigned int void float idMaterial bool [3] persistentCurIndex short float mat idSoundShader resourceList majorVersion maxHeight next top fileLength int boundingBox [2] modelScale * fraction * maxBeamQuads intersectNodes float idVec3 idVec4 idParticleStage::prtSpawnLocation_t s originBlend ui totalSize int canAutoLink int ratioMinusOne samplePeriod renderTime float int m_sysVB damping material quad int nextPlayerGreetingTime index duration int armorSound int idStaticList < short , 16 > int idStaticList < idRenderModel::decalData_t , 16 > char float * quadDepths [5] viewFwd wind spawnLocation float float idList < idIndex < idDeclAnimWeb::EdgeIndexType , idDeclAnimWeb::invalidEdgeIndex_t > , TAG_DECL_ANIMWEB > * sizeScale * textureParms decalData name mat idList < idStrRefCounted * , TAG_SWF > bool maxBranchAngle edges idAtomicString float SNAPSHOTS_X_OFFSET offset flags int idHashIndex * idLexer bool idStr short pool startHorizontalTween idVec2 idCollisionQuery idVec3 * idImage idCutterClip::NestedPolygon_t numSides fire * currentCoordinate * unsigned char unsigned short idList < idStr , TAG_IDLIST > bool unsigned int unsigned int float idDeclMD6 bool int decalSpawnId idList < vtrEventHandle_t , TAG_VOICETRACK_EVENTS > * idSoundShader resourceIDHash minorVersion expanded int errorMsg int primitiveModeBrush int modelQuery endpos int imgGodrays * currentNestedPolygon transSortResult_t idVec3 idVec3 * idParticleStage::prtColorAttributes_t time size wrinkleMapRegionExpressions useRMS [6] MIDIUnityNote viewID decalHandle_t m_Ofs timeDelta int clothMD6 mat overlap nextAITauntTime events fadeInDuration sludgeSound [3] idStaticList < short , 16 > * renderModelType_t void float * sortResult pos viewLeft int distribScale colorAttributes blendParms_t float (const idCmdArgs & args)* handle * samplerParms renderModelType function * unsigned short bool branchSubdivisions [3] forcedEntryBlendParms float bool float SNAPSHOTS_Y_SPACING size size int idCurve_Spline < idVec4 > bool short flags int ignoreSize idVec2 int idMaterial idMat3 bool int idCutterClip::Polygon_t width saveOnHide int activeCoordinate float float int unsigned short float bool unsigned int bool unsigned int idVec3 idDeclFX float * latchedTime [3] idVoiceEventManager * idSoundShader changeList indent spline int hadError * primitiveModePatch pad material int endAxis isRelativeToCamera int currentInnerPolygon idVec3 idVec3 * idParticleStage::prtRotation_t currentAlpha jointBounds flags * attachmentOverrideScale apply MIDIPitchFraction int forceFullVirtualTextureLoad int m_nIndices * waterOrg int clothDeclFX int overlapRadius nextAIDashTime voiceEventManager int fadeOutDuration impNestSound idStaticList < idStr , 64 > void float * maxIndices viewUp origin int rotation float int idList < idDeclAnimWebNode::idModelInfo , TAG_DECL_ANIMWEB > float (idAutoComplete & autoComplete)* cost int permuteDefines argCompletion unsigned char maxBranchDeviation int modelInfo float int fxMultiTagUseType_t * idMD6Node curY [4] snapSequence idVertexBuffer offsetInOtherBuffer int idStrStatic < 512 > bool int idCurve_Spline < idVec4 > bool short data int textLengthPrevious float * contactInfo_t idVec3 idList < idCutterClip::Edge_t * , TAG_IDLIST > density multiTagUseType baseAnimation idList < idAnimEvents::animEventInfo_t , TAG_MD6_ANIMEVENTS > idMD6AnimData unsigned short float unsigned int bool gameFlags * unsigned int unsigned short idList < idDeclCloth::ropeInfo , TAG_IDLIST > vertexBuffer idVoiceTrack::idFrameRef float r idSoundShader videoFile int newline sweptSpline int hadWarning int primitiveModeModel * numActive * direction edges * unsigned short dustParameters_t idMat3 int idParticleStage::prtInitialRotation_t list animData int numFrames [3] modelCaps pad lastLevel int SMPTEFormat int discontinuousViewPosition * m_nVertices int gridWidth int ropeData cost int nextAIGrenadeTime int frameRefs int maxInWaterSimulationTime * hollowMetalSound * idList < unsigned long , TAG_IDLIST > char float indices parms axis initialRotation idDeclTable int idDeclAnimWebNode::toolSettings_t index int permutationFlags void * description * unsigned int bool invDenom g jitterTable * settings * idAFVector r idList < idAtomicString , TAG_FX > int idList < unsigned short , TAG_ANIMATION > width int numlzwDeltas idStrStatic < 1024 > idIndexBuffer apiObject int idColor idList < idStr , TAG_IDLIB > traceModelErrorCode_t bool unsigned short length forceAutoSize float idVec3 idDeclEntityDef idVec3 idList < idCutterClip::PolygonPoint_t * , TAG_IDLIST > origin tagNames * phaseToFrameLookupData idHashIndex int frameSetData_t unsigned short float unsigned int bool mapName unsigned int unsigned short idList < idDeclCloth::particleInfo_t , TAG_IDLIST > int indexBufferBoxes short int idList < int , TAG_FXPHYSICS > idSoundShader fadeFromColor strings errorCode loaded int gravityDir * firstActive * entityDef color * polygonPoints idVec3 idParticleStage::prtPivot_t * hashIndex b frameSetData frameRate mat userChannelWeightGroupOverride lastGainReduction * SMPTEOffset * skipDimShadows bool m_nVertAlloc gridHeight * particleData decalIndex * nextAICoverTimeoutTime numFrameRefs pieces sheetMetalSound unsigned long idCommandLink float maxIndices2 * numParticles scale pivot idDeclTable env idList < idDeclAnimWebNode * , TAG_DECL_ANIMWEB > bool quad rl permutationDefault next int idSWFSpriteInstance bool int invArea jitterFalloffTable nodes int idAngles int idList < fxCondition_t , TAG_FX > int idList < idMD6Node * , TAG_MD6 > height * fullSnap * idStrStatic < 1024 > bool idIndexBuffer size idHashIndex idStr [2] defaultSprite centerTooltip float float idBitArray * idMapModel * idList < idCutterClip::Polygon_t * , TAG_IDLIST > angles * startCondition nodes idAtomicStringT < md6AnimAtomicString_t > a idMD6Blend::jointMod_t unsigned short bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > b mgDynamicRangeCompressor * unsigned int spawnSpot * fadeState dir unsigned int idDrawVert * idList < idDeclCloth::springInfo_t , TAG_IDLIST > [4] indexBufferQuads int idVoiceTrack::idFrameRefIndexBuffer int idList < const idMaterial * , TAG_FXPHYSICS > idSoundShader index stringHash count vsb filename int gravityValue active model sourceSize int polygons int unsigned short float idVec3 idParticleStage::prtSize_t * animRef animMods [3] numFrameSets baseUserChannelAlias compressorCalculate ops numSampleLoops skipPostProcess m_nVertMax verts a springData * spawnIndex [3] closestGrapplerEntityNumber * indexBuffer pad materials int ventMetalSound unsigned long char idVec2 indices2 * transSortWidth velocity size float int idList < idDeclAnimWeb::idSubWebInfo , TAG_DECL_ANIMWEB > * lzwDelta_t int startTime int permutationOptions int cmdName_ int idStaticList < idSWFScriptObject * , 19 > bool * jitterDecay id subWebs idList < fxCondition_t , TAG_FX > b idBlockAlloc < idMD6LeafPlay , 32 , TAG_MD6_NODES > [3] nameLen lzwDeltas * idStrStatic < 1024 > bool offsetInOtherBuffer char * unsigned short idStr scope highlight float float pos idAnimWebPath idMapEntity int idList < idCutterClip::NestedPolygon_t * , TAG_IDLIST > contents * stopCondition playLeaves * idList < idMD6AnimEvent , TAG_MD6_ANIMEVENTS > unsigned short unsigned short idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_MD6 > float unsigned int bool spawnSpotOverride * unsigned int float idVec3 localTrace_t usesPreAllocatedBuffer bool idVec2 idSoundShader time type includepath sys maxStepHeight anim parentReference size nestedPolygons float float float idParticleStage::prtTexAnimation_t events flags int frameSetTblOffset * userChannelToAnimationAliasMap lastLevel int extraSamplerData int skipDynamicEnvironment m_WorkAlloc * prevBlock * position * nextClosestGrapplerTime rebuildFrameRefs * minSize fleshPlayerSound void idVec2 key nearDist c transSortHeight shadow texAnimation float idList < idDeclAnimWeb::idStateInfo , TAG_DECL_ANIMWEB > [2] (const idCmdArgs & args)* * lifeTime flags void * function_ int idSWFConstantPoolAS2 idStr jitterSpeed states * idList < fxExtraCondition_t , TAG_FX > idBlockAlloc < idMD6LeafPause , 4 , TAG_MD6_NODES > * lastReportMS maxlzwDeltas idStrStatic < 64 > mat idTriangles * apiObject * idMaterial char float bool int constants text float float * traversalInfo_t::traversalFlags_t idStr float int idList < idCutterClip::JoinRecord_t * , TAG_IDLIST > clipMask cxf extraCondition pauseLeaves int idDeclMD6 * unsigned short unsigned short soundFilterType_t [2] idList < idPair < userChannelIndex_t , aliasHandle_t > , TAG_MD6 > * unsigned int bool checkpointName [32] unsigned int unsigned int idIndex < short , invalidJointIndex_t > idRenderModelSurface float triangles char idVec2 ptr idSoundShader white name vertsX OSPath maxBarrierHeight flags refId len fadeVal joins float float float idParticleStage::prtCustomPath_t d definingDecl weightGroup ID frameSetOffsetTblOffset userChannelToAnimationAliasOverrides type identifier [2] forceFullResolution * idMaterial * m_WorkMax width int jointIndex surf int closestGrapplerRange visemeOffsetState * maxSize bloodPoolSound float char idVec2 farDist timeDelta * alphaScaleOverride mat customPath idVec2 * idList < const idDeclMD6 * , TAG_DECL_ANIMWEB > idAtomicString unsigned char decalMtr int stageSort * description_ idList < idSWFScriptVar , TAG_SWF > idStr * jitterLeftMag models bool fxOriginType_t idBlockAlloc < idMD6Branch , 16 , TAG_MD6_NODES > name * guiOffset lzwMem * idStrStatic < 1024 > idDeclRenderParm size * idColor char float punctuation_t registers id randomtext float float mat aasType_t int idList < idStr , TAG_IDLIST > idStr idList < idCutterClip::HorizontalJoinRecord_t * , TAG_IDLIST > *[4] selfCollision originType [2] branches * idAnimEvents::animEventInfo_t unsigned short unsigned short idStr unsigned int bool loadingScreen [32] unsigned int unsigned int idRenderModel parmPositionToLocalBoxSpace char * idSoundShader bgColor value vertsY punctuations maxWaterJumpHeight int aasLayer * layerList name * horizontalJoins idVec2 dustParticle_t unsigned char idParticleStage::prtGenericParms_t info int animInfoSize constROffset filename int frequency type int useHQViewColorMipsGeneration m_AtlasAlloc height forwardIndex entity closeGentlemanEntityNumber int offsetState ()* lifetime * ashSound bool void [6] unsigned int particles * genericParm idVec2 * idList < idDeclAnimWebEdge , TAG_DECL_ANIMWEB > idResourceList (idAutoComplete & autoComplete)* * fadeTime * hasInteractions argCompletion_ idList < idSWFScriptFunctionAS2::parmInfo_t , TAG_SWF > idStr jitterUpMag edges bool idVec3 f idBlockAlloc < idMD6BlendBranch , 16 , TAG_MD6_NODES > resourceListPtr nextKeyEvent maxlzwMem str idStaticList < idStrStatic < 128 > , 256 > p offsetInOtherBuffer crc idColor char float parameters int variable [3] unsigned char float idDeclInventory idVec3 idList < void * , TAG_IDLIST > noSyncCollide offset blendBranches idIndex < short , invalidJointIndex_t > unsigned short unsigned short unsigned int bool unsigned int bool activeLayers [32] unsigned int float bool idAtomicString idSoundShader fontColor name vertsZ flags * maxFallHeight vertexNum decl * spawnPosition poolAllocations idVec3 idTransparencyVert * unsigned char idParticleStage::prtLODParms_t jointIdx min frameSetSize constSOffset timestamp * enabled start inhibitModelFovScale float m_AtlasMax int spacing rightIndex * showStats * closeGentlemanTime int characterName fadeOutStartTime int mutantFleshSound bool idStr * unsigned int viewOrg verts lodParms bool * idList < idDeclAnimWeb::idEdgeCache , TAG_DECL_ANIMWEB > char int idArray < int , 16 > scaleBiasX * hasAlphaToCoverage void int valueString char [3] swfColorRGBA_t useBranchOverride * edgeCache bool max fxRotationType_t * idBlockAlloc < idMD6BlendAdditiveBranch , 16 , TAG_MD6_NODES > resourceError peerSeq lzwDmaOut [4] idStaticList < idStrStatic < 128 > , 256 > x apiObject * idDebugGraph::fillMode_t float pos idLexer name color unsigned char float idMat3 fillType_t int clearClipMaskInSolid rotationType blendAdditiveBranches float unsigned short unsigned short unsigned int dynamicRangeLimiterParms_t * unsigned int float deactiveLayers [32] unsigned int float bool float idAtomicString idSoundShader mode value edgeNormalX * scriptstack size int minFloorCos flags count * spawnOrientation int fillTypeSubject idVec3 float idMaterial [4] pitchScale * animModsSize constTOffset skelTimestamp parms fov_x float m_Starve pos damping anchored int c_numParticleVertices closeGentlemanRange * characterIdentifier * fadeInEndTime thickPaddingSound bool pct unsigned int viewFwd depths startTime * material * idDeclElectricBolt::branchOverride_t idList < idDeclAnimWeb::idNodeCache , TAG_DECL_ANIMWEB > [2] idSerializerLog scaleBiasY y has16BitScaleBias idVec3 * valueInteger unsigned char bool branchOverride nodeCache float int idAngles int idBlockAlloc < idMD6FusionBranch , 16 , TAG_MD6_NODES > resourceID serLog int lzwBytes bool * xyzScale bool char float * idToken visible unsigned char float short bool idEntity::entityFlags_t fillType_t * bouncyness [2] rotOffsetAngles fusionBranches float short unsigned short idBounds bool * unsigned int float comboMap [32] * CQTNode float unsigned char idParallelJobList * idGameLocal::idSaveGameRequestParms p idAtomicString float idSoundShader sideways name * edgeNormalY tokens * alloced minHighCeiling forSale flags fillTypeClip idVec3 idList < idAtomicString , TAG_PARTICLE > short *[2] * yawScale frame [4] constUOffset defaultBounds enabled fraction fov_y bool idVec3 [2] m_lpNodes speed index1 z renderModelJobList int updateBestPlayerViewDataTime saveGameRequestParms textLangKey int minBounceVelocity int playerAPCMetalSound bool float int unsigned char viewLeft int stageNames [8] duration * totalParticles idMaterial * idList < idAnimWebScalar , TAG_DECL_ANIMWEB > idBitMsg devmap [3][4] int hasHardwareSkinning idVec3 int valueFloat [3] swfTag_t bool [3] tangent material * scalars idMat3 idVec2 idBlockAlloc < idMD6BestLeaf , 16 , TAG_MD6_NODES > int staleCount bitMsg * optimalLength bool xyzBias float float float tooltip unsigned char float short bool idList < idEntityPtr < idEntity > , TAG_IDLIST > * clipMode_t s0 inertiaScale rndRotX bestLeaves * idAtomicString float unsigned short bool bool unsigned int bool forceHeapReset [32] CQTRope float unsigned char idRenderModelTransparency int idGameSpawnInfo idStrId float idSoundShader border flags edgeNormalZ * defineScope int groundSpeed rnd lootable int targets clipMode idVec3 int idAtomicString idParticleStage short name frameFraction nextSize int remapForSkinning * sideChain [2] playCount * cramZNear idVec3 * m_pNext timeStep index2 int transparencyModel int bestForwardPlayerViewDataID int gameSpawnInfo textId decalSpacing ricketyMetalSound bool char int unsigned char viewUp propertyName stage cycles idList < idAtomicString , TAG_DECL_ANIMWEB > bool bool gameSpawnFlags [3][4] hasVertexTexture idVec2 name * unsigned char float normal frames editorModels float idVec2 idBlockAlloc < idMD6TagFilter , 16 , TAG_MD6_NODES > loadedResource reading snapSequence stScale idVec4 enumValueInfo_t float idParser::define_t float data [2] tooltipScale unsigned short float unsigned int bool idRenderModelInfo char [3] linearFriction rndRotY tagFilters t0 idList < idDeclMD6::idHeadTrackJoint , TAG_IDLIST > short int unsigned short unsigned int soundShaderBus_t * unsigned int idRenderMatrix bool [16] *[128] unsigned short bool idList < idVec3 , TAG_IDLIST > shadowMapCPU_t idList < idStr , TAG_IDLIST > unsigned int float idSoundShader position values int polyPlaneX * definehash int startWidth int waterSpeed int travelFlags int buyBackItem int renderModelInfo running influenceSphere_t int idList < deferredParticleGenParms_t , TAG_IDLIST > [2] idLookupTable trackJoints * frameSetFrame jointWeightsOffset y skinChecksum sideChainSourceBus int explicitProjectionMatrix * staticResource float m_Len visible positions * globalShadowMap bestBackwardPlayerViewDataID allLayers int textCRC depth ricketyWoodSound bool char * idStaticList < idVec2 , 32 > influenceSpheres int genParms tables * diversity int idList < idDeclAnimWeb::idLayerInfo , TAG_DECL_ANIMWEB > bool int unsigned short numPlayers depth int hasClip idVec2 resetString int vertices width layers float idVec2 int idList < idMD6Node * , TAG_MD6_NODES > insideRecursiveLoad * logIndex * lastObjId stBias bool char float * idList < idParser::indent_t , TAG_LEXER > float int dataLength int bindset unsigned short float unsigned short bool idClipModelInfo angularFriction rndRotZ nodes idIndex < short , invalidJointIndex_t > short float idStr dynamicRangeCompressorParms_t unsigned int bool bool [16] unsigned short idVec3 idList < idMat3 , TAG_IDLIST > updateInViewStats_t * idList < idStr , TAG_IDLIST > unsigned int idList < int , TAG_FXPHYSICS > idSoundShader [12] enable type polyPlaneY * indentstack int endWidth parms idVec3 int ladderSpeed * travelTime * alreadyDropped clipModelInfo particleRenderView_t idParticleParm focusJointIdx originFrame int startDelta [2] morphSkinName size useExplicitProjectionMatrix [3] buildForceLoad m_bVert origin inverseAxis int numAfEvalsThisFrame int activeLayers lipsyncTextCRC pieces porcelainSound bool char Contour numInfluenceSpheres [1] particleRenderView int numTables idVec3 int particleLife float idList < const idDeclAnimSubWeb * , TAG_DECL_ANIMWEB > bool idStr lzwCompressionData_t currentCheckpointSlot corners hasDepthOutput idList < idSkin , TAG_DECL > description int unsigned short swfEditTextAlign_t int contoursPool start subWebDecls float offset int idAngles label idVec3 int idList < idMD6Node * , TAG_MD6_NODES > loadDeferred lzwData skins bool char float float frameCount * alignment handle * swfColorRGBA_t float unsigned short idEntity::idBindInfo contactFriction explicitAngles nodesToDelete idIndex < short , invalidJointIndex_t > float float idStr unsigned int unsigned short [16] unsigned short idRandom2 decalHandle_t idAtomicString bool idList < idIndex < jointIndexType_t , invalidJointIndex_t > , TAG_IDLIST > int idList < idStr , TAG_IDLIST > idSoundShader [12] clamp polyPlaneZ skip float idMat3 * startColor int wallCornerEdgeRadius fromAreaNum mat quickSlot idVec3 y bindInfo float scaled int visibleInfluenceSpheres_t idVec3 * modelParticleParms_t orientationJointIdx * originFrameFraction int endDelta idStr origin * morphSkin name users idVec3 * vieworg headerVersionHi idStaticList < idLocalUser * , 2 > int m_lEdgeOfs * indexOfJointToAttachTo numAfEvalsLastFrame [2] deactiveLayers subtitleLangKey splatterOnBounce float idMat3 int plasterSound bool ContourEdge_t visibleInfluenceSpheres modelParms * diversity offset int timeOffset int idIndex < short , idDeclAnimWeb::invalidEdgeIndex_t > left hasBranchStripping flags idMat3 int idList < unsigned int , TAG_SWF > meshes int edgesPool idVec3 * edgeIndexCache float idDeclTable * idList < idTypeInfoSubGraph * , TAG_IDLIST > typeName float normal * numObjects int fraction bool char void float scroll key frameOffsets selectionStart swfColorRGBA_t float unsigned short idEntity::idDormancy gravityScale rotateTablePitch short idVec2 int subGraphs capPos * unsigned char soundCompressorSettings_t idVec3 * unsigned int unsigned short [16] (void * data , const char * pragma)* float idDeclCloth * idArray < idEntity * , 16384 > idStrId bool idSoundShader name polyPlaneW [2] pragmaCallback endColor float filter int ledgeCornerEdgeRadius toAreaNum height [2] counttosave hz dormancy float layers int idList < idAnimEventHandler::trackedEvent_t , TAG_IDLIST > int idList < idRenderModelParticle::stageCounts_t , TAG_IDLIST > idParticleParm blendTime idVec3 * originFrameSetFrame int numMeshesBeforeSplitting table output [2] compressor int timestamp m_AmpK int viewaxis float idVec3 int headerVersionLo idUUID4 m_AmpMin start origin * currentDeferred clothDecl shadow * relativePos * numAfEvalsPotentialyStartedThisFrame entities point idVec3 * subtitleId * splatterOnRest electronicsSound bool idStr idVec3 [8] ContourNode_t trackedEvents stageCounts * deadTime float idVec3 int idDeclTable int unsigned int objHeader_t * matchID halfWidth labels [5] usesUniformBuffers * valueMin float origin pad idList < idSWFSprite::swfFrameLabel_t , TAG_SWF > idCVar [2] nodesPool idMat3 * edgeIndexCacheSize * idDeclTable int idList < idTypeInfoGraphNode * , TAG_IDLIST > headers unsigned char void frameLabels * selectionEnd unsigned char unsigned short idScriptObject buoyancyScale rotateTableYaw nodes idDeclMD6 idVec3 int unsigned short idAtomicString idList < idMD6Mesh * , TAG_MD6 > float ioData * soundLimiterSettings_t idViewBypass unsigned int [16][16] float idMat3 * idArray < int , 16384 > idSoundShader idMaterial * idSoundShader caption polyEdges idVec3 * pragmaData int startRatio int obstaclePVSRadius idFile int padding coolDownTime scriptObject idList < idAnimEventHandler::triggeredEvent_t , TAG_IDLIST > idDeclParticle includeDecl int originFrameSetSize * skelName float idVec3 * limiter firstValidSample width idVec3 * viewBypass pos resourceId * m_AmpMax float idVec2 * numDisturbances relativeAxis activeCommanders short idVec3 [2] spawnIds index idVec3 * soundShader * material float idVec3 * oilPipeSound bool triggeredEvents particleDecl axis useSysTime int idDeclTrailBeam::trail_t float idVec3 * gameMode short idCVar int halfHeight int usesUniformArrays center * valueMax links target int idList < swfSpriteCommand_t , TAG_SWF > trailProperties changeId float idVec3 int idAtomicString idDeclTable int idList < idTypeInfoGraphLink * , TAG_IDLIST > curTime idDebugGraph::captionPos_t int unsigned int bool commands start idVec4 * unsigned char idHandle < int , invalidThreadHandle_t , INVALID_THREAD > offset int idCutterClip::Edge_t containedJoints rotateTableRoll bool frameSetData_t idMD6AnimData idList < unsigned char , TAG_MD6 > int soundFilter_t bool unsigned short [16] idIndex < short , invalidJointIndex_t > idGameLocal::dangerHudEntry int pinnedCacheLines_t * idSoundShader size numPolyEdges hadError float idVec3 int endRatio short master gui wallCornerReachabilityBackoff secretType int threadHandle prev particleMeshDist_t * isOriginalInclude format * originFrameSetData [2] animData float idVec2 [2] jointRemap * lastValidSample forceIdentityViewMatrix versionHi bool float idVec2 int m_AmpDistributionExp allocWidth int jointId lDangerEntries firstFreeEntityIndex pinnedStreamData size short enable int panzerMetalSound float bounds int unsigned int char nextEventToFetch float idVec2 * particleMeshDist float oldInt * velocity flags idVec5 int spawnBunching idDeclTrailBeam::quad_t bool idSerializer searchMode int markStart radius int vertexMask int valueStrings idList < swfSpriteCommand_t , TAG_SWF > quadProperties expandSubWebLinks tokens int idAFVector int idDeclTable * idList < idAtomicString , TAG_IDLIST > baseTime edges bottom * jointIndex int idList < idDebugGraph::graphPlot_t , TAG_DEBUG > float models * traceModelEdge_t bool depth bounds int doInitActions scrollTime int swfColorRGBA_t idDeclSkins int idPresentable idCutterClip::Edge_t frictionDirection idVec6 * colorTableRGB bool md6AnimCommand_t::enum_182 * idList < const idMD6Skel * , TAG_IDLIST > idVec3 [2] idMD6Morph * soundShaderBus_t float idVec3 int idStaticParmBlock < 80 > float idVec3 int unsigned short [32] idFoliageModel idHashIndex int unsigned int idSoundShader bars hadWarning * startColor int highQualityReachabilityBackoff skinPreload int presentable next float graphs int idParmBlock int isAutoLinkInclude states int skelMappings morphSets idVec3 int loopPoint deltaX * parmBlock offset * versionLo bool float random int allocHeight * hSpacing short oldStr int foliageBSP int alarmTimestamp entityHash * numPinnedStreamData * breakableArmorSound * unsigned short void idStaticList < idVec3 , 2048 > startTime idMat3 [2] lightingFullParmBlock wind emissionTime idMaterial [1] idDeclAnimWeb::idSettings height * gameMap (idAutoComplete & autoComplete)* float m_LODK int markEnd fragmentOutputs valueCompletion idAtomicString positions idVec3 pad material world idVec3 int settings angle idVec3 * idAFVector int idDeclTable [4] idList < idDeclTypeInfoGraph::idLayersConfig , TAG_IDLIST > * maxSizeBytes baseSequence indexes idList < idDebugGraph::graphPlot_t , TAG_DEBUG > char color origin * traceModel_t frameLabel * maxscroll parsed int swfColorRGBA_t bool unsigned int bool idCutterClip::Edge_t contactMotorDirection colorTableA int layersConfigs idList < idAtomicString , TAG_IDLIST > md6FrameInfo_t idMD6PhaseTrack idList < sourceSurface_t , TAG_IDLIST > idDeclEnv idVec3 * unsigned int deferredFoliageGatherParms_t idWorldspawn unsigned int idSoundShader grid comment type includeLevel endColor float script * useRageStyleCoverGeneration [2] areaTTOfsAndNumber [3] primaryLoot int entityNumber prevLML idParmBlock * prtTextureFlipMode_t kitNames float idVec3 * frameInfo guiEnv int phaseTrack [4] sourceSurfaces gain dataLength int guiEnvOverride sourceTimestamp m_AngleBase int numBlocksX int vSpacing index isRect int foliageGatherParms int savedAlarmTimeStamp int sampleTimestamp electricShieldSound * unsigned char idCVar::cvarCallback_t idStaticList < idVec3 , 1024 > eventNum float trails * lightingAverageParmBlock idStr idVec3 int textureFlipS idColor idHashIndex bool float mood_t * gameType cost float length * registerCountPS3 float buffer [2] idMaterial [3] onChange float idGame * unsigned int bool intersections stateHash idList < idIndex < jointIndexType_t , invalidJointIndex_t > , TAG_AF > idDeclTable int idAtomicString startByte idVec3 int saveDictionary idList < idStr , TAG_DEBUG > unsigned int idList < idParser::idDependency , TAG_LEXER > frameNum idStr size_t * forceScroll int unsigned char bool idIndex < short , invalidReachability_t > anchor int idDeclEntityDef idCutterClip::Edge_t containedJointIndices customTable1 name md6BlendInfo_t idBoundsShort idList < const idMaterial * , TAG_IDLIST > int unsigned int idDeclEnv length int unsigned short (void * ptr)* deferredFoliageGenParms_t bool angle height int idList < idEntity * , TAG_IDLIST > int unsigned int idSoundShader numVerts error matrix * dependencies numGradients generateCover next type entityDef idVec3 * nextLML unsigned char prtTextureFlipMode_t blendInfo idVec3 int translatedBounds idStr __free * materials idMat3 int wetGain streamOffset dynEnvOverride sourceFileNameLen config * m_AngleSpread numBlocksY * foliageGenParms bSecondAlarm spawnedEntitiesList [2] sampleCRC idMat3 * position float decals int golemWeakSpotSound int unsigned char idStaticList < idVec3 , 1024 > initCounter * vertCount tables pos currTime idStr devmap msg textureFlipT idHashIndex bool index parent int numSlots float idMat3 int fadeState parent int registerCount360 next idStr sparks int idAtomicString bool endpoints idVec3 * duration float uniqID * subWebHash int idAtomicString idDeclTable * idAtomicString startBit body1 offset * fragmented * mtrChecksum rot idList < idDebugHistoryGraph::function_t , TAG_DEBUG > void unsigned int variable float idVec2 int shiftHeld webRef [2] swfGradientRecord_t [3] idIndex < short , invalidReachability_t > bool scope idVec3 int idCutterClip::Edge_t name customTable2 className radius int idDeclMD6 [8192] id idBoundsShort idMD6Skel spline int soundCompressorSettings_t void idStr radius int unsigned short (void * ptr , int value)* [16] color size_t int idList < unsigned int , TAG_WATER > int foliageRenderView_t bool float [4096] int idList < idEntity * , TAG_IDLIST > int functions idMat3 * numEdges name idStr size_t dir gradientRecords minCrouchingCoverHeight rev_next float idVec2 int thinkFlags ** prevAEL unsigned char idParticleParm decl debugCommand normalizedBounds float [4096] * skeleton float idVec2 g compressor [2] staticBuffer dynEnvOverrideDuration uniqueIdNameLen m_GravityK int simulateParms axis viewData idStr [4096] int bOverrideStartAlarm * activeEntities animName float values [4] direction size_t [4] soundInterval idCallback int idStaticList < graphBranch_t , 256 > indexOffset int numParticles windBias body2 mapped int lzwInOutData_t startCheckSlot vertexCode int callback float [8192] int contours short ashPrt int fadeInDuration hashChangeId idAtomicString idDeclRenderParm float locked * idList < int , TAG_IDLIST > row userName short size_t int (float t , float b , float c , float d)* flags [4096] int renderSurface void unsigned int function float idVec3 [4] lastInputTime unsigned char unsigned int bool idCutterClip::Edge_t customRenderParm float size_t * subnodes char idHandle < unsigned short , invalidJointConversionHandle_t , INVALID_JOINTCONVERSION_HANDLE > soundLimiterSettings_t unsigned char idList < unsigned char , TAG_WATER > *(void * ptr , const int oldNum , const int newNum , const memTag_t tag , const bool zeroBuffer)* origin [4] foliageIndex_t bool idList < idEntity * , TAG_IDLIST > int faceChannel_t idList < int , TAG_IDLIST > int idDeclParticle caption reallocate int numPolys axis type idStr idFont int minStandingCoverHeight travelFlags * slotFile float [4096] int stimulusTimestamp degree * nextAEL jointConversionHandle idHandle < unsigned int , invalidAnimEventId_t , INVALID_ANIMEVENT_ID > unsigned int prtSortType_t channels color handle end animName float fontID col minBoundsExpansion [2] limiter streamFile * dynEnvOverrideModelIndex float idMat3 int platform short scaleX int unsigned char m_nMaxWaves [3] vertGradient windDirection foliageIndices bSystemReady removeEntities faceChannel int affectedPieces defaultPrt * idCVar::cvarCallback_t idStaticList < graphBranch_t , 256 > eventId startPos float Edge_t * sortType short idVec4 pad idList < idSerializerLog::logEntry_t , TAG_IDLIB > int matchFlags int maxSurfaces int fragmentCode next bool branches float idFile * fadeOutDuration changeId short idVec4 * idAtomicString idFXSingleAction::fxLightParms_t float [8192] * platform isHub ascent int logEntries * firstVertex char float idVec3 * unsigned int bool startValue * allowNewlineInput decals top unsigned char unsigned short idCutterClip::Edge_t lightParms * position float scaleY int idHandle < unsigned short , invalidCrc_t , INVALID_CRC > float Node_t int soundShaderBus_t bool float [4096] int unsigned char idList < float , TAG_WATER > idList < idActor * , TAG_IDLIST > scaleZ int idList < const idMaterial * , TAG_FXPHYSICS > idDeclParticle minRange float curPtr * metaData parms idVec3 * maxPolyEdges builtin axisValid [4096] * subType crouchingFireHeight name short planes int cachedStimulusScale int prevSEL idMD6Anim center * numChannels * visualOffset jointConversionChecksum maxBoundsExpansion * xma2SeekTable applyDynEnvOverride [4] idStrStatic < 128 > * m_nMacroTileSubdivide waveHeight * gravity influenceSphereIndices alarmTimout int actorEntities blendInMS idMat3 * materials [4096] ip metalPrt float maxNum [1] progTarget_t idList < idCutterGraphManager::savedContour_t , TAG_IDLIST > anim boundsExpansion idColor idList < idSerializerLog::compressionEntry_t , TAG_IDLIB > * mapName maxTireDecals cvar swfUsedFonts_t savedContours fadeInLength declAFConstraintType_t idFXSingleAction::fxGodrayParms_t glyphs * unsigned int buildMessage compressionEntries * lastVertex char float idVec3 bot stopValue idMat2 * fontType speed idVec3 hip swfColorRGBA_t idPhysics_Static float fontID int idCutterClip::Edge_t type godrayParms [6] layersMask int idTreeAnimator soundGroupSettings_t idWaveFile::waveFmt_t idStaticParmBlock < 80 > float height [3] unsigned long idVec2i idList < float , TAG_WATER > foliageSubTreeStats_t idEntityPtr < idTarget_AITensionManager > idVec2 int idList < idCheckpointSaveComponent * , TAG_IDLIST > * idDeclParticle [12] maxRange name float radius * numparms short points pos startColor int standingFireHeight * numEdges float length * version defaultPhysicsObj volume * nextSEL bool treeAnimator preProcessFlags meshIndex m_Time * envOverrideParmBlock uniqueId float offset * idStrStatic < 2048 > m_nMacroTiles dummyBlock * numIterations subTreeFoliageStats int aiTensionManager float [8000] ops saveComponents blendOutMS [2] sizeMin stonePrt bool joint gameHz * idList < idCutterGraphManager::savedPathPos_t , TAG_IDLIST > eventFrame * startTime idVec3 [3] directionalForce music models * randomOnCycle bool layersActive maxImpactDecals useUniformBuffers upmove int idMaterial int cvarType cloth idVec3 int savedNodes int fadeOutLength idFXSingleAction::fxParticleParms_t * buildNumberMajor float idQuat * finalCompressedSize bool char event idVec3 [4] idBounds float origin * idToken startTime mood_t str textLength int swfColorRGBA_t unsigned int idEntityPhysicsCallbacks idStr joints int idVec2i friction float idVec3 * particleParms position cpuID joints * idJointAnimator unsigned int soundGroupSettings_t idStaticEnvBlendParms < 80 > unsigned long idList < waterDisturbanceParms_t , TAG_WATER > idDetailModel bool idList < idCoverBlocker * , TAG_IDLIST > float idVec3 * unsigned int idDeclParticle superType idVec4 * endColor float [1024] * minWallWidth firstEdge health * fileTime float idVec3 int physicsCallbacks float osPath int prtLightingType_t idVec3 * jointAnimator timestamp derive * groupIndex * mp3SeekTableEntries * additiveParmBlock hash flags volume * idStrStatic < 2048 > m_MacroTileDim waterDisturbances idFile int timeDelta random * detailBSP angles yaw bDualWield int coverBlockerEntities soundOffsetMS sizeMax fleshPrt bool idList < idCutterGraphManager::savedRemovedLinks_t , TAG_IDLIST > idGame * loopCount idVec4 int endTime innerRadius * lightingType bool layersDeactive maxPersistentDecals * useUniformArrays bool angle joints * savedRemovedLinks idVec3 * isVisible idVec4 min idFXSingleAction::fxDecalParms_t float memTag map unsigned int buildNumberMinor float bounds * finalUncompressedSize texOffset idVec4 * idToken duration float string * lengthCalculated float idVec4 * swfMatrix_t int unsigned int idPhysics buffer int idVec2i stretch decalParms int layersMask * idMD6BlockAlloc idIndex < short , invalidJointIndex_t > unsigned int morphDataType_t soundGroupSettings_t idSoundSample::mp3SeekTable_t bool unsigned long idWaterSurfaceSim matrix int idClothParticle deferredDetailGatherParms_t int idList < idEntityPtr < idScenePoint_Combat > , TAG_IDLIST > int idList < idAutomapObject * , TAG_IDLIST > groups int unsigned int idDeclParticle posX size startMatrix * maxWallWidth cluster geometryCRC * physics idMD6AnimEvent prtDistributionType_t md6Allocator phaseTrackTimestamp type float height * mp3SeekTable radialBlurEnabled size_t max dataOffset d1 idStrStatic < 64 > int m_MinVertPerWaveLen [2] waterSim *[32] idVec4 * detailGatherParms [8000] * dualScenePoints automapObjects visemeOffsetMS velocityScaleMin width evType * woodPrt bool idList < idCutterGraphManager::Node_t * , TAG_IDLIST > lastTime flags exists int outerRadius type idStr idVec3 rot idList < idAtomicString , TAG_DECL_ANIMWEB > bool spawnSpot idVec2 * maxDecals idVec3 dir useDeferredSlowmapLighting int idBounds width idMat3 int oldFloat float idVec3 int invalidNodes textureRepeat idFXSingleAction::fxModelParms_t float memTag * fragmented int std::type_info bool idParser::define_t * pauseTime glyphs int fontFXMaterialIndex int swfMatrix_t int unsigned short bool idGatherQuery idVec2i compress float m_Near int modelParms int startNodeIndex idList < idAnimator_Base * , TAG_MD6_BLENDSTACK > tables int unsigned short unsigned int soundGroupSettings_t unsigned short unsigned long idVertexBuffer deferredDetailGenParms_t float idQuat [9] idList < idAutomapVolume * , TAG_IDLIST > idVec3 * unsigned int idDeclParticle posY type_id isConvex next float argOps * endMatrix bounds int minDoorWidth clusterAreaNum hasPrimitiveData float joints d2 touchTriggersQuery * current idMD6Anim shader int idDeclParticle idParticleParm blendStack * settingsTimestamp newLOD * sfxGeneral int numSamples * radialBlurCenterPos [4] totalSize paused int idStrStatic < 128 > num m_MinTexelPerWaveLen vertexBuffer numClothParticles object int detailGenParms dangerZonePos automapVolumes animEventOffsetMS int velocityScaleMax *[32] int cardboardPrt bool bool idList < idCutterGraphManager::graph_t , TAG_IDLIST > anim decl size idTrailParm * idList < idAtomicString , TAG_DECL_ANIMWEB > loadingScreen maxBoxes reach offset int feedbackBGRA bool oldBool bool swfTextRenderMode_t int textureScrollSpeed * idFXSingleAction::fxSoundParms_t idStr noClip int coreNum lastEntry idVec3 * generateNormals classVariableInfo_t * unsigned char idParser::define_t d3 snapBack nodes idVec3 * renderMode * swfGradient_t unsigned int idList < idMapEntity * , TAG_IDLIST > damping soundParms int endNodeIndex idList < unsigned char , TAG_MD6_BLENDSTACK > idUserChannelExpression unsigned int soundGroupSettings_t unsigned short bool char idIndexBuffer detailRenderView_t * idList < idSplinePath * , TAG_IDLIST > unsigned int idAtomicString idDeclParticle templateParms hashnext float fontID * numRows gradient float sample mtr maxDoorWidth obstaclePVSOffset buffer * entities float offset int numPVSAreas * idMD6Leaf bool short m_Freq ops expressions int skeletonTimestamp size float stages int ambCore fogEnabled name short matrix * m_LODFadeRange indexBuffer * currentDeferred viewData [256] idVec3 * dangerZoneRadius idStr idFile int splinePathEntities int moodEventOffsetMS idVec3 * modelName idMat3 g liquidPrt bool speed ti idList < idCutterGraphManager::Link_t * , TAG_IDLIST > leaf startTime m2 numSpheres d4 idTrailParm int idList < idDeclAnimSubWeb::idSubWebInfo_t , TAG_DECL_ANIMWEB > timeLimit int maxQuads float * useNormalGBuffer float int unsigned char bool linksPoolBlock subWebs idFXSingleAction::fxScreenShakeParms_t idAtomicString logicalNum int lastObjID origin int numIndexes * classVariableInfo_t data edges [8000] [2] generatingText idIndex < short , invalidReachability_t > * idHashIndex int restLength cxf screenShakeParms float int className idVec3 * idMD6Node * unsigned char unsigned int soundGroupSettings_t idList < idSoundSamplePack::sampleInfo_t , TAG_SOUND > idBaseCodeResource * idDrawVert * idBounds idStr idVec3 int idList < idSplinePathMM * , TAG_IDLIST > float silent int unsigned int idDeclParticle variables type float * numColumns * focalPoint int coverCornerDistance map entityNameHash PVSAreas tmpX flags chunks int prtOrientationType_t tree sourceDatas [2] blenddataMeshTimestamp axis ambSpot sampleInfos int fogHeight next float * deferredVerts clothBoundsFromJob [3] currentIndex dangerZoneTimestamp * splinePathMMEntities gameEventOffsetMS idMat3 * numPieces idVec3 int glassPrt bool short idVec4 * idList < idCutterGraphManager::Node_t * , TAG_IDLIST > startTime idFile * lifeTime type idStr * idDeclParticle idList < idDeclAnimWebNode * , TAG_DECL_ANIMWEB > idVec3 * scoreLimit int persistentStartRange validateInOutParms360 name unsigned int nodesPoolBlock particle style idMat3 * idFXSingleAction::fxControllerShakeParms_t * idAtomicString packageNum * refCount float handle int numVerts flags int classMetaDataInfo_t [2] dataLength int rndSpotsVisible unsigned short idIndex < short , invalidReachability_t > idVec3 int idMapEditorStates origin int signalList_t minLength int controllerShakeParms displayedName idTypesafeNumber < int , gameTimeUnique_t > * unsigned char idList < unsigned short , TAG_DAMAGEDECAL > * soundGroupSettings_t idList < idSoundSample * , TAG_SOUND > idResource * idOceanParams_t idBounds idStr * unsigned short idList < idProp_Moveable * , TAG_IDLIST > * unsigned int idBreakableSettings * idDeclParticle metaData skip float buffer int alloced bitmapID idStr idVec3 d1 coverWallDistance strDst fd rev_reach idMat3 * groupStates * signals windingCount unsigned char influenceSphere_t locked int pauseTime tables int destData owner int timeCode float lowMag int indices explosions int samples fogInscatterDirection m_Params depth * currentIndex clothBounds * detailIndices dangerZoneDebugTimestamp short int propMoveableEntities textEventOffsetMS idMat3 len settings short idVec4 * plasticPrt bool float d1half int idList < idCutterGraphManager::Edge_t * , TAG_IDLIST > initCounter [3] spheres numTrails idVec3 * idList < idDeclAnimWebEdge , TAG_DECL_ANIMWEB > unsigned char numBots persistentEndRange * validateAttribUsage row lastAccessTime unsigned long edgesPoolBlock separation int idFXSingleAction::fxWindParms_t cpuFrequency data detailOffset char rndSpacesVisible float int swfFillStyle_t unsigned short idList < idRefMapDef , TAG_IDLIST > int maxLength idFile * windParms int description int idList < unsigned char , TAG_DAMAGEDECAL > int soundGroupSettings_t idDeclEnv models * idResourceList idOceanSharedTileMemory deferredWaterBlockGenParms_t clothParms_t detailSubTreeStats_t idList < idGameLocal::idTrackedPlayerAASPos , TAG_IDLIST > * idList < idFuncWind * , TAG_IDLIST > idVoiceTrack::flags_t idList < idBreakableExplosion , TAG_FXPHYSICS > idDeclParticle name skipElse float * chokePointWidth firstChokePoint referenceMaps entitiesKilled windingCount2 unsigned short unsigned short bool numVerts idStr int origWorldPos direction int keyEvents name idStr ops m_pTileSharedMem idStr timers d2 waterGenBlockParms * clothParms * subTreeDetailCounts [3] trackedPlayerAASPositions idVec3 mtr globalWindEntities int explosions int asphaltPrt bool float active map idList < idCutterGraphManager::Link_t * , TAG_IDLIST > lastFrame * numJobs segmentLength idList < idDeclAnimWeb::idEdgeCache , TAG_DECL_ANIMWEB > short idVec3 * skipSerialization * unsigned int botSkill idStr * maxTransientDecals bool float [2] linksPool * velocityScale edgeCache * idTypesafeNumber < float , DegreesUnique_t > idFXSingleAction::fxRenderParmParms_t bool launchCommand size allowGpuHosting char idLexer charMultiplier idList < idVec2 , TAG_SWF > int idMapEntity * idEntity float [6] minTwist short d3 renderParmParms isEnabled indent * unsigned char idAngles float texMat * idList < skinRemap_t , TAG_IDLIST > [4] soundGroupSettings_t idAtomicString idDeclEnv bool [112] idVec3 * idList < idRenderModel * , TAG_IDLIST > idRenderModelWaterSurface::waterSimParms_t bool idStr * detailGenTotals_t m_Tess int pvsHandle_t int idList < idCuttable * , TAG_IDLIST > idList < idBreakableTrail , TAG_FXPHYSICS > * idDeclParticle type startVerts int tt_barrierJump numChokePoints parentReference progressionEntity int outIndex idStr idVec3 int unsigned short bool unsigned char numBlendShapes origWorldRot skinRemaps * impacts bsndName idStr int oldForceSingleStaleCheck float * unsigned long m_lpMacroTileOccTest waterSimParms totalsUsed r playerPVSHandle cuttableEntities short d4 weightScale * dirtPrt [17] idList < idCutterGraphManager::Node_t * , TAG_IDLIST > curFrame float origin * mergedSurfaces viewFade float idVec3 * idDeclMD6 * idIndex < short , idDeclAnimWeb::invalidStateIndex_t > typesMemory [3] unsigned short minRespawnDelay extraGLState headerString idVertexScaleAndBias host nodesPool bounds int modelDef float int stateIndex int idFXSingleAction::fxEnvParms_t bool vtFilePathCvar objectNum char [272] z idList < idLangDict::langEntry_t , TAG_LANGDICT > int characterID int textSpotsVisible idStr int idList < idVec2 , TAG_SWF > int unsigned short bool bool idTypesafeNumber < float , DegreesUnique_t > envParms idSys [4] isChecked * unsigned char soundGroupSettings_t unsigned int idMaterial int idList < idClothSpring , TAG_CLOTH > idVertexBuffer idList < idGameLocal * , TAG_IDLIST > idList < idGuiEntity * , TAG_IDLIST > idList < idBreakableWater , TAG_FXPHYSICS > * idDeclParticle dictionary * includeLevel endVerts world idVec3 * tt_waterJump firstCover * expandReferences idStr idVec2 fx firstPostSerializeRead windingDelta particleRenderView_t bool maxTwist title int unsigned char origWorldScale jointName int movementAI * dataOffset int blendStartTime timestamp int idMaterial int m_MacroTileDim material verts int springs vertexBuffers gameStack int guiEntities * defaultMood [2] waterEffects concretePrt int idList < idCutterGraphManager::Edge_t * , TAG_IDLIST > loopCount values * renderView [3] orientToVelOnly idAtomicString unsigned short branchMemory idSnapShot::objectBuffer_t int teamCount handle int material float m_pAmp * sourceString unsigned int version idStrDynStatic < 256 > edgesPool impact [1] tagName numStates idVec3 int idFXSingleAction::fxRadialBlurParms_t void vtFilePathVmtrOverrideCvar pad (idDeclTypeInfoGraph * graph)* cpuVertexMask unsigned int name rndTime idList < unsigned short , TAG_SWF > * unsigned short idList < idSSObject * , TAG_IDLIST > unsigned short idAFVector * radialBlurParms callback idRuntimeExpression < idUserChannelExpression::VarId , idUserChannelExpression::VarContext , 20 > idVec2 in soundGroupSettings_t idVec2i idList < idSphere , TAG_CLOTH > idIndexBuffer idAIEventManager short origin mul idList < idInfoLookTargetGroup * , TAG_IDLIST > idDeclVisemeSet idList < int , TAG_FXPHYSICS > idDeclParticle size fileName float result * indices tt_startWalkOffLedge numCover game float idVec4 int superScriptObjects side bool style idFile * effectParticleParms_t bool unsigned char expr startFrameOffset idStr linear int movementPlayer dataSize graph bounds int blendDuration bool m_nMacroTiles spacing permanentCollisionSpheres idVec3 indexBuffers aiEventManager lookTargetGroups declVisemeSet armoredPieces foliagePrt unsigned short idContourManager canSkip effectParticleParms idList < idDeclPonytail::idPonytailJointInfo , TAG_ANIMATION > idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > leafMemory unsigned int swapTeams numVerts outputAttribInitString idDrawVert swfMatrix_t polyType contourManager jointInfo destNodeIndex idFXSingleAction::fxFlareParms_t void visMask (idDeclTypeInfoGraph * graph , const idList < idTypeInfoSubGraph * > & selectedSubGraphs)* char idAtomicString unsigned char startRndTime swfLineStyle_t unsigned short bool idEntityPtr < idEntity > unsigned short idAFVector flareParms callback idMD6SkelData soundGroupSettings_t void unsigned int idList < idSphere , TAG_CLOTH > idDrawVert idMeleeManager idList < idEntity * , TAG_IDLIST > unsigned int idList < int , TAG_FXPHYSICS > idDeclParticle name data tt_startLadderClimb firstTraversal entitiesAreReference presentableGroupMaster horizontal idMaterial modelParticleParms_t bool anchor2 bool skeleton endFrameOffset size vehiclePlayer left frameExposureFinished data bool m_nTilesMax damping temporaryCollisionSpheres deferredVerts aiMeleeManager pauseThinkers timestamp healthPieces linoleumPrt idStaticList < attribInfo_t , 16 > idCVarSystem unsigned short idCutterGraphManager::Graph deltaTranslation modelParticleParms aimedSafeQuad serializedNewTree idList < idDeclPonytail::idPonytailSpringInfo , TAG_ANIMATION > unsigned char bool stopWatch firstIndex inAttribs unsigned short cvarSystem swfColorXform_t springInfo weightScale idFXSingleAction::fxRibbonParms_t void steps stale indexes (idDeclTypeInfoGraph * graph , const idList < idTypeInfoGraphNode * > & selectedNodes)* void idAtomicString float prevReplaceIndex idList < idVec2 , TAG_SWF > float unsigned short bool highlightColor_t idAFVector ribbonParms callback idMD6Blend::configInfo_t bool unsigned int soundGroupSettings_t float bool float unsigned int float idList < clothWeaponTrace_t , TAG_CLOTH > unsigned short idAIGameState idList < idAI2 * , TAG_IDLIST > idTypesafeNumber < int , millisecondUnique_t > idList < int , TAG_FXPHYSICS > idDeclParticle value startVerts aasauto_agentRadius numTraversals ignoreGroupInfo highlight idMaterial idParticleStage float shaft postedForGeneration flags weaponsAI right cubeFinished easeInDuration bool m_nTilesPrevUsed speed weaponTraces deferredIndices aiGameState activeAI approximateDuration destroyPieces fabricPrt idStaticList < attribInfo_t , 16 > idFileSystem idList < idVec3 , TAG_IDLIST > deltaAxis stage aimedSafeQuadAlign idJointName unsigned char prevSerializedTime idStr bool comboMap numIndexes outAttribs unsigned int fileSystem float bool contourPoints jointName flags void details deleted (idDeclTypeInfoGraph * graph , const idList < idTypeInfoGraphLink * > & selectedLinks)* vertexMask constantInfo_t unsigned int float ratio triggerGenerate idList < idVec2 , TAG_SWF > float unsigned short idStr idDeclSwfResource idCutterClip::IntersectNode_t idAFVector axis callback md6AnimCommand_t unsigned char idStr soundGroupSettings_t idLookupTable bool float [12] unsigned int float idPlane idMaterial bool idList < idAI2 * , TAG_IDLIST > idList < idBreakableDecal , TAG_FXPHYSICS > idDeclParticle [256] constants alloced endVerts aasauto_agentHeight firstHintNode currentMap swfResourceMenu next short idLookupTable idParticleParm axis cmds animationJointMask fileName weaponsPlayer table colorCorrectionFinished slowmoDuration bool idRenderModel m_TileTess timeStep collisionPlane detailMaterial savesEnabled hiddenAI rubberPrt idStr void idColor startBlendFrame startTime depthOffset idTypesafeNumber < float , DegreesUnique_t > unsigned short curSerializedTime idStr (const char * msg)* rawSourceString idVertexBuffer printForward unsigned short color limitAngle numEdges startMS idAtomicString severity changedCount vertexBuffer void char float clipDepth renderDelay idList < unsigned short , TAG_SWF > unsigned int unsigned short idStr idSWFScriptObject idCutterClip::Edge_t idDeclAF_Constraint::afConstraintLimit_t rotOffset name idMD6Blend::jointMod_t idMD6SkelData idList < idMD6MorphSet , TAG_IDLIST > soundGroupSettings_t float bool float idRenderModelOcean::COceanFrameState idBounds idClothSim idStaticModel bool idList < idAnimatedEntity * , TAG_IDLIST > idList < idBreakablePieceDecal , TAG_IDLIST > idDeclParticle numConstants indices numHintNodes allowedFailSafe soundObject edge1 short idDrawVert prtDirectionType_t limit bool mods data morphVertSet specialEnemyMovement hasOverrideParms easeOutDuration bool idRenderModel m_lFrames waterBounds clothSimulation staticModel inEncounterGroup lockableAE pieceDecals rockPrt idParser idStr endBlendFrame lifeTime staticVerts type unsigned char short createdFromSnapshot idStr isTransitionalMapRequest sourceDefines idIndexBuffer version unsigned long bool text float flags durationMS bool unsigned int component expectedSequence indexBuffer enumTypeInfo_t bool idStr short flags scrollUpdate swfRect_t unsigned int unsigned int idAtomicString idCutterClip::Edge_t lerpRate idAFVector implicit layersMask float idAtomicString unsigned int soundGroupSettings_t float bool float idTriangles float idVertexBuffer gameFrameParms_t idList < idAI2 * , TAG_IDLIST > idBreakableSpark idDeclParticle enums clamp name size startBounds timestamp planeNum currentSaveSlot filename edge2 idJointMat visibleInfluenceSpheres_t float *[1] limitAxis bool invertedBasePose userChannelFilename timestampDecl specialEnemyVoice skipBlending timeScale bool bool [256] m_lpTri vertexBuffer skin frameParms dyingAI steamPipePrt idStr idSourceControl jointMatrices fadeInEndTime visibleInfluenceSpheres parms unsigned char unsigned char blendedFromSnapshot idStr bool forceHeapReset rotateRandom rawSourceParms idTriangles sourceControl unsigned short idSoundShader pad2 eventType bool idAtomicString reproduced createdFromTemplate standardTris bool idStr short unsigned int blendMode soundClip swfRect_t idList < int , TAG_AAS > unsigned int idFile_SaveGame unsigned int idVec2i targetSpringIndex float triggered inherit float unsigned int unsigned int soundGroupSettings_t float long float idList < CQTNode , TAG_IDLIST > float idIndexBuffer gameReturn_t idList < idEntity * , TAG_IDLIST > float idDeclParticle [64] numEnums snap value allocated endBounds visitedAreas flags file timestamp idDeclAnimWeb prtLocation_t float limitAngles bool invertedBasePoseQuat timestamp timestampModel voPlayer nodeOcclusionQuery bool bool m_lQTNodes indexBuffer reloadCount gameReturn aiWorldStateUsers rotationScale waterPipePrt idStr idStr fadeOutStartTime location angleOffsetStart unsigned int unsigned char disableSerialization idStr objParms_t playVideo smoothSkinning rawSourceState bool basePath bool idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_duplicateMovieClip localPos edgeIndexOffset visemeType idAtomicString style objParms freeOnDelete classTypeInfo_t bool idStr float void scriptFunction_duplicateMovieClip needsSoundUpdate idList < idSWFShapeDrawFill , TAG_SWF > idAAS2Settings idList < idCheckpointManager::checkpointSlot_t , TAG_IDLIST > idSWF::idSWFScriptFunction_Object idCutterClip::LocalMinima_t bool className unsigned char unsigned int sourceSurface_t soundGroupSettings_t float long idList < CQTRope , TAG_IDLIST > float idDrawVert idList < staticTransparencyGenParms_t * , TAG_IDLIST > gameReturn_t idList < idPlayer * , TAG_IDLIST > ptJointIndex float idDeclParticle classes tagName value fillDraws settings children currentSlots scriptFunction_Object next idDeclMD6 idDrawVert particleMeshDist_t float limitFudge idList < idMD6Node * , TAG_IDLIST > jointRemap userChannelTimestamp sourceSurface voEvent granularity worldAreaOcclusionQuery serverGameMs bool bool m_lQTRopes deferredVerts transparencyGenParms standInGameReturn playerEntities armorPrt idStr idList < idStr , TAG_FILE > idColor md6Decl verts meshDistribution angleOffsetRange idAtomicString unsigned short usedSnapshotNodes idStr fromChapterBrowse stretchToFit rawSourceFlags list color idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_gotoAndPlay idList < int , TAG_SWF > name peakTimeMS float idEntityDefEditorVars mapPath maxObjParms float parmIndex float idStackNode < idXMLStackTag > float scriptFunction_gotoAndPlay indexArray idList < idSWFShapeDrawLine , TAG_SWF > unsigned short idStaticList < idAtomicString , 2048 > idSWFScriptObject idCutterClip::Edge_t bool intensity editorVars unsigned int idHandle < unsigned short , invalidJointConversionHandle_t , INVALID_JOINTCONVERSION_HANDLE > idStr soundGroupSettings_t float long unsigned short idOceanSharedTileMemory::CFrameState idList < idGameLocal::delayedUse_t , TAG_IDLIST > idList < idScriptList * , TAG_IDLIST > mass float idDeclParticle numClasses _min stackNode data totalPhysicalMem lineDraws majorVersion areaNum removedEntities globals leftBound idMD6Anim effectParticleParms_t unsigned short syncConstraint idList < idMD6Node * , TAG_IDLIST > numCmds jointConversion outputFileNames voIngame intensity modelOcclusionQuery previousServerGameMs float m_iCurrentFrame numVerts m_lFrameMem delayedUse scriptTypes velocity sludgePrt idStrStatic < 260 > idVec2i md6anim particles numEffectParticleParms coneAxis idList < idAtomicString , TAG_IDLIST > unsigned char rememberedNodes idStr unsigned char nightmareCompletionStat startRotation parmType_t name idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_gotoAndStop idRandom2 nodePos subWebsOnLayer peakWeight idMaterial priority objMemory float parmType typedefInfo_t float idStr scriptFunction_gotoAndStop unsigned short short idCheckpointManager::checkpointSlot_t idSWFSprite idCutterClip::Edge_t lightMtr stateOffset unsigned int idHandle < unsigned short , invalidCrc_t , INVALID_CRC > soundGroupSettings_t float long unsigned short unsigned int idList < idEntityPtr < idCollisionStreamArea > , TAG_IDLIST > idList < idInteractiveMarker * , TAG_IDLIST > tightness idDeclParticle float typedefs _max name numRows usedPhysicalMem code minorVersion clusters crashSlot mainsprite rightBound unsigned short idParticleParm numMods jointConversionChecksum dupeIndex voRadio minDistance lightOcclusionQuery ssStartTime idStaticList < int , 4 > m_iCurrentTriFrame currentIndex m_bInit streamAreas interactiveMarkers distortion0 shieldPrt errorReduction unsigned char idVec2i frameNum particleRange numModelParticleParms speed bool unsigned char idStr objHeader_t completionStats type parmCreator_t mode bool idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_swapDepths edgePos1 isVisible numWeights idMaterial systemInfo headers float creator idCatmullRomSpline < float > idStr unsigned long scriptFunction_swapDepths isSubtitle short unsigned short idSWFSpriteInstance godrayMaterial stateLineNumberOffset unsigned int unsigned short unsigned char soundGroupSettings_t float long float long idBounds unsigned int idGameLocal::idStreamAreaQuery idList < idProp_Secret * , TAG_IDLIST > damping idDeclParticle float *[3] numTypedefs value numColumns pageIns advance firstFakeVertex clusterAreaNum asyncSlotIndex mainspriteInstance bool particleTrailParms_t bool [32] clearOriginTransform totalSize texture voBattle maxDistance shadowOcclusionQuery ssEndTime m_SpamTimer m_TicksWave_v clothBounds m_TileBaseSize streamAreaQueries secrets distortion1 bloodPoolPrt errorReductionMax idVec2i validJointCache particleTrails numTables world idAtomicString unsigned char idStr collectionStat bool bool maxSize idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_nextFrame edgePos2 name weights idColor bool localFilename maxHeaders float cubeFilterTexture functionPointerInfo_t idStr idList < idXMLAttribute , TAG_IDLIB > unsigned long scriptFunction_nextFrame subLength idList < idVec2 , TAG_SWF > unsigned short idDeclRenderParm idCutterClip::Scanbeam_t color expandInheritance unsigned int unsigned short unsigned char soundGroupSettings_t idDeclTable long clothParms_t idVec2i idList < idEntity * , TAG_IDLIST > maxLength float idDeclParticle float bool functionPointers message attributes allocatedRows pageOuts verts firstFakeEdge maxAreaTravelTime gameMode parm next idParticleParm flags numFrames edgeDistances voMixGroup1 falloff worldAreaVisibleFrameNumber m_UseCVarParams m_TicksWave_n clothParms m_AtlasSize numStreamAreaQueries activeDangers frequency lcpEpsilon particleTrailRange numLocations acceleration short idList < idIndex < idDeclAnimWeb::NodeIndexType , idDeclAnimWeb::invalidNodeIndex_t > , TAG_DECL_ANIMWEB > idStr specialCollectionStat idJointBuffer unsigned char parmValue_t fileSize idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_prevFrame nodes eventNum float idStr dmpPath maxObjMemory jointBuffers float maxLevel declaredValue unsigned int idList < idXMLElement * , TAG_IDLIB > float unsigned long scriptFunction_prevFrame subCharDisplayTime idList < unsigned short , TAG_SWF > idSWFTextInstance colorScale entityStateWithInheritanceText unsigned int unsigned short bool soundGroupSettings_t idDeclTable idMaterial long bool idVec2i idList < idGlass * , TAG_IDLIST > maxSpeed float idDeclParticle float numfunctionPointers count children pageFaults indices firstFakeEdgeIndex numAreas difficulty focusWindow tracerParms_t idParticleParm numBlendShapesEval ofsPhaseTable bWrittenTo voMixGroup2 timeFalloff modelVisibleFrameNumber m_pMaterial m_TicksUpSample rect m_AtlasSizeInTiles currentGameDifficulty glassEntities magnitude mutantFleshPrt maxLcpEpsilon framenum tracers staticVertsSize scale idAtomicString idVarArgs < 2 > idList < idStr , TAG_IDLIST > lzwParm_t challengeLeaderboardId idCutterGraphManager::Link_t idVertexBuffer unsigned char parmEdit_t allocated idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_play name args idDeclEntityDef originalCallstack lzwParms next morphBuffers float pageLevel edit unsigned long idStr idLexer mutexHandle_t scriptFunction_play subAlign idCheckpointManager::SlotReadErrorCode_t bool idCutterClip::PolygonPoint_t size listedParent idIndex < short , invalidJointIndex_t > unsigned short idStaticModelSurface soundGroupSettings_t float idDeclEnv long idDeclCloth unsigned int bool idList < idEntityFog * , TAG_IDLIST > gravityMag float idDeclParticle float superScriptVersion lexer firstFakeArea numReachableAreas slotReadErrorCode isActive next float bool boundsSkipJoint ofsDistanceRemainingTable surface voMixGroup3 minDistance modelVisibleFrameCount m_pEnvAir m_TicksVertices clothSystem m_nAtlasBaseTiles enableVehicleSplineUpdates fogEntities velocity thickPaddingPrt limitErrorReduction unsigned int tracerRange deadTime idColor idStr idStr skillLevel unsigned short axis float timestamp bool idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_stop color text callstack maxDeltaParms edge currentJointBuffer slowmoParms_t pageX editRange typeInfo_t idStr unsigned char scriptFunction_stop subUpdating short bool bool bool idCutterClip::PolygonPoint_t sourceSize float unsigned char idMaterial soundGroupSettings_t float idDeclEnv long idRenderModelCloth::idClothType_t idVec2i autoLoot_t idEntityPtr < idProjectile_Dagger > slowmoParms idDeclParticle float atlasScaleBias typeInfo value xmlFile allocated reservedPhysicalMemoryBlock needsReload numPortals valid inhibitControl prev decalParms_t bool referencePose material voMixGroup4 maxDistance worldAreaOcclusionQueryResult bool m_pEnvWater m_TicksNormals clothType m_BaseAtlasTileOfs autoLoot spawnedDaggers magic porcelainPrt limitErrorReductionMax ticks char maxVertsToGen bool char idStr idSnapShot nextMapDiscSwap idDeclMD6 unsigned short scale idDeclRenderProg filePtr isHub idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_toString punctuation idDeclParticle exception oldSnap node currentMorphBuffer decl idList < idStr , TAG_IDLIST > pageY renamed bool idHashIndex idList < idKeyValue , TAG_IDLIST > float scriptFunction_toString subCharStartIndex short idList < idAAS2File::bspTree_t , TAG_AAS > renderView_t bool idVec2i declPrt float phaseTrackData_t idMorphProjectionShape::shapeType_t soundGroupSettings_t float idRenderModelOcean_TileJobParams long idList < idRenderModelCloth::clothAttachInfo_t , TAG_IDLIST > unsigned int bool idList < idStr , TAG_IDLIST > entityFilter idList < idDeclRollBones::idDeclRollBoneInstance , TAG_IDLIST > idDeclParticle float float materialCastsShadows enumHash args tabLevel coefficient totalBlockSize descent trees firstPortal view useInhibitControl decalVerts_t idTransparencyVert bool finalPose data type voMixGroup5 distanceFactor modelOcclusionQueryResult m_pJobParams m_TicksVertSync attachPoints m_iCurrentFrame loothint spawnedTargetDefs rollBones plasterPrt limitLcpEpsilon idMaterial timeDelta bool char decalVerts verts bool idAtomicString idStr unsigned int idJointAnimator pageSource_t customMaterial renderProgData_t materialIsTwoSided idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_tween isVisible animName float registers visIndex allocated numMorphVertices jointAnimator idList < idStr , TAG_IDLIST > pageSource data bool idHashIndex idHashIndex bool scriptFunction_tween subNextStartIndex short idList < idPlane , TAG_AAS > char idRenderModelGui bool velocityScale float idStr soundGroupSettings_t float [128] idRenderModelOcean_WaveParams long idList < idVec4 , TAG_IDLIST > void entityRenderModelFilter idStr idDeclParticle float materialIsMixedUnique classHash argHash hasRoot accelTimeMs commonBytes leading name arGui index float bool renderPose sourceUserChannelName voMixGroup6 wetMinDistanceOffset lightOcclusionQueryResult invalid m_WaveParams m_TicksTexSync collisionSpheres m_pMappedVB ignoreGuiScreen numEntitiesToDeactivate rollSourceJoint electronicsPrt contactErrorReduction time bool bool decalRange quadDepth world bool short idStr idDeclSkins pageCompression_t customSkin idDeclRenderProg materialIsTransparencySorted ownsData idSWFScriptObject_SpriteInstancePrototype::idSWFScriptFunction_removeTweens used channel float attachFilename baseSequence numMorphLinkVertices skins idList < idStr , TAG_IDLIST > pageCompression inheritsFromDecl bool idList < idTypeInfoTools::readWrite_t , TAG_IDLIB > idStack < idXMLWriter::stackXMLTag_t , & idXMLWriter::stackXMLTag_t::stackNode > scriptFunction_removeTweens subCharEndIndex idList < idSWFFontGlyph , TAG_SWF > idList < idVec3 , TAG_AAS > idRenderModelGui bool idCutterClip::Polygon_t minVelocity float soundGroupSettings_t float void long unsigned int idList < idInfoMapBounds * , TAG_IDLIST > bool layerListFilter idStr idDeclParticle float materialUsesTransSortAtlas enumObject openTags decelTimeMs overlayBytes vertices index inventoryModel pausedRender next idParticleParm userChannels sourceUserChannel axis voMixGroup7 wetMaxDistanceOffset shadowOcclusionQueryResult m_pDebugVB m_TicksTexUpload width m_CurrentFrameNum mapBoundsEntities sortPushers rollDestJoint oilPipePrt contactErrorReductionMax previousTime bool unsigned int gameTime quadsUsed gravity unsigned short idStr idSnapShot idList < idParmBlock * , TAG_IDLIST > pageQuadrant_t groupMasterIndex unsigned int materialUsesApproximatedLighting timestamp idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__z editPos blendInDurationMS fullFunctionDetails templateStates buttons numLinks surfaceParms idStrRenderModel quadrant vertexProgramChecksum bool idList < idTypeInfoTools::readWrite_t , TAG_IDLIB > idStr swfScriptVar__z subDisplayTime unsigned short idList < aas2Edge_t , TAG_AAS > char idRenderModelGui float idCutterClip::Polygon_t smokeSystemRate md6BlendOutputs_t float soundGroupSettings_t soundShaderParms_t::coneAttenuationVars_t [128] void void idEntityPtr < idAIDebugCamera > bool model float idDeclParticle float float materialUsesStaticShadows enumPointer current tagName durationMs cacheBytes edges name hudModel frameWidth firstLeft bool idDeclMD6 blendOutputs baseValue uvRotate voMixGroup8 coneAttenuation renderFrameNumber m_pSysVB m_TilesOrigin m_pWorkMem debugCam sortTeamMasters rollAmount panzerMetalPrt contactLcpEpsilon scale bool bool deltaTime world unsigned short decl idStr lzwInOutData_t short float unsigned long unsigned int lightGroupID unsigned int materialUsesWrinkleMaps writable blendOutDurationMS idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__x gridSize float someFunctionDetails lzwInOutData buttons2 linkSize meshVisibilityMask idMaterial finerDiskOffset fragmentProgramChecksum bool idList < idTypeInfoTools::readWrite_t , TAG_IDLIB > idList < float , TAG_IDLIST > idStackNode < idXMLWriter::stackXMLTag_t > idFader::type_t bool swfScriptVar__x subStartTime swfColorRGBA_t idList < int , TAG_AAS > char inputSettings_t float idCutterClip::Polygon_t trailSpacing idMD6Blend::blendShapeEval_t idStr float soundGroupSettings_t soundShaderParms_t::distancesBasedVars_t idScreenRect [128] void float unsigned int idEntityPtr < idEntity > idParmBlock material float idDeclParticle float idInterpolate < float > materialUsesPostSpecular classObject vals stackNode type insideResourceBlockLoad color edgeIndex name inputSettings frameHeight appendLink idParticleParm idArray < idJointBuffer , 10 > blendShapeEvals targetUserChannelName voMixGroup9 distanceBasedRanges screenRect idCutterGraphManager::Node_t m_pActualVB m_NormalMapSizeInv vSpacing m_WorkMemSize debugEntity renderParmBlock ghostJointDistance breakableArmorPrt universalErrorReduction timeScaleExtrapolation bool idStr latchedTime index friction bool unsigned short jointBuffers idStr idParallelJobList char next idList < idJointMat , TAG_RENDERMODEL > short unsigned short allowSurfaceOnlyInViewID bool materialHasMergeableBlendedPass name idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__y snapToGrid startFrame float attachFileName snapshotJobList forwardmove transforms morphSkin bool finerDiskLength hasDerived bool idList < idTypeInfoTools::readWrite_t , TAG_IDLIB > idStr swfScriptVar__y subSourceID short idList < aas2Reachability_t , TAG_AAS > char unsigned short idCutterClip::PolygonPoint_t screenPrtExcludeAngle unsigned char float soundGroupSettings_t randomValue_t [128] unsigned char float float unsigned int idEntityPtr < idFreeCamera > idSuperScriptSystem megatexturedModel float idDeclParticle float [256] slowmoParms_t skipSurfaceInfo classPointer name hash startTime physicalBytesAllocated xOffset reachabilities name vibrationLow frameRate float idParticleParm md6AnimCommand_t leftFrameOffset targetUserChannel voMixGroup10 viewIndex idCutterGraphManager::Link_t m_pTileLOD hSpacing m_WorkMemAllocPos freeCam superScript maxBend electricShieldPrt universalErrorReductionMax slowmoParms bool lastLatchedParticleRange cycleAge bool unsigned short commands unsigned char char link idList < unsigned char , TAG_RENDERMODEL > idAtomicString short suppressSurfaceInViewID bool materialHasClipSpheres mode idStr idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__xscale showGrid rate bool msgBuffer rightmove morphMap morphSkinName idList < modelLODSubModel_t , TAG_IDLIST > physicalPageX partiallyLoaded bool idStr swfScriptVar__xscale subtitleText short idList < aas2Area_t , TAG_AAS > char float idCutterClip::PolygonPoint_t trackVelocity unsigned char idList < idMD6Anim::sourceShapeExpr , TAG_IDLIST > idSoundEmitter float bool [128] unsigned int float unsigned int idEntityPtr < idTestModel2 > idProgram float idDeclParticle float [256] bool materialShouldBakeStaticSpecular editDepth baseName indexChain duration imageBytesAllocated yOffset areas name vibrationHigh renderBorder bottomPoint float bool idMD6Blend::blendParms_t rightFrameOffset sourceInfos trans emitter wetVolume usePreviousRendering idVec2i m_pTileVBOffset m_WaveLodFadeRangeRcp lastRenderTime m_Starve curTestModel program downHillPitchAdjust golemWeakSpotPrt universalTorsionLcpEpsilon inSlowMotion bool idBitMsg latchedParticleRange totalAge world bool bool blendParms float char idList < idRenderModelChain::splinePoint_t , TAG_RENDERMODEL > uint16_t idStr short suppressShadowInViewID idList < const idDeclRenderProg * , TAG_IDLIST > bool materialIsSpecialMissing idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__yscale bool alwaysShowIntraSubwebLinks looping bool inverseGameHz msgWritePos splineSettings activeMorphGroups float editorName physicalPageY permutations useInterpolator bool logEventSeverity_t float swfScriptVar__yscale subNeedsSwitch unsigned short idList < aas2Node_t , TAG_AAS > float idCutterClip::Edge_t useSmokeSystem unsigned short float bool randomValue_t idRenderWorld idVec2i unsigned int idList < idOceanSharedTileMemory::CLODIndices , TAG_IDLIST > idDeclCredits idThread distance idJointName float idList < idDeclDestructiblePieceInfo::pieceInfo_t , TAG_IDLIST > [256] materialIsSky designDepth severity hashSize startValue bufferBytesAllocated textHeight nodes vibrationLeft swfScale bottomEdge1 float idParticleParm idJointMat leftKeyOffset totalValue hardwareVoice pitch world m_pTileAtlasTexelOfs m_nWavesMax_v point m_lLODindices wolfCredits frameCommandThread baseJoint destructiblePieceInfo minTwistErrorReduction *[4] bool idStr latchedTracerRange particleLife spawnLocation bool idTypesafeNumber < int , gameTimeUnique_t > char idStr float idColor short suppressShadowInLightIndex idArray < const idDeclRenderProg * , 3 > float materialHasCheckedCompatible writeName bool idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__alpha alwaysShowNodeProps mood bool gameTimePerFrame fragmentSequence forwardmoveSec chainLinkModel initialMorphValue dimShadow_t color physicalPageNum versions slowmoDuration autospriteType_t idStr float swfScriptVar__alpha subForceKillQueued unsigned short idList < aas2Portal_t , TAG_AAS > idCutterClip::Edge_t smokeSystemEmitOnMove unsigned short idList < idMD6Anim::idCompressionSettings::compressionSetting_t * , TAG_ANIMATION > bool idHandle < unsigned short , invalidJointHandle_t , INVALID_JOINT_HANDLE > float renderView_t allocated void unsigned int idRenderModelCloth::clothAttachInfo_t::idClothAnchorType_t idIndexBuffer gameState_t idTestEntity dimShadows idList < idJointName , TAG_IDLIST > float idList < idDeclDestructiblePieceInfo::obliterateInfo_t , TAG_IDLIST > [256] materialAutospriteType defDepth name indexSize endValue otherBytesAllocated firstGlyph portals vibrationRight lastRenderTime bottomEdge2 float bool float rightKeyOffset compressionSettings parentJoint playing loopFadeInDuration m_ppTileWorkMem m_nLODs clothAnchorType m_IB savedStateOnVideo testEntity obliterateInfo maxTwistErrorReduction *[2] fsPath_t latchedDecalRange frac world bool idList < idViseme_Simple , TAG_VOICETRACK_EVENTS > userChannels char idMaterial bool short firstVisibleFrameCount float idVersionSelector::idOption basePath bool idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__brightness showAbbreviatedNodeProps eventsVisemeSimple bool idTypesafeNumber < int , gameTimeUnique_t > droppedFrags rightmoveSec morphMaterial isJointAnimRef float size coarserPageNum value options decalProjType_t idList < idStr , TAG_IDLIST > idStr swfScriptVar__brightness subForceKill unsigned char idList < int , TAG_AAS > short unsigned int bool isScreenPrt char idAtomicString idAtomicString bool float usercmd_t gameTimePerSecond bool bool unsigned int idEntityPtr < idTarget_Bink > idEditEntities fade idList < idStr , TAG_IDLIST > float idAtomicString materialDecalProjType warnings baseName granularity dimension alignmentWaste numGlyphs portalIndex areaNum visMask cursorOverObject index idRenderModelEffects::sortedParticleStage_t float md6BlendOutputs_t start groupName tagName looping loopFadeOutDuration bypassUserCmd skipSerialization m_bValid m_MaxMacroTileSubdivide totalCPUMem binkVideo editEntities subWebs foot *[2] float idStr sortedParticleStages parmVal fadeColor bool idList < idVoiceGameEvent , TAG_VOICETRACK_EVENTS > blendOutputs bool bool bool bool short fovScale idImage showIncomingLinks idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__visible eventsGame float float fragmentedSend inhibited updateMorphBuffers updateBlendShapeBuffers idList < modelLODLevel_t , TAG_IDLIST > originOffset finerPageNum image buildOptions idParmBlock void logEventSeverity_t void swfScriptVar__visible subKillTimeDelay unsigned int idList < aas2Cluster_t , TAG_AAS > short bool bool angle char idLookupTable tagData_t float float idStaticList < idRenderModel * , 16 > inverseGameTimePerSecond bool bool (const idTypeInfoTools * ti , idTypeInfoFile * file , const char * scope , const char * varType , const char * varOps , const char * varName , int varFlags , const char * comment , void * varPtr)* idList < idUserChannelExpression , TAG_IDLIST > LODs (const float t , const void * userData , const float * state , float * derivatives)* unsigned int unsigned int idDeclDamage idEffectPhysicsBoxFountain idList < idStr , TAG_IDLIST > bool idAtomicString parmBlock Write severity hashMask bytesForcedOutsideBlock index clusters flags velocity showMouseCursor connected idRandom2 float idList < idMD6Blend::jointMod_t , TAG_MD6_MISC > table tagData dopplerMultiplier viewGuis fromBot updateJointBuffers wrinkleMapExpressions m_nTilesUsed m_DebugFlags totalGPUMem damageThrownBody effectPhysics excludeStates useOverallHealthInstead ankle float numSortedParticleStages fadeInFraction bool idList < idVoiceTextEvent , TAG_VOICETRACK_EVENTS > jointMods idDataQueue < 63 , 8000 > short idCutterGraphManager::Edge_t chainGenerateInfo_t idAtomicString modelDepthHack idTextureSampler file isComposite float idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__width eventsText reliable next genInfo idStr material sampler numOptions idParmBlock guiModelSurface_t void idStr void netadrtype_t swfScriptVar__width subSwitchTime idList < unsigned char , TAG_AAS > bool bool depth char idStr idList < idPropInfo , TAG_ANIMTAGS > float shakeParms_t float idList < idTreeAnimator::blendShape_t , TAG_ANIMATION > (const idTypeInfoTools * ti , idTypeInfoFile * file , const char * scope , const char * varType , const char * varOps , const char * varName , int varFlags , const char * comment , void * varPtr)* unsigned int bool idDeclDamage idCorpseManager desc idList < idJointName , TAG_IDLIST > idDeclDestructiblePieceInfo::destructiblePieceBreakBehavior_t idAtomicString renderParmBlock surf Read filename lookupMask userData type advance obstaclePVS numTouching prevGame mouseEnabled hole particleRenderView_t idRandom2 float idList < idMD6Blend::blendShapeEval_t , TAG_MD6_MISC > exportModelName props voiceVolume cameraShake guiOriginOffset blendShapes m_FrameNum m_LODCamPos tempAnchor inUse damageFatalFall corpseManager behavior knee dimShadow_t idStr particleRenderView originalRandom fadeOutFraction bool idList < idVoicePunctuationEvent , TAG_VOICETRACK_EVENTS > blendShapesEval idCutterGraphManager::Node_t idAtomicString castDimShadows idDeclRenderProg fileName mergeModels node1 idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__height eventsPunc idMaterial reliableSequenceSend clientGameFrame value idDeclRenderProg layer program numBuildOptions pageSource_t unsigned int char memTag_t float unsigned char swfScriptVar__height subLastWordIndex swfRect_t idList < aas2Name_t , TAG_AAS > idGameTimeManager bool idCutterClip::NestedPolygon_t decalMtr char idStr idStrStatic < 256 > float shakeParms_t idStaticList < idScreenView , 3 > idList < idTreeAnimator::blendShapeBuffer_t , TAG_IDLIST > unsigned int idMaterial idDeclDamage idDroppedItemManager interactionProg float float idAtomicString pageSource currentVertexColor type line derivatives reachabilityNames firstTouching gameTimeManager useMouse next deferredParticleGenParms_t float idBounds overrideModelName propName voiceDryVolume controllerShake screenViews blendShapeBuffers m_TessBase m_Padding material totalVerts damageHardFall droppedItemManager width breakDelay bool long particleGenParms vertColor fadeIndexFraction bool idList < idVoiceAnimEvent , TAG_VOICETRACK_EVENTS > frameBounds float idCutterGraphManager::Node_t float idAtomicString scaleIsOne char fileSize nodeProps eventsAnim idAtomicString reliableSequenceRecv idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__rotation node2 time idDeclRenderProg animName bool combinedMask virtualTextureFlavor_t char idStr unsigned char float unsigned short swfScriptVar__rotation subPrevLastWordIndex swfMatrix_t idList < aas2AnimName_t , TAG_AAS > float idStr idSWFScriptObject idCutterClip::Polygon_t modelName idIndex < short , invalidJointIndex_t > idList < int , TAG_IDLIST > idList < idTagInfo , TAG_ANIMTAGS > float soundShaderGroups_t idStaticList < idScreenView , 2 > idVertexBuffer idRenderModelOcean_WaveParams::CWave idTriangles idDeclDamage idClientGame stageProg float float idAtomicString allowHighQualityDimShadows pageFlavor numGuiSurfaces expression tmpState port animNames durationSec mapName mouseObject outer idList < idRenderModelEffects::deferredStage_t , TAG_IDLIST > idParticleStage bool [64] idBounds jointIndex customFrames tags voiceWetVolume worldViews morphMapBuffers m_TessU m_lWaves geometry totalTriangles damageSoftFall clientGame density forward bool unsigned int deferredStages stage independantAlphaFade idList < idVoiceMoodEvent , TAG_VOICETRACK_EVENTS > normalizedBounds short Contour idDeclModelLOD allowUpShadows idStrStatic < 256 > fileTimestamp idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__name idStr defaultBlendOutWindow eventsMood idMaterial numReliable pitch contour decl idDeclRenderProg animFrame bool swizzle char idArray < guiModelSurface_t , 256 > char float swfScriptVar__name subSpeaker idList < idSWFTextRecord , TAG_SWF > idList < aas2DependencyName_t , TAG_AAS > float idStr idSWFScriptObject idCutterClip::Polygon_t customMaterial short float idJointGroup::jointGroup_t float soundChannel_t bool idRenderModelOcean_WaveParams::CWaveSOAStore idSphere idDeclDamage idMainMenu addProg float idDeclParticle footStepType_t isStatic pageFileName guiSurfaces path count bits derivatives packetsRead textRecords dependencyNames minRange worldSpawnText hoverObject inner idTriangles prtLocation_t float idBounds frameNum rangeInterval type distance soundChannel captureFrame currentBlendShapeBuffer m_TessV m_WavesSOA boundSphere totalSurfaces damageSuicide mainMenu minScaleX particleSystem footstep bool sysEventType_t triangles location alphaFadeInFraction unsigned short translatedBounds unsigned char short ContourEdge_t idList < idRenderModelLOD::lod_t , TAG_IDLIST > bool isWorld unsigned short bool idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__currentframe bool defaultBlendDuration curOffset soundChannel_t reliableBuffer contourEdge LODs idDeclRenderProg rotatable bool type physicalPagesPool_t idArray < idTriangles , 256 > char float short float swfScriptVar__currentframe subWaitClear idList < swfGlyphEntry_t , TAG_SWF > idList < aas2InteractionEntityName_t , TAG_AAS > float idMapFile bool idCutterClip::JoinRecord_t channel float idAtomicString float soundShaderFlags_t idList < int , TAG_IDLIST > float idStaticParmBlock < 10 > idDeclDamage idRenderModelGui blendProg float bool isSky physicalPagesPool triangles argType tmpState bytesRead interactionEntityNames maxRange blackbars next idParticleStage idLookupTable float idIndex < short , invalidJointIndex_t > trans angleInterval groupName pitch soundShaderFlags magic indices m_WaveVec parms start damageInstantMenu shellGuiModel minScaleY particleAxis kneeDir showOrientation bool stage alphaFadeOutFraction unsigned short skipJointForBounds unsigned char short unsigned int bool isGodray short bool *[63] evValue bool idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__totalframes defaultForcedBlendDuration size idSoundShader reliableMsgPtrs roll visited currentLOD bool showFixedBox bool parmIndexDest used idDeclRenderProg bool char float bool float swfScriptVar__totalframes subInitialLine swfRect_t idList < aas2TraversalEntityName_t , TAG_AAS > idList < idStr , TAG_IDLIST > bool idVec2i sound float idList < idIndex < jointIndexType_t , invalidJointIndex_t > , TAG_ANIMATION > idSoundShader *[9] unsigned int idStr float float idStaticParmBlock < 10 > idDeclDamage idSoundWorld useDiffuseMap float idSoundShader idList < idIKLeg , TAG_IK > bool noShadow progs useVirtualSize free packetsWritten traversalEntityNames reservedBy groupList crop point1a particleRenderView_t float trailMode lowPassMinDistance frameRate allocated name m_Far m_WaveVecMag parmBuffers damageCrush menuSoundWorld viewScaleX soundToPlayWhenBroken legJoints showInRenderMode bool first view alphaFadeIndexFraction idMD6Branch::blendType_t unsigned short currentDeferred unsigned char idCutterGraphManager::Link_t bool noInteractions short bool [63] evValue2 idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__target defaultBlendType indices idList < fxEnvSound_t , TAG_IDLIST > reliableMsgSize predictionStateBits data bool placeable bool parmIndexA build float void float float swfScriptVar__target inputTextStartChar unsigned int idList < aas2Cover_t , TAG_AAS > idStr bool idVec2i envSounds idVarArgs < 5 > bool idList < idVec3 , TAG_ANIMATION > float idVertexBuffer float float float idDeclDamage idParallelJobList useBumpMap float float idAtomicString bool staticShadowsFromDynamicModel stageSort frameNum objectPtr mean flags bytesWritten flags cover usableTime groupName point1b idDrawVert idParticleParm args onlyCustomFrames jointOffsets channel lowPassStrength numFrames m_NearWidth m_Amp currentParmBuffer strength damageMoverCrush parallelJobList viewScaleY obliterateChance waistJoint instantiable bool staticVerts baseColor idDeclAnimWeb::subWebBlend_t unsigned short deferredJobJointBuffer idCutterGraphManager::Node_t bool acceptDimShadows short idBackgroundImageLoader::decodeImageJobParms_t evPtrLength idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__framesloaded idList < subTimingWordData_t , TAG_SWF > subWebBlend float queuedReliableAck serverGameTime data keepLOD bool bool parmIndexB jobParms float idStr float float netadr_t swfScriptVar__framesloaded subtitleTimingInfo unsigned short idList < int , TAG_AAS > unsigned int bool idVec2i magnitude idCachedJoint bool idList < float , TAG_ANIMATION > idStr float unsigned char float float idList < int , TAG_IDLIST > bool idDeclDamage bool useSpecularMap float idDeclParticle idList < idParticleStage * , TAG_PARTICLE > dontCullDimShadow stageSortAdjust waitForFrame objectType mean2 priority bound_to areaCoverIndex startPoint state hasHitObject point2a idMaterial particleMeshDist_t idParticleParm cachedJoint enabled jointScalars lfeVolume m_FarWidth references causesHoles damageStunOnly forceSingleView coneAngle particleSystem kneeDir bool void meshDistribution brightness blendParms_t::parms_t unsigned short nextRenderThreadJointBuffer idBitMsg unsigned short idCutterGraphManager::Edge_t megatexturedModel idList < expOp_t , TAG_RENDERPARM > idBackgroundImageLoader::decodeImageJobOutput_t evPtr idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__droptarget swfMatrix_t parms numIndices float unsentMsg fireCount data forceVis bool bool jobOutput idMaterialMap renderView_t idTypeInfoTools float float swfScriptVar__droptarget unsigned short idList < int , TAG_AAS > idList < idGroupState , TAG_IDLIST > bool idVec2i controllerShakeScale short idMD6Anim::idCompressionSettings idJointGroup::jointGroupArgs_t bool float float float bool idDeclDamage useCoverMap float float idList < idAtomicString , TAG_PARTICLE > addAlways materialMap refCount netSocket fontHeight touchingCoverIndex endPoint groupStates automaticRescale point2b idParticleParm eventNum compressionSettings args isdefault centerChannel file size m_NearPersp m_LodFadeNearOfs_v enabled damageGib currentCheckpoint maxDistScaleX particleAxis smoothing stageNames bool vertCount staticVertsSize lightingColorBlend idMD6Anim renderThreadJointBuffer unsigned char short viewOriented idList < parmValue_t , TAG_RENDERPARM > idParallelJobList inputDevice idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__url swfColorXform_t srcAnim idAngles unsentBuffer fireAngles forceVisFrameCount bool bool constants jobList idVirtualMaterial idDeclEnv bool idList < idSimpleJSONWriter::Scope , TAG_IDLIST > float bool swfScriptVar__url swfColorRGBA_t idList < aas2ChokePoint_t , TAG_AAS > idQuantizedVec3 idList < idGroupState , TAG_IDLIST > short maxAngles short idMD6Anim::ghostTrailSettings_t bool idDeclTable idStaticList < idWaveFile::chunk_t , 32 > [15] unsigned char float float bool idDeclDamage idList < idStr , TAG_IDLIST > usePowerMap float idSoundShader float idList < idAtomicString , TAG_PARTICLE > mvpIsIdentity devVmtr m_pModelEnvOverride modified lastPushFrame stack maxError color chokePoints orientationFwd layerStates fontEffects polyIndex1 float frameNum ghostTrailSettings groupOffset iscompressed falloff m_FarPersp m_LodFadeFarOfs_v bvhCull lastOrigin damageTelefrag extraBehaviorAnimsToLoad maxDistScaleY soundToPlay waistSmoothing stageInheritNames bool bool indexOffset totalParticles softParticleAlphaScale idMD6Anim lastBlendTime short mvpIsOrthographic char joiningLobby firePos idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__highquality idMaterial destAnim lastSendTime fadeTime bool bool axis imageName idStr idTimer::timerState_t float netadr_t swfScriptVar__highquality material unsigned short idList < aas2Traversal_t , TAG_AAS > idQuantizedVec3 idList < idGroupState , TAG_IDLIST > idSWFScriptObject short maxOffset idHandle < unsigned int , invalidAnimEventId_t , INVALID_ANIMEVENT_ID > float idHandle < int , invalidJointGroupHandle , INVALID_JOINT_GROUP > bool idDeclTable unsigned int idList < idUserChannelExpression , TAG_IDLIST > COceanVertex float idList < glassModelData_t , TAG_IDLIST > idDeclDamage idList < idStr , TAG_IDLIST > useTransMap float idDeclEntityDef float idList < const idDeclTable * , TAG_PARTICLE > mvpIsSunFlare virtualMapping viewIndex name state fileDst tmpState address maxLength traversalPoints extrusionFwd groupColors shortcutKeys polyIndex2 bool bool eventId errorTolerance isstereo wetFalloff data1 blendShapeExpressions m_pVB m_LodFadeNearOfs_n glassSurfaces velocity damageDecl extraBehaviorLegsAnimsToLoad scaleDistance entityToSpawn stairSmoothing tableDecls bool localUserHandle_t numParticles modelAxis useGlobalShadows short hasDeferredJoints usercmdTouch_t woundsActive idStr localUserHandle idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__focusrect sourceStartFrame float bool outgoingRateTime touch idList < unsigned char , TAG_IDLIST > fadeTimestamp bool bool nextImage idImage envBlend_t idTypeInfoPath long idStr float swfScriptVar__focusrect materialWidth swfEditTextAlign_t idList < aas2HintNode_t , TAG_AAS > idIndex < short , invalidAASAnimIndex_t > idMapPrimitive::mapPrimitive_t idSoundEmitter idCutterClip::HorizontalJoinRecord_t highMag useDualQuatSkinning bool idAtomicString float unsigned short float idVec2i float idSphereTree idDeclDifficulty idList < idGameLocal::idCheckpointInfo , TAG_IDLIST > useTransMap1 float float idList < idLookupTable , TAG_PARTICLE > noGPUocclusionTest editorImage envBlend next start align hintNodes animIndex type soundEmitter next dustParticle_t float *[6] bool startFrameOffset userName startTime headroom data2 multiplier m_VBDim m_LodFadeFarOfs_n sphereTree force difficultySettings checkpoints position entitiesInPool stairWaistSmoothing bool idProfileMgr particles globalAxis minShadowVal short calcRefBoundsFromJoints float unsigned char idRenderModelLOD::propagatedParms_t neverOcclusionCullBounds idStr profileMgr idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__soundbuftime sourceDuration float bool outgoingRateBytes speed unsigned int prevParm bool bool lightGroupID currentImage materialCoverage_t idParmBlock idStr long idSimpleJSONWriter::scopeType_t float swfScriptVar__soundbuftime materialHeight unsigned short idList < aas2AreaBounds_t , TAG_AAS > idIndex < short , invalidReachability_t > idStr idAtomicString idCutterClip::Edge_t clearOriginTransform unsigned char float soundShaderParms_t::maxPlayerVars_t unsigned short index idMaterial idVec2i unsigned int idAIStateError idTarget_WaveSpawner useTransMap2 bool float idList < idParticleStageImposter * , TAG_PARTICLE > alwaysOcclusionCullBounds coverage prevEnvBlendParms type clockTicks type leftMargin areaBounds reachabilityIndex material atlasTextureName edge float bool endFrameOffset surfType DryGain maxPlay data3 unsigned int material m_SubRectOfs m_Padding jointOffset axis errorState activeSpawner color firstTimeOnly footSmoothing imposters bool bool lastRenderTime globalOrigin entityColorBlendVal short originDeltaLookAhead idStr isStatic idList < idRenderModel * , TAG_IDLIST > addAlwaysForceOcclusionQuery syncAchievementsRequested idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__quality destStartFrame float bool incomingRateTime name bool bool allowLightOnlyInViewID fileHandle idMaterial idParmBlock idStr idHashTable < idTimer > bool float swfScriptVar__quality activeMasks unsigned short float idIndex < short , invalidAASDependencyIndex_t > idPlane idMaterial short highDuration isUsedByIdStudio idStr bool float soundPriority_t unsigned short numBits idVec2i unsigned int float idAIStateDone GameModeSP useTransAtlasMap idMaterial float float idList < idPartImposterData * , TAG_PARTICLE > usesOcclusionQueryResult compatibleGenericMaterial blendedEnvironmentParms breakLines allocedAndFlag rightMargin bboxHeight dependencyIndex plane atlasMaterial savedIndex deferredDustGenParms_t idParticleParm bool name frameReference RoomGain priority data4 lengthMaxSubdivisions m_SubRectSize m_nWaves numJoints mass doneState currentGameMode linearFriction footShift imposterData bool bool parms localVelocity rotation short updateBlendShapeBuffer float float privateLightOnly unsigned int onlineWarningDisplayed idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__mousex float destDuration float idMD6Anim incomingRateBytes idCutterGraphManager::Node_t maxDistanceSqr bool bool suppressLightInViewID state float idParmBlock idStr idStr bool float char swfScriptVar__mousex remainderScaleX unsigned short float idIndex < short , invalidAASInteractionEntIndex_t > idImage idMaterial lowDuration anim idMaterial bool idList < idJointGroup * , TAG_ANIMATION > float float unsigned char lastNode Ocean2TessParams float idTriangles unsigned char idEncounterGroupManager idDeclChallenge useSpareDiffuseMap bool float float idList < propertyLink_t , TAG_PARTICLE > noLocalLighting value finalEnvironmentParms name reportName firstElement data maxEdgeDist interactionEntIndex atlasImage material idDeclParticle bool material removeOrigin jointGroups RoomHFGain frontDirectionalAngle data5 diameterSubdivisions m_pWaveVec_x triangles neighbors encounterGroupManager decl reflectX angularFriction waistShift propertyLinks bool idPlayerProfile::state_t particleDecl localViewLeft allowRotDirOverride char float noLocalLightSelfShadow lightType_t bool state float idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar__mousey flags idDeclTable unsigned char outgoingBytes type idCutterGraphManager::Node_t fade bool bool lightType dataComplete idColor renderView_t idStr idList < idPLog::treeEntry_t , TAG_IDLIB > float char swfScriptVar__mousey remainderScaleY short short bool ampTable weightGroup bool bool idList < idJointGroup * , TAG_ANIMATION > float idWaveFile::waveFmt_t::basic_t [20] prevNode float idRenderModelOcean_Timers float idMaterial unsigned char idAIVoiceController idDeclGameModeSP useSpareDiffuseMap2 bool float float idBounds [13] moveLightingPoint color value treeEntries indentationLevel baseBuffer leading areaFlags extrusionDistance atlasPurgable indexOffset particleMeshDist_t idParticleParm discrete useForwardTranslation jointGroupsByType DecayTime innerAngle basic diameter m_Timers m_pWaveVec_y material anchored globalVoiceController activeGameMode reflectY contactFriction minWaistFloorDist bool idPlayerProfile::state_t mesh localViewUp initialAngle char bool boostLightingPoint lightClass_t unsigned long requestedState idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar_material float originBlend float unsigned char incomingBytes mode idList < idCutterGraphManager::nodeHandle_t , TAG_IDLIST > visible bool bool lightClass dataSize idStr idRenderMatrix idStr idList < idPLog::logEntry_t , TAG_IDLIB > unsigned int idPrintListener swfScriptVar_material idAtomicString short idList < idMapBrushSide * , TAG_IDLIST > angle wrapMode bool bool idStr float unsigned short nodes bool idRenderModelOcean_WaveParams float unsigned int unsigned short idAIShamblerManager idDeclGameModeSP useSpareBumpMap idDeclFX float float noAmbient name projectionMatrix comment logEntries state maxIterations next variable excludeTravelFlags startAreaNum sides atlasWidth numIndices particleMeshDistTri_t *[7] allowSkinRemapping useLeftTranslation name DecayHFTime outerAngle extraSize dirty m_pParams m_pWaveVecMag version state shamblerManager gameModesSP linearFrictionWater minWaistAnkleDist maxSystemDuration bool meshTris localViewOrg pivotOffset char bool dimShadow_t forceApproximatedLighting lightFallOff_t void deviceNum idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar_materialWidth unsigned char blendType float unsigned char currentOutgoingRate joinable idList < idCutterGraphManager::edgeHandle_t , TAG_IDLIST > dimShadows bool bool lightFalloff dataBuffer idList < float , TAG_DEBUG > idRenderMatrix idTypeInfoNode unsigned int float bool swfScriptVar_materialWidth blendMode idAtomicString short idStr multiplier initCounter bool float idHandle < unsigned short , invalidEyeInfo_t , INVALID_EYE_GROUP > float idWaveFile::waveFmt_t::extra_t edges bool idVec2i float unsigned int float idAASVisCache idEntityPtr < idGameChallenge > useSpareBumpMap1 fxCondition_t float float enableStaticSpecular inverseProjectionMatrix next lastEntry bits delta wantColor initialText pointAreaNum endAreaNum mapName atlasHeight numVertices unsigned int float idParticleParm numTexCoordSets useUpTranslation ReflectionsGain outerVolume extra jobQueued m_nTiles sourceTimestamp springLength aasVisCache challengeEntity angularFrictionWater footSize lodRadius bool bool binaryTimestamp fade size idMD6Anim enableMattePainting bool bool hasUser idSWFScriptObject_SpriteInstancePrototype::idSWFScriptNativeVar_materialHeight float anim unsigned char lastOutgoingRateTime numPlayers idList < idCutterGraphManager::linkHandle_t , TAG_IDLIST > bool bool noShadows float idRenderMatrix idTypeInfoNode unsigned char float bool swfScriptVar_materialHeight ratio float idIndex < short , invalidAASTraversalNameIndex_t > idStr idList < cuttableGenSurface_t , TAG_IDLIST > strength idBounds bool idIndex < short , invalidJointIndex_t > float float unsigned short [64] links subdivPoint_t idVec2i float unsigned int float idDeferredVisCache challengeState_t useSpareBumpMap2 fxCondition_t float float bool rebakeModel peakValue viewMatrix children overHeadTicks threadSafe pointAreaFloorDist traversalNameIndex worldSpawnText atlasFile surfaces float idParticleParm useRotation basisJointIndex ReverbGain nearMinRange formatTag subdivPoints m_TileDim m_pFreq binaryTimestamp slSquared deferredVisCache challengeState destroy bouncyness footUpTrace usesWind bool bool type alphaScaleOverride aspectRatio bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > noStippleFade bool void clearExistingOnWrite influencedByWind vec controlPointRotations splineMoverModifier_t::splineMoverModifierTargets_t idGorePieceDef::spawnedEntityImpulseBehavior_t int leapAttackChance * idDeclTutorialEvent idSoundShader position idAnimStack * idMD6Branch * twistLimit * inertiaTensor idSphereFeatures bool armor bool idVec3 bool id damageScaleTracker * targetPointIDChildIterator int playDamagedBreathing idVec3 idFont float previousRemainingTranslationFrames int properties query int multiTagId * overlapRadius parms char Targets idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_tooltipScale * spawnedEntityImpulseBehavior idQuat idInventoryCollection idSWFSpriteInstance * idSWFSpriteInstance * idList < idEntityPtr < idEntity > , TAG_IDLIST > rot power_exit int sndThrown int waitingForFlags activeAnimStack mergeBranch * sphereFeatures idList < idEncounterGroupExpr , TAG_IDLIST > vehicleClip * privateLightOnly * startPos * isReloading int worldMax font int commitDistance idDeclAchievement::flags_t int idList < projectileEnvSound_t , TAG_IDLIST > bool float idEntityInfluenceTrail float bool idPlayer::breathSound_t videoAdv_VTFilter int formatspec int swfScriptVar_tooltipScale * inventoryCollection maxProjectiles aiMissTimeEnd animRadarBall mechAmountObj targetList def idMaterial * idStrId idCurve_Spline < idAngles > float * sbspNode_t bool bool eval_s fc triggers int idPlayerHud_Render bool bool * idDeclDamage bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > float flags envExplodeSounds * isSilenced * nearDist * impactInfluence idDeclCameraTrigger::idTrigShakeView idList < const idDeclCameraTrigger * , TAG_IDLIST > bool int weaponRollAngleSec int useWeaponDof bool short suffocationStep3Sound float float bool menuMaterial text idAtomicString amount idAFConstraint_BallAndSocketJointFriction idMat3 * angularSpline walkFriction nodes teleport int isAlive immediate * idTypesafeNumber < int , millisecondUnique_t > constraintTime hudRender * triggered int moveableClip damageDef * noLocalLighting idleAccentDWStateIndex frictionScalar idFadeTable int idPresentablePlayer::deathMessage_t * shakeView int cameras noAttachment float oldHeightsValid index idList < idEffectPhysicsPieceEmitter::idBreakablePiece , TAG_FXPHYSICS > * idSoundWorld idClipQuery int obstacleRoute_t bool windFactor speed * useSplineForward int splineMoverModifier_t::splineMoverModifierReverse_t int idAtomicString minLeapAttackInterval idDeclTutorialEvent int idSoundShader entityNum bool * idAnimRecorder::recordingFileMode_t eof idMD6Anim [2][3] int inverseInertiaTensor idClip realStartTime bool armorMax bool idVec3 bool * lowHealthBorderFade dupeOf * deathInfo idVec2 float [8] previousRemainingRotationFrames pieces index world theQuery route soft char anim * idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_tooltipBindset Reverse fxTagJoint * idTypesafeNumber < float , RadiansUnique_t > idList < idEntityPtr < idProjectile > , TAG_IDLIST > idEntityPtr < idEntity > * idSWFTextInstance * idSWFSpriteInstance pad idPresentablePtr < idPresentable > * quick_turn int sndCancelRevive waitingForFSM recordingFileMode int idClipModel clip * shotClip * noLocalLightSelfShadows endPos isPullingBolt screenMin * challengeStateFlags int attackReach int idList < perkType_t , TAG_IDLIST > int idSoundShader bool float idEntityInfluenceTrail idDeclWeapon::weaponDof_t [4] idSoundShader videoAdv_godrayQuality argTypes int swfScriptVar_tooltipBindset int maxPitch int activeProjectiles int regimeGridTime aiMissTimeTarget * animInfoText healthAmountNormalObj target idMaterial * ammoSlot_t * idInterpolateAccelDecelLinear < float > float clipModel bool bool bool * maxMembers float pad idPlayerGuis_Render int idPhysics_Static bool bool msg idIndex < short , idDeclAnimWeb::invalidStateIndex_t > float perk flySound * giveWeaponIfNeeded scale * influence * idDeclCameraTrigger::idTrigRenderParms bool [12] numShotsBeforeInternalReload weaponDof bool bool int suffocationDeathSound bool idEntityPtr < idEntity > int idCurve_CatmullRomSpline < idVec3 > int levelRequired icon idAtomicString dwSlots idAFConstraint_BallAndSocketJoint int idAFBody * splineInterpolate int airFriction * numPlanes int onlyInitialNodes int isEngaged * idTypesafeNumber < int , millisecondUnique_t > slowDownSpeed guisRender * physicsObj ikClip int xpGained int approxLightingIgnoreGroupMaster chargeFireStateIndex desiredFrictionScalar idFadeTable float * idPresentablePlayer::subtitle_t renderParms [8] cameraIndex * vehicleAttachment float * deadKeepLastMods used ta idEffectPhysicsBroadPhase int idList < short , TAG_FXPHYSICS > int idSoundEmitter deferredDecalParams_t obstacleBox_t unsigned char influencedByBullets int targetEmitter curve1 splineMoverModifier_t::splineMoverModifierSound_t float * maxLeapAttackInterval idDeclTutorialEvent int idSoundShader subWeb time idHandle < int , invalidThreadHandle_t , INVALID_THREAD > bool idVec3 [15] joint parent * clipLink_t * realEndTime bool * healthMax bool bool bool * lowHealthFade targetDot [2] subtitles idVec2 * unsigned int float previousRemainingRotationFramesToGoal broadPhase int overlap emitter decalParams int obstacles char int idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_mode Sound int damageRequiredToGore idPhysics_RigidBody idVec3 int idSWFTextInstance * idSWFSpriteInstance idVec3 int reload_bash * sndFinishRevive threadHandle isPaused int current idList < int , TAG_GAME > int clipLinks int idList < idEntityPtr < idAI2 > , TAG_IDLIST > opaqueClip * occluder int hasValidResult reloadingDWLeft idPresentablePlayer::damageDealtFeedbackItem_t screenMax int savedOldScore standReach int idList < idDeclAchievement::secretType_t , TAG_IDLIST > idStr float idDeclProjectile::notHitscanInfo_t * idDeclWeapon::weaponDof_t * videoAdv_radialblurQuality tag argNames int swfScriptVar_mode int idTypesafeNumber < float , RadiansUnique_t > physicsObj int foundTargetToActivateTime * aiMissTimeDisappearPos animDistanceText * healthAmountOverChargedObj [2] targetPos bool * ammoSlot_t bool float * contactPhysicsIds void idVec3 in idList < idPlayerSpawnMetricRecord::evaluatedSpawn_t , TAG_IDLIST > int members idInterpolate < float > idStrClipModel idDeclParticle bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > float damageDealtBuffer int secrets thrustDelay int upgradeNodePrefix int maxSpin notHitscanInfo idDeclCameraTrigger::idTrigMisc idDeclInventory bool [12] internalReloadTimeMS weaponZoomDof float unsigned char diveTime float int soundChannel_t idCurve_KochanekBartelsSpline < idVec3 > maxYaw int isTeamGame [3] priority float * idAtomicString voiceMsg_t slots float int idList < idAFBody * , TAG_AF > useSplineAngles flyFriction int numVertices * userdata * evaluatedSpawns compileFlags idTypesafeNumber < int , gameTimeUnique_t > int targetPosAtLaunch int recoilOffset clip particle bool points int megatexturedModel int chargeFireDischargeStateIndex weaponTraceDistance float idVec3 misc * idList < idPresentablePlayer::perkNotificationInfo_t , TAG_IDLIST > int inventoryDecl vehiclePermAttachment idMat3 oldWaistHeight idRandom int soundChannel_t idVec3 obstacleVertex_t idVec3 int bulletInfluenceFactor channel curve2 splineMoverModifier_t::splineMoverModifierSpawnEntity idList < idGorePieceDef::stopFx_t , TAG_IDLIST > int maxLeapAttackDistance idDeclTutorialEvent int idSoundShader curState idStr * unsigned int idVec3 maxTwist int children * idCollisionQuery * vtrackStartTime playerHealth bool idList < idJob * , TAG_IDLIST > bool lowHealth * targetPos * pendingPerks idList < automapFloor_t , TAG_IDLIST > unsigned int float animSpacePreTranslationCorrection random index [2] channel origin vertices int position float end idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_delay int SpawnEntity * fxToStop bool bool * idSWFSpriteInstance int idDeclWeapon ledge_fire int sndMPDmgDealtFeedback threadName int planeNum center bool int collisionQuery rebakeModel jobs int isWeaponBringUp floors savedOldTime groundReach float int idList < idDeclAchievement::inventoryAchievement_t , TAG_IDLIST > * idDeclAmmo int idDeclDamage idAtomicString idStr float videoAdv_VTAniso [4] returnType int swfScriptVar_delay float * spinTimer int foundTargetToFireTime aiMissTimeTargetVisible isReady armorAmountDigitsObj wepDef idDeclOnlineCoopScoring::cooptScoring_Event_t idEntityPtr < idEntity > int parametricPState_t float int hasMaster int idList < idVec3 , TAG_IDLIST > idVec3 bool numLivingMembers int idClipQuery int idInterpolate < float > bool idTreeAnimator bool bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool damageDealtBufferIndex item thrustDelayVariance * ammoUpgrade [8] restSpin int damageDecl bool bool int internalReloadAnim * animPrefix float * idDeclAnimWeb airLeft float idInterpolate < float > idCurve_NonUniformBSpline < idVec3 > maxPitchDot * menuIndex events float * unsigned long entity idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idVec3 * idAFConstraint current waterFriction bool numVertIndex hostileGrenadeLocations location fl callthread int idTypesafeNumber < int , millisecondUnique_t > deferredSurfTrace int recoveryOffset physicsInit int isTeamKill * mattePaintingModel * chargebatteryStateIndex lastZoomSnap idInterpolate < float > bool count idList < idPresentablePlayer::tutorialQueueItem_t , TAG_IDLIST > int triggered int vehicleArmor bool oldAnkleHeights webDecl float idRenderWorld idVec3 obstacleEdge_t forceSimulateAfterCollisionTime interpolater curve3 splineMoverModifier_t::splineMoverModifierSwarmEntity idList < fxCondition_t , TAG_IDLIST > minLeapAttackDistance idDeclTutorialEvent int idSoundShader meshVisibilityMask * curAliasHandle short float frictionAxis1 primaryConstraint * isOrientated idClipModel [3] startSoundTime flags bool idList < const idDeclTutorialEvent * , TAG_IDLIST > bool int lowHealthExplorationFade int hasTarget int pendingTutorials int idList < automapVolume_t , TAG_IDLIST > bool float skipFirstFrame pieceMass * numQueries world normal edges flags float float int idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_renderSound int SwarmEntity [2] fxToPlay int idSWFSpriteInstance idVec3 * golden_gun * sndMPDmgDealtFeedbackVeh * lastExecuteTime children * limitAngleDot staticPState_t nextDeleted int noWetShading tutorials * pipeEquipAsToolOk * volumes looted riseTime int idList < idDeclJobRef , TAG_IDLIST > float idDeclAmmo float float idStr * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float int videoAdv_VTLODBias int numargs swfScriptVar_renderSound float int stateTimer int reaquireTargetTimeOffset int howCloseToLimit commanderSlots currentArmor start gameType_t int idDeclOnlineCoopScoring::coopScoring_Multiplier_t int idList < idCheckpointSaveComponent * , TAG_IDLIST > int parametricPState_t float int current idList < float , TAG_IDLIST > float numDeadMembers bool float tagData_t * idStaticList < killAssistData_t , 16 > bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool lastDamageDealtBufferIndex int jobDecl speed secondaryAmmoUpgrade spinupRate int damageFalloff idDeclCameraTrigger::idTrigMovement idStr idStr * internalReloadAnimHandle * toggleWeaponModePrefix idStr dmgDoneWater idRenderModelCloth web idPhysics_Parametric idCurve_NURBS < idVec3 > int maxYawDot rot gameType int multiplier float list idVec3 [4] idList < idAFConstraint * , TAG_AF > saved slideFriction numFaces int hostileGrenadesDangerRadiusSq sortValue int braceDepth [3] idTypesafeNumber < int , millisecondUnique_t > isInWater value * entityOwnerIndex float * killAssists * noDecals int chargebatteryLeftStateIndex * allowZoomSnap idFadeTable idVec3 i idList < idPresentablePlayer::debugGuiText_t , TAG_IDLIST > * movement int mapName vehicleJointName int animDeltaCorrection_t::input_t oldGroundPhysicsId int initialStateName float int idRenderModelEffects idDeferredDecalQuery obstacleCorner_t short int clothModel * physicsObj curve4 int splineMoverModifier_t::splineMoverModifierAnimation_t idList < int , TAG_IDLIST > [2] leapAttackTargetExtrapolate int idDeclInventory idSoundShader checkPointKilled * animEndTimeMS float [16] frictionAxis2 constraints * idAASClipLink lastSampleTime spread bool idList < idSpecialEvent * , TAG_IDLIST > bool int midHealth start [8] debugGuiTexts idBitArray int idEntityPtr < idEntity > float int pieceCollisionVolumeDecay int numIgnored int effectsModel lineQueries int corners verts *[11] idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_updateScroll * Animation int morphVertIndex idGatherQuery idPlayerHud_Render::idCommanderSlot idVec3 int silencer46 end sndMPRoverBombSelfDestruct * creationTime firstVertex int halfLimitAngleCosine idClipModel * aasLinks float h noGPUocclusionTest * specialEvents isWeaponUpgrade reach idStaticList < idPresentablePlayer::screenParticleState_t , 9 > bitArray int droppedItem1 idList < triggerAchievementId_t , TAG_IDLIST > float idDeclTutorialEvent float obj idDeclDamage bool idStr videoAdv_VTUseMinLODTexture tag numstrings int swfScriptVar_updateScroll float int foundTargetTime trackTowardsTargetTime lineTrace * slotList * maxArmor int muzzleOffset idDeclGameMode isFullyGored idPresentablePtr < idPresentable > idVec6 [2] usercmd_t parent idVec3 int recentHeavilyKilledMembers float bool * idPresentableAI::bloodSplatterEventInfo_t float * idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool screenPrtState trigger randomSpeed * declFirstFindTutorial spindownRate splashDamageDecl int idDeclCameraTrigger::idTrigFocus idStr bool [8] canOverHeat int oneHandedToggleWeaponModePrefix idVec3 idStr currentSoundTimer bool int idPhysics_Parametric halfMaxPitchDot mode multiplierPointsPerLevel float int idList < idManagedChannelAnimator::queuedAnim_t , TAG_IDLIST > groupMaster idVec3 int idAFTree int spatialVelocity command numFaceIndex raycastOffset currentGameTimeMS * loopDepth int idTypesafeNumber < int , gameTimeUnique_t > int primNoiseAngleMinTime blend linked bloodSplatterEventInfo maxTexelDensity hitreactionStateIndex zoomSnapThisFrame * idFadeTable idVec3 int idAimAssist focus int spawnSpot * noPickupMessage oldGroundPhysicsOrigin initialSubWebName * idRenderModelDiscreteAnimation idClip idRenderModelDecal id obstacleTrace_t lastCollisionFrame solid int physicsObj int splineMoverModifier_t::splineMoverModifierBlendToAnimSpeed_t idList < int , TAG_IDLIST > def leapAttackSpeed idDeclInventory idSoundShader isAtRest int queuedAnims bool float int anchor1 tree endLipsyncTime leanDir idList < idSpecialEvent_Area_Tracker * , TAG_IDLIST > bool heavyDamage * aimAssist int idEntityPtr < idEntity > float model clip * decalModel int numLineQueries traces vertNums axis int idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_subtitle BlendToAnimSpeed int clipSphereIndex idTurret::turretStates idAtomicString idSWFSpriteInstance int boltScope [8] sndEndQuadDamage * manualControl numVertices int halfLimitAngleSine int idList < idClipModel * , TAG_GAME > float int specialEventAreaTrackers int isWeaponIntro idPresentablePlayer::screenParticleState_t [4] bitArrayWidth droppedItem2 reachControlled idList < idDeclAchievement::statConstraint_t , TAG_IDLIST > float idStr idStr * idDeclDamage burstMode_t [2] idEntityPtr < idEntity > I videoAdv_DimShadowQuality int eventnum * swfScriptVar_subtitle float currentState numSearchBeams muzzleTag pad itemSprite * currentHealth muzzleTagIndex idStr deathAnimIndex bool usercmd_t int clipModels float int idList < idSpawnPlayerCmd::deferredVisibilityQuery_t , TAG_IDLIST > * unsigned short recentlyKilledMembers dofValue_t int idSoundShader idPresentableAI::painAnimationEventInfo_t pvs idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idVec3 fxScreenPrtState events [5] adjustFireAngle itemToUpgrade nameRotation electricDamageDecl * idDeclCameraTrigger::idTrigFade bool removeCond_t heatPerSecFiring int initialBurstMode hud deathTrigger idVec3 bool idMover::moveState_t halfMaxYawDot mapLayers int multiplierPointsLevelBuffer * idDeclAIBehavior::idBackstandBehaviors bool clipModelDynamic idVec3 * idAFBody::afBodyFlags_t blockingPhysicsId int prevcmd numAreas int deferredVisibilityQueries avgFPS int currentLineNumber * idFaceAnimator primNoiseAngleMaxTime nearEnd soundExplosion painAnimationEventInfo projCrosshairType [3] maxVisibleRange takedownIndicationStateIndex zoomSnapAimPoint int idFadeTable int idAutomap fade int countDownTimer removeCondition surfaceTypes curTime idDeclBreakable idTraceModelCache int idRenderModelBeam idClip float idVec3 center noPush move int splineMoverModifier_t::splineMoverModifierAiProps_t int idList < idAtomicString , TAG_IDLIST > backstandBehaviors * idList < idDeclAIInteraction::eventData_t , TAG_IDLIST > [2] idStrId startBlendOut idInterpreter idMat3 anchor2 float faceAnimator crossType int idList < idGameStateInt * , TAG_IDLIST > bool int postProcessDesaturationFade * ignoreEnt int automap idEntityPtr < idEntity > float decl * traceModelCache beamModel clip * traceFractions corner bool float idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_subtitleAlign int AiProperties exclusionList idDeclEntityDef idAtomicString idSWFSpriteInstance idMat3 events * txtCantUseItem current idList < idDroppedItemManager::droppedItemSave_t , TAG_IDLIST > interpreter * firstPortal * idList < float , TAG_GAME > dist float int gameStateInts isInReloadOut idPresentablePtr < idPresentableProjectile > bitArrayHeight attachedLoot backoffDamage bool bool bool idSoundShader idDeclProjectile int idJobManager videoAdv_SelfShadowQuality * canSuppress int swfScriptVar_subtitleAlign int idTypesafeNumber < float , RadiansUnique_t > flareDecl * searchBeamConeSize int ejectTag int itemBgSprite maxHealth * fireAxis int idStrId checkpointDroppedItems bool idBounds [3] idAngles mass int idClipQuery int unsigned short recentlyKilledHeavies float dofValue_t int idDeclImpactSound * idPresentableAI::attachmentInfo_t float [2] idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool uniqueTrackedProjectile allEventsRequired int useLocking int upgradeBattery spinSound * delayedProjectile * idDeclCameraTrigger::idTrigTimeScale float heatCooledPerSec * burstCounts J idClipQuery * idList < idAtomicString , TAG_IDLIST > jobManager float * idAngles * maxVelocity * displayName [3] maxMultiplierPoints int idDeclAIBehavior::idPounceBehaviors int clipModelDynamicAxis idVec3 AFBodyPState_t absBounds [5] viewAngles int numNodes int visibilityQuery minFPS currentFileNumber * idIndex < short , invalidJointIndex_t > primNoiseAngleMax * focusBegin * impactSoundTable int attachment * fadeVisibilityOver * deathGeneric zoomLeanDone float idEntityPtr < idEntity > idSWF bool [3] timeScale int countDownTime fadeDelay [4] modelQuery * activeLayers idRenderModelEffects idList < idSPObject * , TAG_FXPHYSICS > idRenderModelBeam int idRenderModelDecal * obstaclePath_t float radius rotateSpeed * soundFlags fc splineMoverModifier_t::splineMoverModifierRailEvent_t idList < idAtomicString , TAG_IDLIST > *[4] pounceBehaviors idDeclAIInteraction::interactionEvent_t idStrId startTime s idEntityPtr < idEntity > idMat3 axis1 * current clipSector_t eyeJointIndex iconIndex * idList < idStr , TAG_IDLIST > bool postProcessDesaturation target loadedGuis idVec2 int idEngagementTracker float * fireAtPoint * modelEffects objects beamDepthHackModel * decalModel path radius *[2] bool idStr int idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_subtitleSourceID RailEvent * overrideList float bool idSWFSpriteInstance [7] idPlayerHud_Render::idShared idDeclProjectile type int txtDualwield idList < idEntityPtr < idEntity > , TAG_IDLIST > int threadEntity numPortals center int idBounds int children int idFaction * dlcRewardsRecieved int isInMeleeSwing position int engagementTracker * maxHealth * idList < achievementId_t , TAG_IDLIST > bool idAtomicString idJobTimerManager int videoAdv_CUDATranscode canSkip swfScriptVar_subtitleSourceID idTypesafeNumber < float , RadiansUnique_t > flareBindToTag searchBeamLength [2] primary itemHighlightRingSprite shared projDef idStrId idDeclOnlineScoringCallout int droppedItems idPush idVec3 bounds idStr faction dofValue_t float int idPresentableAI::lootBodyEventInfo_t float idAnimWebHands idPresentablePtr < idPresentableAnimatedEntity > * uniqueTrackedProjectileClientGameFrameWhenFired achievements explodeOnImpact batteryAmount joint delayedProjectileDelayMS * idDeclCameraTrigger::idTrigFovZoom int idStrId maxHeat delayBetweenBursts * idClipQuery * jobTimerManager bool bool idMover::rotationState_t int velocity * description int multiplierUpCallout int idDeclAIBehavior::idAIClanDistinctionBehaviors idVec3 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int clipModelPhysID AFBodyPState_t pusher movementModifiers route int locationIndex username int errorCount int idIndex < short , invalidJointIndex_t > secNoiseAngleMinTime focusEnd int pieceMinBounceVelocity lootBodyEventInfo float * dimShadowClipZ thisFrameEntity idFadeTable bool idStr bool * fovZoom jobNameId int quickUseCoolDown [2] waistQuery int curFrame int idEffectPhysicsPieceEmitter::pieceEmitterSound_t * idList < idEffectPhysicsBroadPhase::idSPMarker , TAG_FXPHYSICS > int idGlobalLensFlareManager * idList < idImpactManager::impactState_t , TAG_IDLIST > idVec2 contain startOff int splineMoverModifier_t::splineMoverModifierMeleeEvent_t clanDistinctionBehaviors bsp idStrId animAlias int idThread float axis2 saved int clipLink_t * headJointIndex useAmount int idPlayer bool int postProcessBlur robot guiNames float bool int isRetrievable soundInfo num markers lensFlareManager * impacts numObstacles start bool bool float idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_subtitleSpeaker MeleeEvent int fullBodyIndex idEntityPtr < idEntity > int idSWFSpriteInstance bool int idEntityPtr < idProjectile > timeMS txtAutomapUpdated idQuat int currentThread limitAngleDot idBounds int clipLinks int alertCycle_t owner meleeSwingWeaponWasDualwield idPresentablePlayer::idPlayerCameraShake int rotation * spawnPending avatarAward_t bool bool idAtomicString bool idPlayer::offerChoice_t videoAdv_ForceNoShadowLocalLights int isClientSafe swfScriptVar_subtitleSpeaker idTypesafeNumber < float , RadiansUnique_t > flare searchBeamSpeed muzzleTagIndex itemIconSprite areFlashObjectsValid projectile idStr * idDeclOnlineScoringCallout int orientation idVec3 bool * absBounds [3] flatSoundBSP_t float idStr idVarDef int highestMemberAlertCycle dofValue_t bool * idAnimator_Pain idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idPresentablePtr < idPresentableAnimatedEntity > int cameraShake int avatarAwardId allowOnlyOne remoteCutting bindTag maxRange aas idDeclCameraTrigger::idTrigDof idStrId coolHeat int postfixAmmo * idClipQuery int lastOfferChoice bool bool idHandle < int , invalidThreadHandle_t , INVALID_THREAD > end acceleration mapFile multiplierDownCallout bool origins float idClipQuery * isPusher int frameEndTime flatBSP valueModifier taskTitle scope int secNoiseAngleMaxTime farBegin [8] targetable * painAnimator idStrId lightGroupID idleStateIndex lastFrameEntity idFadeTable bool int idMenuManager_Inventory bool depthOfField jobSummaryId maxCount int legQueries * numFrames int idEffectsModelManager idList < idImpactManager::impactBindState_t , TAG_IDLIST > idVec2 int isRelativeToCamera * running move_thread bool int maxChargeDuration * idStrId loop unsigned int float friction int motionQuery * idClipModel int nextBlinkTime text bool bool postProcessDoubleVision pending inGameGuiMgr idMaterial * idDeferredVisGrid int followDeployableRules pieceLifeTime numIgnored int effectsModelManager int impactBinds * numVertices bool bool idMat3 * idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_scrollIgnoreTime setNewOrientation int woundDecalIndex float bool idSWFSpriteInstance * weaponStatsTag_t int durationMS int txtJobPickup idVec3 threadIndex int halfLimitAngleCosine bool clipModel bool int useAlternateHands [3] meleeAttackPending bool icon int deferredVisGrid idAtomicString bool bool idAtomicString float idDeclWeapon::attackSequence_t idDeclSpecialEvent * videoAdv_DisableAmbientOcclusion int noScript int swfScriptVar_scrollIgnoreTime idTypesafeNumber < float , RadiansUnique_t > soundTransform searchBeamMaxVisDistance int ejectTagIndex isReady idStr idDeclOnlineScoringCallout * position idMat3 int idClipModel * hasMaster int idSpawnPlayerCmd idStr pos idVarDef int anyMemberHasSeenDeadBody float * dofValue_t int idDamageParms::damageType_t int idEntityInfluenceTrail idMaterial * idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idVec3 stepUpSpringCrouchState contentFile int inheritParentSpeed * chargeFireLens bindJoint * minRange int idDeclCameraTrigger::idTrigShakeView idStrId coolDownDelay attackSequence idClipQuery int vaporizeEvent idVec3 idPhysics_Parametric idHandle < int , invalidThreadHandle_t , INVALID_THREAD > * deceleration titleStorageMapName * headshotCallout float axes idVec3 idSpatialMat clipModel * framemsec int numAreas [8] spawnPlayerCmd taskType * basetype * secNoiseAngleMax * nearAmount int ignoreDamageType int influence int idStrId customMaterial backwardStateIndex int thisFrameHitLoc float idClipQuery * idMenuManager_Tutorials bool shakeView int jobRequirementsId count * footQueries int frameRate float int idDeferredDecalManager direction [8] physicsObj int rotate_thread bool idGorePieceDef::clipShape_t int minChargeInterval int idStrId targetAlpha int idList < idThread * , TAG_SCRIPT > * pvsHandle_t float ortho1 * inverseWorldSpatialInertia * clipSector_t nextJitterTime prefix bool bool pulseGamma * empStrobeCQ int tutorialMgr bool int adjustStartForCollision pieceFriction numQueries * deferredDecalManager next numEdges int numAreas bool bool float int idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar__fontFXMaterialIndex len useSplineAngles clipShape [1] idSWFSpriteInstance * idSWFSpriteInstance bool bool * actorIndex int txtJobReminder idAtomicString threadList handle * halfLimitAngleSine bool sector bool int saveRequested isInterruptableTransition int idSpring < idVec1 > int usesLightmeter idChapterSecret::ContentType_t bool bool bool bool idDeclWeapon::handMovement_t idDeclVoiceOver videoAdv_skipSSS int hasActivatorArg swfScriptVar__fontFXMaterialIndex bool * minResetTime searchBeamVisBlendDistance * eventTime int combiner int objAnim show simulateProjectiles map idDeclOnlineScoringCallout bool float int isOrientated idList < idAIScriptedAnimWeb::animWebState_t , TAG_IDLIST > idStr [7] anyMemberHasMissedOnPurpose bool int dofValue_t bool bool idVec3 * idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idVec3 stepUpViewSpring int contentType int fadeOutAfterCollision fullAutoLens hasMobileReactorUpgrade optimalRange idDeclCameraTrigger::idTrigRenderParms overrideLocalViewAngles handLag idVec3 idMD6Node [8] vaporizeVO bool int idAngles int projectWhenBehind bool bool * levelRequired defendCallout float becameReplicated idVec3 int idSpatialMat pushFlags * frametime * listenerAreaNum animWebStates reproSteps int nextInstruction idVec3 applyPrimNoiseOutOfAngle * farAmount * isPooled ta hasLoot scale leftStateIndex lastFrameHitLoc idFadeTable * trace_t bool idSoundShader renderParms int jobCompletedTimer [1] buyCount * lastModelSpaceFootOrigin tree short int idRibbonModelManager idRandom2 * sourceSize solid int dest_angles int idAngles int idGorePieceDef::clothInfo_t int isWeapon int silenced int maxChargeInterval int idList < idScriptAction , TAG_IDLIST > idStrId alphaRate * trace_t unsigned char idQuat ortho2 clipLink_t int eyeJitterOffset wave bool suffocationBorderFadeIn empStrobeTR [2] purgableGuis idDeclAutomap float breakAwaySnd pieceIndex value int ribbonModelManager random * numCorners [8] perkMini_t int eventType_t cloth int idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar__textLength * newOrientation bool idPlayerHud_Render::idCombinerItemInstance idSWF bool bool int actionScript txtJobSidePickup trace * current idList < staticPState_t , TAG_GAME > prevInSector [18] bool activeJobIndex isChainFiring idSpring < idVec1 > decl int measuredLightIntensity idStr bool bool float idDeclWeapon::handRotation_t bool perks type swfScriptVar__textLength bool * maxResetTime focusBeamsWhenSearching lastHandledEventTime item special freeAmmo * idMaterial rw idDeclOnlineScoringCallout * ammoCount idVec3 bool float int current idVec3 idAIScriptedAnimWeb::animState_t idStr int function_t * anyMemberHasSprayed int dofValue_t int idList < breakState_t , TAG_IDLIST > bool idColor idIndex < short , idDeclAnimWeb::invalidStateIndex_t > short stepUpHandsSpring int itemDecl * relfectionLens hasBatteryUpgrade int maxOptimalRange idDeclCameraTrigger::idTrigMisc minViewPitch handRotation float idMD6Branch int lastTakedownSwitch bool int idAngles int clampedYaw bool bool * material int assistCallout origin *[2] idAFConstraint_HingeLimit * idSpatialMat hasMaster * playerSpeed * listenerOrigin stateInfo int details function * idAngles [2] primNoiseAngleTime * skyAmount * breakState [8] predictedLootBody color int rightStateIndex savedAngle int idFadeTable bool * idDeclProjectile::notHitscanInfo_t::explosion_t misc jobUpdatedTimer sellCount * groundTraceDist branches int unsigned short idWeaponTraceManager bool idVec3 size noPush angle_delta bool int fxCondition_t lastItem int fromPlayer * chargeChance idStr idStrId durationMS idStr idQuat limit invI * clipLink_t int eyeAngles score bool bool int suffocationBorderFadeOut * resolutionX int challengeLeavingSoon idMaterial int grenadeInfo * numPiecesInUse data weaponTraceManager * initialized int numTraces int endAlignDir bool char bool int idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_subtitleSourceCheck int setNewMoveSpeed condition int idDeclElectricBolt int idPlayerHud_Render::idShared idSWFSpriteInstance bool bool * baseTurnName txtJobCompleted unsigned char formatString magic center idList < idVec3 , TAG_GAME > nextInSector inDebug isChargeFiring float fogMat measuredLightTimestamp bool bool float idDeclWeapon::handCoverMovRot_t bool seenInstallMessage * timelineEventGroup int scriptFunction_subtitleSourceCheck bool int electricBoltSystem * searchBeamTurnTurretInactive playerIndex shared int ammoGroupRightBattTestingObj newItem alwaysTracer idList < idOnlineMode , TAG_IDLIST > idDeclOnlineScoringCallout data idMat3 bool idVec3 [2] prevOrigin * unsigned char idStr lastSeenEnemyPlayerTimestamp idInterpolate < float > idEffectPhysicsBreakable bool int idList < idRenderParm , TAG_IDLIST > idIndex < short , idDeclAnimWeb::invalidStateIndex_t > short leanRoll count int empAddition int autoCharge * aimAssistRange bool maxViewPitch handCoverMovRot float idStaticList < idAnimWebBlendTree * , 8 > * lastTakedownSwitchDW idColor idAngles idVec3 int clampedPitch bool modes revengeCallout float blendParms_t axis idAFConstraint_HingeSteering idSpatialMat isOrientated viewForward temp * taskSeverity stackBase float * primNoiseAngleStartTime blend breakablePhysics dead int renderParms int forwardStateIndex def currentAngle float bool bool enable jobCompletedDelayTimer numHands int internalRadiusXY * blendTreeCache bool idEffectPhysicsProperties int idGameLibEffects::idLiteRibbonMgr * idEffectsModelManager float color swingExtents dest_position float bool count useTargetPos minChargeDistance int idStrId blendParms int idList < const unsigned char * , TAG_SCRIPT > float steering * clipLink_t int eyeWander time bool bool int suffocationGamma int resolutionY int challengeRestartingSoon idMaterial * idAnimator_AF parabolicFlight hidden properties * liteRibbonManager int effectsModelManager int frameCount * endTurnRadius bool char idPlayerHud_Render::idCombinerItem int idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_subtitleStart * moveTime [2] stopImmediately idSoundShader idAngles * idDeclGore int idPlayerHud_Render::idAmmoGroupNumbers bool *[3] turnDelay int txtHoldToEquip size_t argsData int numPlanes int limitAngleDot idList < idVec3 , TAG_GAME > nextLink idVec3 int inInitState * isLaserFiring idPresentablePlayer::idPlayerExplicitMotion_t icons afProperties gameStat_t bool float bool int idDeclWeapon::skillSettings_t idGameLayerManager int hasGoldenGun comment scriptFunction_subtitleStart float sndPowerDown maxSearchAngles goreInfo * combinerList ammoGroupRightPrimNumbers * forceNoSpread idDeclOnlineScoringCallout bytes * idRenderModel bool idVec3 linearVelocity idStr function_t * lastSeenEnemyPlayerPos float float idVec3 idMaterial int idIndex < short , idDeclAnimWeb::invalidStateIndex_t > short explicitMotion stat strobeAddition autoChargeChargePerSecond int aimAssistZoomSnapScale float idMaterial int equipSlot_t * allowMelee int skillSettings idMD6LeafPause idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > gameLayerManager float float idVec3 int yawOnlyDot bool int menuIndex int comboCallout bool float idAnimator_Drone::feeler_t model * idAFConstraint_HingeFriction idStaticSpatialVec int hasWorldOrientation * viewRight int tempSize int priority int currentFunction bool primNoiseAngleTarget value soundOffset [2] explodeFrame parmBlock * crouchStateIndex kdr savedYaw float float bool float x cyclesPerSec jobMaterial int equipSlot int animLeaf int recentNodes bool int idEffectPhysicsRigidBody::effectRBState_t * idFXModelRecycler * idRenderModelParticle idObstacleBuffers * obstacleRoute_t::routeArea_t colorScale * swingSpeed int move_delta float idMat3 wait int noDecals int coveringFire maxChargeDistance float * idStrId feelers idTypeDef float [11] * unsigned long initEyeTracking successionScore bool bool suffocationTime rectW challengeLocalRestart idImage idActor::idActorConstant int minTrajectoryTime int hiddenOverride currentState fxModelRecycler pmodel buffers areas bool idEventDef axis int idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_subtitleLength * moveSpeed int idSoundShader idDisassembleLoot idVec3 * idSWFSpriteInstance int idPlayerHud_Render::idAmmoGroupNumbers bool bool extraAngleScale txtTakedownIndication long type numVertices int halfLimitAngleCosine index bool hackIgnoreDebugRewards isZooming * idDeclPlayerProps int fogImage int actorConstants bool float float bool idDeclWeapon::accuracySettings_t * idPlayer::infoMessages_t int useChallengeTempScores noticeEvent int scriptFunction_subtitleLength sndPowerUp [2] disassembleLoot impactPoint y weaponSlotSprite * ammoGroupRightSecNumbers int noDamage * gameType_t int idDeclOnlineScoringCallout int advanceVo ioPos IFFN_t idMat3 bool * clipMask idVec3 idStr * shouldAmbush trackingParms_t idStrRenderModel * idIndex < short , idDeclAnimWeb::invalidStateIndex_t > short playerProps count int lockOnScope * autoChargeChargeDelaySec spread float * idDeclJob * manualBolt obj accuracySettings int idMD6Branch short * infoMessages idMaterial bool float bool * gameType int brutalCallout bool idDeclAIBehavior::idAIDodgingBehaviors idAnimator_Drone::thruster_t curIFF idAFConstraint_Hinge idStaticSpatialVec * worldAxis * useCrouchClipWhenDead virtualSoundOrigin int attachmentFilename int instructionPointer bool * curParms [2] secNoiseAngleTime z fireCount * maxSimulationTime int activatorIndex editorModel int standStateIndex savedPitch * idMaterial float bool float * cyclesPerSecMin jobParent * selectionSlot mergeBranch int recentNodeStart idSoundWorld idSPObject * idImpactManager idVec3 texture running move_speed bool idVec3 index * fromWithinVehicle * retreatVo int dodging float idStrId thrusters hud unsigned char float hinge totalForce int unsigned long useFaceSetupEyeTracking successionId idStr bool fullscreenMaterial rectH int challengeRemoteRestart idHeapArray < unsigned char > idRagdollInfo maxTrajectoryTime * soundWorld int SPObject int weaponImpactManager int startTime * lastDir areaNum idList < idFSMLogEntry , TAG_IDLIST > idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_killSubtitle int setNewOffset origin float idFaction idVec3 [2] idSWFSpriteInstance r idPlayerHud_Render::idAmmoGroupIcons bool bool maxAngle int txtTutorialAdded idStr data * numNodes * halfLimitAngleSine idVec3 index bool int layerDeclName isInEndSprint fogImageBuffer ragdollInfo bool * upgradeInfoMD6 idVec2 bool weaponAnimSet_t idList < idPlayer::newInventoryItems_t , TAG_IDLIST > lastRules list * scriptFunction_killSubtitle * maxConeAngle faction impactDir * cantUseSprite ammoGroupRightIconsAmmoPrim int secondaryAmmo idDeclGameMode idDeclOnlineScoringCallout * fallbackVo name bool idVec3 bool int gravityVector float prstack_s * shouldGroupRush short idIndex < short , idDeclAnimWeb::invalidStateIndex_t > short clientPlayerInputFrame mobileReactor mobileReactorUpgradeUpgradeMD6Info * multiSpread float * idDeclJob::jobType_t equipSlot_t int zoomDWIsBlockMove [2] weaponAnimSet idDeclReachIK bool newItemList float bool [65] float mode g covertCallout bool idSoundShader hidden float idStaticSpatialVec int worldOrigin * freeFallWhenDead int occludedDistance * buildNumberMajor pos callStack bool flags * secNoiseAngleStartTime fireAngles int brokenStartTime currentExplodeFrame [6] traceGroup int jumpStateIndex currentYaw float float float * idDeclProjectile::notHitscanInfo_t::homingInfo_t * targetAlpha int jobType holsterSlot * declReachIK int blending obj idDeclImpactSound float int idImpactManager idVec4 idVec3 fadeFrom * move_time idVec3 int clipShapeType_t itemType int damageScale int dodgeOnlyAfterMemberKilled * meleeDodgeChance bool int idStrId idleThrustSound idVec3 minAngle * auxForce [2] unsigned long useFaceSetupBlinking idLayer::layerState_t bool density highMag rcpRectW b challengeEndTime * idList < automapObject_t , TAG_IDLIST > idActor::idActorEditable * homingInfo * impactTable * simulationTimeFirstContact [2] impactManager endTime lastCorner start type int idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_forceKillSubtitle newOffset idVec2 bool * idList < idGorePieceDef , TAG_IDLIST > idSWFSpriteInstance * idPlayerHud_Render::idAmmoGroupIcons allowTurns int txtPipeClimbEnterInfo idStr numPortals int localOrigin idVec3 index bool [8] layerState * isHandsSprinting * objects actorEditable upgradeInfoMD6 float idList < idStr , TAG_IDLIST > bool bool secretAndProgressStamp first scriptFunction_forceKillSubtitle length int isStatic int gorePieces int backgroundSprite int ammoGroupRightIconsAmmoSec idStr int idDeclOnlineScoringCallout int gunfireDodgeCoverChance osPath float bool gravityNormal idVec3 groupGoodWill idStateData float short float * idIndex < short , idDeclAnimWeb::invalidStateIndex_t > short serverOverridePositionTime int chargePerSecond batteryUpgradeMD6Info crosshairSpread float idList < idDeclJob::jobComplete_t , TAG_IDLIST > bool * meshesHiddenOnPrimFiremode * trackProjectile idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > hidden float bool idStr float mapLayers * doubleKillCallout a idSoundShader entityNumber float idStaticSpatialVec * targetIncrementCoef * walking pathPoints end buildNumberMinor int callStackDepth bool stateData int secNoiseAngleTarget int firePos brokenFrame * serializeFrame radiosityScale sprintJumpLandStateIndex [7] currentPitch float float float float float alphaRate * completion int sellStack * entityNum * destNodeIndex float bool bool idVec3 bool fadeTo deceltime bool int idDeclCloth icon int addSpread int minMeleeDodgeInterval bool idStrId collisionSound varEval_t idQuat int maxAngle int acceleration idClipModel * startedVO bool int friction lowMag int rcpRectH int lastDecalValue idList < automapFogMap_t , TAG_IDLIST > idStrId density nextSoundTime simulationTime initialized [2] bindToParent lastUpdateTime godMode unsigned int setNewOffsetScale int idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_subLastLine int clothDecl int idElectricBolt bool idList < deferredDecalParams_t , TAG_IDLIST > bool idDeclInventory::itemTypes_t allowCrouchedTurns * txtPipeClimbExitInfo idFile_SaveGamePipelined::mode_t value int numAreas int localAxis * idList < contactInfo_t , TAG_GAME > world * idEncounterGroup::idGoodWillSettings score isInAccentIdle idView floorFogMaps npcName float upgradeInfoMD6 projCrosshairType * crosshairIconTextMapper_t bool bool b progressBits maxSize scriptFunction_subLastLine ebolt * noKnockback * damageSplatterDecals isReady weaponAmmoStatusPrimItemType idStrId idDeclOnlineScoringCallout int gunfireDodgeNoCoverChance mode int idClipModelInfo idAngles bool * contacts idStr * goodWillSettings * idTypeInfo int idProjectileTarget::targetType_t bool float float float int idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idClipQuery view * chargeDelaySec chargeLensUpgradeMD6IInfo * crosshairType float idList < idDeclJob::jobReward_t , TAG_IDLIST > altIconID * hasEmptyAnims idClip idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > infiniteHealth float bool idStrId float displayName int tripleKillCallout int idSoundShader clipModelInfo float float targetRotPending * startedOnGround numPathPoints mapName maxCallStackDepth bool int childFSMType type active currentHealth pieceMinBounceVelocity staticReflectionStrength int landStateIndex deferredAimPoint float float bool float int attackBias int rewards price clip destSubWebIndex float bool bool idVec3 idVec3 bool fadeTime int invisible * acceltime idVec3 * idAtomicString displayName int startSpeed int maxMeleeDodgeInterval bool idStrId fireWindupSound idVarDef idVec3 [31] * innerMinAngle response * idClipModel * animBlocksLipsync bool * bouncyness i startTime gridW * wasPaused * idFaction int linearFriction minBounceVelSqr active initialized relOrg int firstUpdateTime seekPos noPlayerDeath unsigned int idDeclAnimWeb bool idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_addSubtitleInfo newOffsetScale clothAttachTag idList < idVec3 , TAG_IDLIST > idList < idGoreWoundDecalDef , TAG_IDLIST > * idPlayerHud_Render::idWeaponSlot * idDeclInventory::itemTypes_t allowSittingTurns * txtPipeClimbSelectDw size_t scope numPVSBytes origin * idList < int , TAG_GAME > * temporaryClipModel [64] [13] * moneyGiven * isInTown * idAngles hud currentFloorIndex [3] faction upgradeInfoMD6 bool bool secretBits decl int scriptFunction_addSubtitleInfo targetPoints targetable * woundDecals int weaponSlotList weaponAmmoStatusSecItemType int idStrId idDeclOnlineScoringCallout int aimDodgeCoverChance int compressedLength idVec3 float bool * contactPhysicsIds * idArray < idStat , 215 > int unsigned char nextLongMeleeAttackTime idFiniteStateMachine idVec3 float float idVec3 bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idClipQuery int localMinViewAngles * chargeFireMaxDamageAt fullAutoUpgradeMD6Info spawnCount idStr * idDeclJob::jobAutoTransitionInfo_t * firingIntervals hasLastShotAnims f idDeclReachIK blendParms_t noTarget bool [6144] bool * description int quadKillCallout float idDeclParticle clipModelSpawnPos float * actualPitchOverride int standingOnWorld maxPathPoints stats stack idFaceMgr::attentionLevel_t * childFSM int startTime health * localExplosionOrigin ownedByPresentable * sprintJumpInAirStateIndex int deferredHeadPoint float float int idList < idClientGameMsg_PostGameScoreRecap::scoreItem_t , TAG_IDLIST > float state_right def jobAutoTransitionInfo sellPrice decl * blendParms int idEffectPhysicsRigidBody bool * idDeclFX idMat3 bool * startFade hud traceGroupCopy resetPathOnCompletion bool bloodTrail_t markShown hud startTime int noticeGrenadeChance bool * idStrId collisionFX * idDeclDamage idConeConstraint_Quat innerMaxAngle responseIndex idClipModel * focusAttentionLevel bool * linearFriction highEndTime gridH int postGameItems idDeclFaction angularFriction rigidBody int settled fxDecl relRot type numSeekPos int transitioning unsigned int idMD6Allocator idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_terminateSubtitle setNewOscillation * bloodTrail int idList < idEntityPtr < idEntity > , TAG_IDLIST > bool v idList < idGoreFullDef , TAG_IDLIST > idSWFSpriteInstance * idPlayerHud_Render::idAmmoGroupNumbers predictTurns txtPipeClimbSelectPipes unsigned char numUsers ent baseDamageDecl coneConstraintQ float defaultClipModel idStr int idHandle < short , invalidEncounterGroup_t , INVALID_ENCOUNTER_GROUP > moneyGivenDirectly * isChangingAmmo idAngles int lastLogUpdate tempFaction int upgradeInfoMD6 idDeclProjectile::tracerInfo_t [524288] * mgDeclSmartLoot bool bool completedBits md6Allocator scriptFunction_terminateSubtitle int targets useStartFacing fullBodys * outerSprite int ammoGroupLeftPrimNumbers * idStrId idDeclOnlineScoringCallout int aimHeavyDodgeNoCoverChance int uncompressed idMat3 float trace_t waterLevel int idEventReceiver handle bool idPresentablePtr < const idPresentable > float bool bool int idIndex < short , idDeclAnimWeb::invalidStateIndex_t > localMaxViewAngles * upgradeNodePrefix int reflectionAdditionUpgradeMD6Info * tracerInfo idStr * idDeclJob::jobDebugMasterInfo_t bool decl skipReloadAnims idMD6LeafPlay readingLevelStateFromFile bool bool bool * idStaticList < idHudInteractionInfo::icon_t , 3 > int introQuote * killingSpreeCallout int idSoundShader clipModelSpawnAxis float obj actualRollOverride * groundTrace valid * eventListener stackBase * enterFailed * presentable scale int fadeBroken int boneToOrientGibTo * skipMaxColumnSizeCheck fingermovementStateIndex int stepUpBlockTime float tagData_t float int state_left int debugInfo clr useRaceCertificates * numArms leaves idEffectPhysicsCollision bool int idGameLibEffects int idRenderModelFlare idVec3 * idPlane bool enabled solid loopPathOnCompletion bool idDeclEntityDef icons numTraces int minThrowInterval bool float * deathBeep int idVarDef::initialized_t idStr float hingeAngle * numResponses idClipModel * nextCycleSelectTime bool int angularFriction lowEndTime int tagData roverBombSoundCounter bool contactFriction collision * enabled gameLibEffects flareRenderModel * moveGoal int seekPosPlane shouldBeDead unsigned int bool idList < idIndex < idDeclAnimWeb::SubWebIndexType , idDeclAnimWeb::invalidSubWebIndex_t > , TAG_IDLIST > * idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_clearTimingInfo zAxisPointsToLocalOrigin * gibEntity int idDamageParms::goreType_t * idSWFSpriteInstance int idPlayerHud_Render::idAmmoGroupNumbers turnToFocus int lowHealthThreshold size_t * initialized * damageName float int playerMeleeClipModel bool starttime int isSprintOpeningDoor * localView_t active * tempFactionTime laserSightInfo_t int upgradeInfoMD6 idList < idDeclProjectile::ribbonInfo_t , TAG_IDLIST > idDeclWeapon bool idMaterial int challengeCompletedBits initialActiveSubWebs scriptFunction_clearTimingInfo nextResetTime dontRemoveAfterDying excludeGoreTypesChallenge * slotMiddleSprite * ammoGroupLeftSecNumbers idStr idDeclOnlineScoringCallout c painDiveCoverChance * uncompressedProducedBytes int idClipModel * idArray < idClipModel * , 2 > waterViscosity soundOcclusionResult_t active bool float float bool bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > localView int shootingLaserOverride empAdditionUpgradeMD6Info * ribbons float idDeclJobRef bool float weaponDecl int lowerWhenNoTension x idMD6Branch * shouldBeDeadIcon * idSoundShader bool bool multiHitTrace_t collectableCallout float int clipModel float int clipModels * groundSurfaceFlags result * entityNumber stackUsed * tempUninterruptible * eventTime decay int fadeTime broken * rendered [2] cameraShake int stepUpTime idVec3 * idDeclTable * idList < char , TAG_IDLIST > float state_secs * parentWithoutPrecondition int playerCanSell translationCorrectionMaxScale enabledArms * branches float d idTreeAnimator idRenderModelFlareOcclusionQuad idVec3 sndWindLevel1 hide stopRotation idVec3 idList < deferredDecalParams_t , TAG_IDLIST > useState * multiTraces * maxThrowInterval bool float int collisionRadius idTypeDef [8] idDamageParms::damageType_t int idDeclPonytail hingeLimitErr maxAuxiliaryIndex y idClipModel * currentFluffInterval bool inertiaScale ampTable * indices localRoverBombSoundCounter bool int actorFactionType * linearFrictionWater int emitTime * timeHitWater flareOcclusionQuadModel moveAreaNum * firstObstaclePosition unsigned int idList < idAnimator_AnimWeb::idModelAnimState , TAG_ANIMWEB > idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_getMaxGlyphHeight range decals bool bool idGoreDeathFade idSWFTextInstance int idPlayerHud_Render::idAmmoGroupIcons internalUse * kickScale int pain_delay size_t int typeDef damageTypes * declPonytail idPhysics_Simple_Dynamic::physicsSimpleDynamicData_t clip8x8 idAIVoiceController int stoptime int isInToggleDualWield int idPlayerViewCallbacks unlocked * factionType int upgradeInfoMD6 idDeclProjectile::waterInteraction_t idSmartLootComponent::idLootList bool [4] idPlayerAuditor nightmareCompletedBits modelAnimStates scriptFunction_getMaxGlyphHeight int startOff * startOff * deathFadeInfo slotMiddleNameText * ammoGroupLeftIconsAmmoPrim float * painDiveNoCoverChance bool uncompressedConsumedBytes float int previous int flatSoundBSP_t voiceController idFSMManager usercmd_t float bool int idHands::handsAction_t float viewCallbacks acceleration strobeAdditionUpgradeMD6Info waterInteraction float int gameDLCState_t bool idVec3 lootableItems ignoreTensionForLower idIndex < short , invalidJointIndex_t > idMD6Branch int auditor idSoundShader bool bool idHudInteractionInfo::icon_t idVec3 cashRequired assistPct sys_pc float int clipModelContents * idAFConstraint_Hinge atRest previousGroundContactHeight int flatBSP lastKillTimestamp w maxStackUsed manager lastHandledEventTime prevCmd fadeDelay * isRenderModelDiscreteAnimation tabNum action stepUpDelta bool int idInterpolate < float > idList < idLaserCutter::scopeState_t , TAG_IDLIST > bool float * maxPlayerSpeed requiredDLC int playerCanSeeInInventory translationCorrectionPerFrameMax * handJoints int mergeBranch float int idRenderWorld idVec3 aas2EdgeCrossed_t int sndWindLevel2 castsDimShadows useSplineAngles idVec3 float idAnimator_Channel int animated int traceDirs * minOCThrowInterval bool int idTypesafeNumber < float , DegreesUnique_t > floatOffset int idVarDefName idDamageParms::goreType_t int idTreeAnimator hinge maxSubTreeAuxiliaryIndex int idClipModel bool int uniqueInWorld radialBlurInterpolate states disableSubtitles bool float * angularFrictionWater firstCollisionTime * noMoveTime * sunDirection firstEdge * firstObstacle unsigned int idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > idList < idDeclSwfResource::soundEntry_t , TAG_IDLIST > phaseShift i distance * moodAnimator bool bool idSWFSpriteInstance int idPlayerHud_Render::idAmmoGroupIcons sys_xbox rate * pain_threshold unsigned char name goreTypes int parentAnimator idPhysics_Simple_Dynamic::physicsSimpleDynamicData_t clip8x8x8 [50] int idList < idEncounterGroup::searchPoint_t , TAG_IDLIST > moneyPerScore toggleDWIKMaster bool int clientFireInfo_t int forceLogUpdate weaponProficiency [8] upgradeInfoMD6 idDeclProjectile::weaponFeedBack_t int [262144] h idDeclProjectile float * challengeScores curNodeIndex soundEffects firstSerialize invertedTurret eventTime * slotMiddleNameSprite ammoGroupLeftIconsAmmoSec int idMaterial int gunfireHeavyDiveCoverChance bool * compressed bool idVec3 bool * current idEntityPtr < idEntity > int searchPointList idList < idState * , TAG_IDLIST > * usercmd_t float int idDeclImpactSound * idDeclAmmo float * uniqueInventoryItem int clientFire int suspension tag targetingScopeUpgradeMD6Info weaponFeedBack float idDeclRecipe idVec3 latestLoot int pistolWhipProjectile idIndex < short , invalidJointIndex_t > idStaticList < const idMD6Anim * , 8 > hitFlashDuration [3] idSoundShader idVec3 idMover::moverCommand_t idMaterial float int material int enemyKill int sys_ps3 float overridingClipContents float idList < idAFBody * , TAG_AF > localOrigin * inhibitSprint listenerRoute currentKillStreak entity states int playerIndex curCmd int velocityScale impactTable int selectedRow * ammoDecl [2] landChange bool idVec3 * idList < idTargetingLaser::targetingBeam_t , TAG_IDLIST > [2] idPresentablePlayer::idSWFScriptFunction_goToMission float animRate f autoCompleteDistance recipe translationPerFrameMax elbowJoints anims tr idEffectPhysicsPieceEmitter float idVec4 idVec3 int idIndex < short , invalidReachability_t > idVec3 * sndWindLevel3 megaModelSpawnPosition lastCommand idVec3 float int idAnimator_EndAdditiveChannels material int traceLens int maxOCThrowInterval bool float * floatBlendMin idVarDef fc idDamageParms::goreType_t bool int idList < idIndex < jointIndexType_t , invalidJointIndex_t > , TAG_ANIMATION > steerAngle s1 sortedBodies idClipModel int hasCheckedUniqueInWorld centerPos beams int scriptFunction_goToMission float int bounciness * piecePhysics scaleTime * systemColor int occlusionOffset reachIndex * startPosOutsideObstacles int unsigned int idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > idDeclSwfResource::musicEntry_t period duration * lipAnimator int idStrClipModel bool idSWFSpriteInstance int idPlayerHud_Render::idShared sys_mac idTypesafeNumber < float , DegreesUnique_t > pain_mediumDamageAmount size_t next unlockableGoreTypes joints int idClipModel int clip16x16 * partimeBonus isSwitchingFireMode bool * particleCount armorProficiency * idMaterial fl idDeclProjectile::laserDotInfo_t float * idDeclProjectile int challengeTempScore * prevNodeIndex music clipModel int trackOnlyPlayer lastHandledEventTime slotMiddleIconSprite shared idList < idOnlineChallenge , TAG_IDLIST > * gunfireHeavyDiveNoCoverChance bonus_t acceleration compressedProducedBytes bool idMat3 bool clipModel * function_t cc curCombatStage idState idAngles int idFadeHelper idEffectPhysicsBreakable t1 idWeapon * barrelCollision throwCount end traction int targetingScopeFocusMaterial int laserDotInfo bobType_t * idDeclJob::jobRewardType_t bool float * playerArmor int pistolWhipProjectileDW idIndex < short , invalidJointIndex_t > idStaticList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , 8 > hitFlashTime float idDeclTable bool int challenges int enemyHeadhshotKill int secretType float int noDecals float int idList < idAFTree * , TAG_AF > localAxis int inhibitJump * numAreas int currentKillStreakId state int actionCallerState * presentableIndex [9] viewAngles fade int breakablePhysics ops selectedColumn weapon landTime bool * idInterpolate < float > idPresentablePlayer::idSWFScriptFunction_resumeMap float int bobType reward specialItem * rotationMaxScale s2 shoulderJoints aliasHandles idEffectPhysicsDebrisEmitter::emitBufferItem_t idEffectPhysicsBroadPhase idVec3 bool * minWindVolume colorModulateTable int crunchSoundTime idVec3 float idDeclPonytail slotRef usable useOverrideFxDir * minCoverDuration float int floatBlendMax idVarDef * idDamageParms::damageSource_t idMD6Branch [10] * steerSpeed trees int idClipModel bool int allowStep handle int idleToTargetingBlend scriptFunction_resumeMap float float int gravityMultiplier * emitBuffer * broadPhase * systemScale int isAutosprited travelTime * startPosObstacle [3] unsigned int idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idList < idDeclSwfResource::fontEntry_t , TAG_IDLIST > rangeRand dot spacing declPonytail idJointName bool int idSWFSpriteInstance bool * idTypesafeNumber < float , DegreesUnique_t > pain_heavyDamageAmount size_t damageSource mergeBranch idPush * clip16x16x16 [50] givenPartimeBonus t2 ignoreCrosshair bool idInventoryCollection particleLifespan idx shieldBleedThrough pos idMaterial float bool int idList < const idDeclThrowable * , TAG_IDLIST > idStaticList < idEntityPtr < const idEntity > , 4 > int challengeTimes destSubWebIndex fontEffects joint int EMPSilenced * playerIndex * slotMiddleDwSpriteLeft areFlashObjectsValid gameStat_t int aimHeavyDiveCoverChance deceleration compressedConsumedBytes idFXManager idVec3 bool pusher float int function_t * pendingCombatStage pad idAtomicString idVec3 idPresentablePtr < idPresentable > int idDeclThrowable actorPushable predictedInventory armor * targetingScopeStateMaterial * healthAmount idAtomicString idDeclInventory idScriptObject float hasLootedHealth throwableDefList int idAnimator_ReachIK::targetTransform_t idStaticList < float , 8 > int nearbyThreats float float idDeclDamage idVec3 specialCollectionStat enemySpecialKill count float int fxManager float * idList < idAFBody * , TAG_AF > worldOrigin * toggleCrouch doors killsThisLife idealState name int startTime int oldOrigin * breakableParent selectedTab [3] throwable * lastUpdateTime bool float idAngles float subweb org inventoryDecl scriptUse int rotationMinScale * targetTransforms * aliasWeights idRandom2 bool idVec3 * maxWindVolume colorModulateTimeScale crushDamage idVec3 bool int idEntityPtr < idEntity > * slotFlash int itemCount * overideFxDir maxCoverDuration float int feelerRange int etype_t idHandsHitReactionType_t int idMD6LeafPause epsilon bodies idClipModel bool int vehiclePushable scaleVal * lastTargetingAngles * quickUseFailedTime float float up maxRippleMagnitude int emitBufferPos traceModelIndex random isInitialized traversalIndex seekPosOutsideObstacles unsigned int idDeclAnimWeb::stateList_t int idList < idDeclSwfResource::loadMissionEntry_t , TAG_IDLIST > periodRand int fadeToGravity parent idEntityPtr < idEntity > bool idStr * idSWFSpriteInstance int idSWFSpriteInstance float * duration int unsigned char type handsHitReactionType pauseLeaf bool int clip24x24 [4] partime isQUickTurning bool idInventoryCollection particleFadeTime mass float float float bool bool int idDeathCamera challengeTempTime * destStateIndices * loadMissionEntries entity * hasSphereModel weaponPrefix slotMiddleDwSpriteRight ammoGroupLeftBattTestingObj [8] aimHeavyDiveNoCoverChance int idList < idDeclGoreBehavior::baseChance_t , TAG_IDLIST > * springMass * dataZlib int idDeclFX idMat3 bool int isPusher float float int pendingCombatStageTime idState idVec3 bool idAngles int dropToFloor int activeInventory magnet clipSpinSpeed healthPerTic idHandsBobCycleSingleCycleData_t bool float int hasBeenActivated * allowLock idVec3 int idStaticList < float , 8 > * deathCamera bool int idSoundShader flashSequence_t menuIndex int heavyKill int baseChances float fxDecl idVec3 int idList < idAFConstraint * , TAG_AF > worldAxis * leaningDown * numDoors int curState int endTime velocity * brokenStartTime didActionRow useIntroBringUp viewBobAngles bool float idVec3 bool idleData count int useOnReceive rotationRateMax shoulderForward alphaValues int fxEmitterSound_t idVec3 int minGustDuration colorModulateActive int sndCrush idVec3 * idDeclEntityDef idTreeAnimator ammoPrim * sequenceType numProjectiles noContactInterval * idDeclTable [7] slopRange idStr int idPlayerBodyReactionDescriptor_t * idMD6LeafPlay axis constraints * idClipModel * idStrId bool triggerOnDamage blurVal targetingPos sentOfficialSnap float bool int serializeEmitCount int clipMask int soundInfo * handleId * traversalStart seekPosObstacle unsigned int idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idList < idDeclSwfResource::secretCategory_t , TAG_IDLIST > * phaseShiftRnd entityToSpawn treeAnimator bool bool idVec3 idSWFSpriteInstance * idSWFSpriteInstance float fade size_t name int playerBodyReactionDescriptor playLeaf int clip32x32 [10] * phaseName int isSwitchingFireModeLeft bool bool particleFadeSpeed int lootable float idStr int idInventoryItem float idThrownCamera challengeKills viaSubWebIndex categoryDecls inBindPose int searchFromLastTarget projDir slotMiddleSwSprite int objAnim gunfireFlinchChance * idList < idDeclGoreBehavior::modifier_t , TAG_IDLIST > springTightness bytesZlib int idSoundEmitter idVec6 bool pushFlags bool float * stageChangeTime idState idVec3 idList < idEntityPtr < idEntity > , TAG_IDLIST > bool idVec3 int destroyOnDamage physicsInitialized weight int clipJointName secretId int idHandsBobCycleSingleCycleData_t * idDeclJob::jobCompleteType_t bool bool item lockOnRange idVec3 * idMD6LeafPlay::wrapMode_t * thrownCamera float char idPresentablePtr < idPresentableProjectile > loadScreenAlternate int heavyHeadhshotKill int damageModifiers float soundEmitter idVec3 idList < idAFConstraint * , TAG_AF > spatialVelocity leaningSideWays listenerAreaNum inGame errorState origin int damageEffects fadeTimeMS int maxRowsToDisplay int isSecondary * viewBob bool bool idLaserSight idMaterial [16] * runData completion [5] selectOnReceive translationIgnoresRemaningFrames [2] elbowForward wrapMode bool float int idList < idFXAction , TAG_FX > idVec3 float maxGustDuration spawnTime health float * idAtomicString idAnimStack int ammoSec help projectiles int breakCoverDuration int idMaterial int slopBlend int idDeclVisionDamage int idMD6Branch offset int primaryConstraints * idClipModel bool * removeWhenDropped int enabled beam icon float bool bool skipFirstFrame linearFriction actions allocId traversalEnd targetDist int unsigned int idDeclAnimWeb::stateList_t int idDeclSwfResource::secretCategory_t * phaseShiftRndUni * limblossGroup animStack bool bool int idIndex < short , invalidJointIndex_t > idSWFSpriteInstance key idSWFSpriteInstance float int materialView unsigned char size visionDamage lerpBranch idVec3 * clip8x16 int idStaticList < idEncounterGroup::target_t , 16 > int phaseCount int meshUpdatedAfterFiremodeSwitch bool bool particleCollisionElasticity * dropRandomLoot idDeclInventory idStr float restrictRotationDirectionYaw idSmartLootComponent::smartLootCategory_t float * idInteractionCamera [2] globalBits int viaStateIndices emptyCategory isObstacle * showLaserDuringAttack joint selectorSprite gameType_t int gunfireLightDiveNoCoverChance idList < idDeclGoreBehavior::modifier_t , TAG_IDLIST > springDampen dataIO idPresentablePtr < idPresentable > idVec6 idVec3 origin idVec3 bool float int targetList * idTypeInfo float int idDeclEntityDef float bool idAngles int skipThink int firstPredictionSerialize item int meterJointName damageBoostMultiplier idHandsBobCycleSingleCycleData_t int idDeclInventory bool bool category int unlockRange float float int dynamicInteractionCamera float bool bool char * idDeferredFireManager::deferredFire_t gameType * heavySpecialKill dir rangeModifiers float parent idMat3 idList < idAFConstraint * , TAG_AF > externalForce leaningSidewaysOffset listenerOrigin isAchievementReady int errorStateTransType speed int fxDummyDecl int fadeDelayMS * renderX leftHand int surfaceTiltTargetAngles bool bool idClipQuery * [2][32] sprintData int inventoryDecl useOnDeath int restrictRotationDirectionPitch upperArmLength rateScale bool float * idList < fxActionState_t , TAG_FX > * idIndex < short , invalidAASDependencyIndex_t > float minDistance active solid int idAtomicString idList < idAtomicString , TAG_IDLIST > idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > int ammoBatteryDw useText deferredFireBuffers int combatTimeoutInterval idMaterial int runSpeed * idTypeDef float * idList < idPonytailSegment , TAG_ANIMATION > relAxis auxiliaryConstraints idClipModel bool bool * impulseOnActivate ramp trace count float bool bool active int angularFriction actionState int flareIndex int dependencyIndex pathLength int unsigned int idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > bool scriptFunction jointMapping attachmentHandle int idIndex < short , invalidJointIndex_t > bool idDeclTwitchPain int idSWFSpriteInstance idSWF float * materialSide size_t auxType cuttableRadius segments idMat3 int clip48x48 int idAuditResults::auditMovement_t arenaBonusGiven blockZoom bool int playerPState_t particleCrazyBounceChance * deleteAttachmentOnDrop idStr float restrictRotationDirectionRoll idStaticList < idSmartLootComponent::idLootContainer , 4 > float int idSlowMotionCamera int settings * otherSubWebIndex * snapToPixel int jointIndex * useOrgHeadingAsSearchDir * declTwitchPain prevSelectSprite * idColor aimLightDiveNoCoverChance int idAtomicString springMaxSpeed bytesIO idIndex < short , invalidJointIndex_t > idVec6 bool axis float movement * unsigned char idDeclFX * idFadeHelper float idStr idAngles * onlyHideOnUpgradeTaken serializedState count meter2JointName damageBoostDuration int idHandsBobCycleSingleCycleData_t bool bool items * lockAngle float idQuat int slowMotionCamera float bool bool int idStrId float unsigned int customColor int doubleKill name float int parentJoint idVec3 * idList < idAFConstraint * , TAG_AF > pushVelocity ladder soundAreaNum spawnTimestamp errorTransCode predictionBits fxDecl fade renderY extraNodeInfo handsAngles bool bool float int crouchData count * blockEquipIfEmpty int noReverseRotation int lowerArmLength orientation int idRandom2 float [7] idList < idFXManager::fxSavedState_t , TAG_FX > idPVS::header_t idVec3 idVec4 maxDistance runGui * obstacle [7] idAtomicString float idAnimator_Ponytail int weaponName scale * shotCount int searchTimeoutInterval idDeclTable maxAcc int idList < idTypeDef * , TAG_SCRIPT > float * idSpring < idVec3 > * anchor1 frameConstraints * idClipModel bool bool int forceStopOnMovingClip screenSpaceCenter int yawOffset usable float bool bool random int contactFriction savedStates header int obstacleGoal nextCorner int unsigned int idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > bool notifyData int hidesDelay * ponytailAnimator * idPresentableAnimatedPhysics bool bool idSWFSpriteInstance int idPlayerHud_Render::idShared float frameDamageScale * idSoundShader z_stream int parmTypes int minDamage * ptEndSpring idVec3 int clip96x96 bool * actuallyRunning usingCompass bool idPresentablePlayer::moveBufferItem_t particleAngularVelocity noAttachmentDrop float idStr [3] idDeclProjectile * rotationIgnoresRemainingFrames float idEntityPtr < idCamera > * timePlayed xyz curEdgeNodeIndex * useBlackbars idAnimWebPath presentable * silenceWhenDamaged * enabled ammoDwLeftDigits shared [64] bool [7] gunfireForwardDiveChance * idPlayerBodyReactionType_t [2] springRestLength * warningSound zStream idPresentablePtr < idPresentablePlayer > int idClipModel idVec3 * angularVelocity idVec3 float inCover idTypeInfo float * idDeclFX int idPresentableDamageable::rayBufferItem_t float idVec3 idVec3 * checkHighlightVolume moveBuffer weight * barrelJointName projectileDecl idHandsBobCycleSingleCycleData_t bool short bool * unlockYaw idMat3 idVec3 * controlledCameraEntity float idFadeHelper bool destAnimRef [10] * idStrId idLaserCutter::functionalityLens_t int unsigned int useCustomColor tripleKill type float fsm controller idVec3 int idList < idAFConstraint_Contact * , TAG_AF > clipModel * ladderNormal soundOrigin [2] maxChainTimestamp int defaultStateType damage int damagedFx * rayImpactBuffer desiredRenderX start handsOffset idVec3 bool float char * zoomData * removeInventory setCountOverride [5] lerpOnlyModelSpaceX pos upperArmToShoulderJoint position idVec3 float bool idStr float * windStrengthStartVal fade noPush float bool bool weaponNameMulti iconPrim dir activeBuffer obstacleStopDistance idDeclTable int dampFactor a idList < idStr , TAG_SCRIPT > float bool anchor2 contactConstraints * idClipModel bool * impulseTarget interpolate * pitchOffset text float float bool * linearFrictionWater remote * pvsName obstacleAreaNum nextCornerAngle unsigned long short bool pauseTime int hidesMesh int usingParentAnimStack bool bool idStr idSWFSpriteInstance * idSWFSpriteInstance int idSkillSetting < int > float fadeOut idSoundShader parmNames * maxDamage * isInitialized idVec3 clip24x24x96 parBonus * friendlyTargetIndicated particleFriction * extraLoot float * idDeclProjectile int lerpOnlyModelSpaceY float bool * playerUnlockTypes int curEdgeIndex inGamePauseForceNoBlackbars [2] idAnimWebPath push saveDestroyedState name int ammoDwRightDigits idStr int aimForwardDiveChance bool springMaxLength bounceSound * zLibFlushType float bool linearVelocity float idVec3 float timeSinceSensed idDeclDamage idStrClipModel float idVec3 idAngles [4] lastRecordedMoveBufferIndex minval * weaponShutdownTimeMS boostProjectileDecl [2] idHandsBobCycleSingleCycleData_t bool * idSoundShader bool unlockPitch idMat3 int idAtomicString controlledCameraEntityAllowHUD float idVec4 bool viaAnimRef int idMaterial int idLaserCutter::functionalityLens_t * idFireParms b justSomeString quadKill * useAlive float index idVec3 * idList < int , TAG_AF > linearFriction ladderInhibit maxDistance origin int lastTransitionCode int damageDef int hitModel int rayImpactBufferPos int desiredRenderY close handsIKAngles float idVec2 float char pdaData showTrackerMessage * useSound * lerpOnlyModelSpaceZ * lowerArmToElbowJoint name idVec3 float idList < idAtomicString , TAG_IDLIST > unsigned char float idVec3 windStrengthEndVal int colorPreModulate int triggers [2] idEntityPtr < idSplinePath > idList < deferredDecalParams_t , TAG_IDLIST > bool icon iconSec fireParms dir surroundRadius float bobScale int idList < const function_t * , TAG_SCRIPT > float * idDeclPonytail planeNormal int contactBodies idClipModel bool int impulseVelocity nearEnd curPitchOffset useText float idList < idInventoryAttachmentDef , TAG_IDLIST > bool normal * angularFrictionWater nextIgnoreTags dataStart * pathMaxHeight wallCorners * IdInventoryCollectionIO bool idStaticList < const idList < idDeclAnimWeb::NodeIndex_t , TAG_DECL_ANIMWEB > * , 16 > idMaterial * splinePath * splatDecals * initialized bool int idIndex < short , invalidJointIndex_t > idSWFSpriteInstance int idPlayerHud_Render::idQuickAmmoSlot c fadeOutDuration bool functions * selfDamageScale declPonytail idClipModel * clip32x32x96 bool accuracyBonus blockeSetPreviousWeapon idPresentablePlayer::damageFeedbackBufferItem_t particleAngularFriction startingInventory int idList < trackingParms_t , TAG_IDLIST > float float allowYawCorrection *[2] obj idEntityPtr < idProxyMove > int savedInventory pathableSubWebNodeLists bgMaterial int idAnimWebPath crush forcePlayMH int jointId ammoSwDigits slot0 [10] bool avoidDiveChance bool minDetonationDelay int zStreamEndHit float swimdepthstate_t int clipModels int idList < idPlane , TAG_SOUND_BSP > bool float * anyMemberMoved idTypeInfo * idPresentablePtr < idPresentable > float float idVec3 * idAngles int damageFeedback parms maxval maxBattery int pitchOffsetForPlayer bool bool idSoundShader bool maxLaunchDelayTime idVec3 int idDeclAF [4] proxyMove float int idSoundShader exitFastRef int idMaterial * idMaterial [3] idClipQuery * enabled killingSpree useDead float activeIndex idVec3 * idStaticList < idPhysics_AF::noclipBodyInfo_t , 8 > id angularFriction currentSwimDepthState planes isBot lastTransType attacker health int explosionFrame renderWidth op handsIKAnglesLeft idVec3 idVec2 float * idFXManager [16] * scaleAlphaWithSpeed * justDisplayCountsReadyAsComplete int dropSound us allowPitchCorrection origin articulatedFigure float int idPlane obstacleRoute_t obstaclePath_t::radar_t windAngle int colorModulateStartTime sndAccel bool int idList < deferredDecalParams_t , TAG_IDLIST > idRenderModelGui iconDw icon int queryHandles minControlTime bobPeriod int idList < bool , TAG_SCRIPT > float idTreeAnimator anchor1 noclipBodies idClipModel * idHands::setIKMaster impulseAVelocity * focusBegin * timeScale int fxManager [4] idEntityEmitter::AXIS idList < idEntityAttachmentDef , TAG_IDLIST > bool count bouncyness * allowSurfaceOnlyInViewID planes * obstacleRoute radar unsigned int short idMaterial [3] resetSpeed * sprayDecals [6] guiModel end idList < idAnimPhysicsPiece , TAG_IDLIST > bool bool int idPlayerHud_Render::idQuickAmmoSlot int numFrames * parmEditableFlags * playerDamageScale int parentAnimator clip48x48x96 bool totalHits [4] dwReloadMasterTarget particleAlignmentExcludeAxis entityAttachments float int idList < mgDeclSmartLoot::weightedItem_t , TAG_IDLIST > float allowRollCorrection int idEntityPtr < idFirstPersonEvent > int challengeLink pathIndex int bgMaterialGameMode int idEntityPtr < idEntity > int collisionParts usingFiringControl * content startedFade slot1 bool * avoidForwardDiveChance bool maxDetonationDelay * numChecksums float idVec3 clipMasks * idList < idVec3 , TAG_SOUND_BSP > int idList < weaponQueueEntry_t , TAG_IDLIST > bool int shouldGrenade idState idVec3 float float float idAngles int damageFeedbackBufferPos ablilityModifier items int batteryAmount animIndex bool * idStrId idSoundShader bool hideDelayTime idMat3 idDeclImpactSound up curFirstPersonEvent float [4] idEntityPtr < idEntity > * idSoundShader perfectOriginRef int idMaterial * idMaterial int idTestFireResults * highlightDeadEndNodes collectiableBonus * throwsPlayer bool serializedIndex idVec3 bool contactFriction swimStrokeVelocity int vertices * weaponQueue int prevState int impactPoint int healthMax int activateAllNowFrame * renderHeight distance int handsIKCatchupAnglesLeft float idVec2 float bool * hasSprint * triggerMessage hoverSound int correctTranslatedRotation axis int sndBounceTable idDeclImpactSound idVec3 idVec3 float bool int windAngleGustMinOffset original int sndDecel int idList < idEntityPtr < idEntity > , TAG_IDLIST > idFont * iconMiddleSw dwIcon fireResults int maxControlTime traversalAimEvasionDuration * idDeclPlayerProps::painDirectionPass_t bHitBounce * idList < idStr , TAG_SCRIPT > float idMD6Branch int anchor2 changedAF * idBlockAlloc < clipLink_t , 256 , TAG_COLLISION > ms idHands::setIKMaster minDamageVelocity [6] focusEnd int curArmorValue blockUseAnim idDeclImpactSound int idList < const idDeclInventory * , TAG_IDLIST > bool soundTable int gravityVector suppressSurfaceInViewID vertices int maxDistance int useRadarForward unsigned int idAnimWebRoute idMaterial int targets numSplatDecals font idPlayerMetrics bool idDeclFX bool float int additive float idFile int parmComments minAIAdditivePainBlendScale int mergeBranch idMat3 int clipLinkAllocator bool [16] * totalFires * dwReloadMasterPrevTarget id impactSoundTable int extraItemsToBeLoaded idStrId idList < const idDeclInventory * , TAG_IDLIST > idList < idStr , TAG_IDLIST > noDeltaRebuild gameStat_t * idPlayer::playerFrozen_t pos challengeDifficulty int curPath overlayMaterial idList < idEntityPtr < idEntity > , TAG_IDLIST > int players dontDetectIfUsingFiringControl fxDecl savedCurrentSlot int areFlashObjectsValid bool float tooCloseDist idAtomicString minSpeed * nativeFile char float * clipModelAxis idList < int , TAG_SOUND_BSP > assaultPrimitiveBreached idVec3 * idPhysics float float idVec3 * serializeDamageFeedbackCount abilityName int requires int batteryDrainIntervalCut meshesHiddenWithUpgrade bool idDeclJobRef idSoundShader idDeclProjectile * killStat int tagData_t int idDeclImpactParticle playerFrozen float bool idSoundShader triggerEnter idMaterial int idMaterial int unsigned int someOtherBool normalDamageMultiplierPointsFactor name bool int debugName float float int linearFrictionWater int swimStrokeTimeLeft int vertIndex shotId * lastWorkTransCode * impactDir * physicsObj int currentExplosionFrame borderWidth int focusDistance handsIKOffset float idVec2 idChapterSecret bool inited jobDecl handsDropSound projectileDecl selfTag prtBounceTable idTraceModel bool pvsNode_t float idVec3 int windAngleGustMaxOffset hidden sndMove bool idStr iconMiddleDw swIcon handle controlIntroDuration traversalGunfireEvasionDuration idDeclPlayerProps::painDirectionPass_t bHitTurn int idEventDef bool idStr rot kstretch * linearFriction idStaticList < clipSector_t , 8191 > idEntityPtr < idEntity > int idHands::setIKMaster maxDamageVelocity * farBegin secret * hasBeenUsed [2] idDeclEntityDef idDisassembleLoot * traceModel pad worldCollisionOnly int viewCallbacksID nodes maxHeight ent radarForward unsigned int interruptPath_t idMaterial int reverse numSprayDecals name bool bool idClipModel bool idSWF float filter float bool int eventdef int damageIsCurrentHealth blendEq float clipSectors idVec3 * continueTarget dwReloadMasterCurrent idPresentablePlayer::attackerInfo_t * particleDef * disassembleLoot idStrId mgDeclSmartLoot::itemGroup_t laserSightInfo_t int idList < idStr , TAG_IDLIST > idDeclTutorialEvent obj idList < idPlayer::frozenQueueData_t , TAG_IDLIST > int maxCompletion interruptPath warningMaterial idList < idEntityPtr < idEntity > , TAG_IDLIST > int gameEnded int searchDownward model isReady idDeclFX float int closeRangeDist idPlayerBodyReactionType_t int maxSpeed int nativeFileEndHit float mass * idList < sbspFace_t , TAG_SOUND_BSP > float recentPointSensed idVec3 int idRenderModel float bool idVec3 attackerInfo abilityDesc health int laserCutInfo meshesShownWithUpgrade bool idDeclGameStateInt int idDeclAiEvent idStr declDualWieldTutorial bool idList < idAnimator_AF::idBindConstraint , TAG_AF > int frozenQueue bool bool * idSoundShader triggerLeave idStr idMaterial float fxDecl * headshotDamageMultiplierPointsFactor idDeclDamage type bool serializeCount float float angularFrictionWater swimStrokeTime faces timeBucket * lastTransitionTime * impactKick * initialModel currentActivateAllNowFrame int dividerWidth closeEnough af handsIKOffsetLeft idVec2 bool float int targetAdhesionEnable gameStateIntDecl * dropEventDecl weapon validOrigin * bindConstraints idMat3 bool idStr pvsPortal_t float bool * startOff int startOff [3] sndFoliage int idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_t , TAG_IDLIST > float idStr int nameYawJoint iconAmmoPrimary charge numTraces int controlSelfDamage int traversalAttackTolerance int bMonsterCollision int idVarDef bool int idMD6Branch * kcompress * angularFriction idList < idJobTimerPhase , TAG_IDLIST > float damage nearAmount * needSetup speed int idList < idEntityParticle * , TAG_IDLIST > int idEntityPtr < idEntity > int orientation int simplePointCollision owner portals minHeight * hasValidPath interruptBlend_t * idDeclEnv dir newSounds int splatSpread int stringVal bool idSWF idSWF float int lowHealthAmountHigh bool bool int ignoreGodMode mergeBranch float int touchCount phases * masterBlender idList < idPresentablePtr < idPresentable > , TAG_IDLIST > * particles * triggerOnLoot idMaterial int mgDeclSmartLoot::itemGroup_t laserSightInfo_t int idMaterial int idDeclTutorialEvent * idDeclTable int interruptBlend overrideEnv int idList < idEntityPtr < idEntity > , TAG_IDLIST > * nextSnapshotTime * alignDuringWarmup * eventTime float int mediumRangeDist idPlayerBodyReactionRestrictor_t::restriction_t countDownOnThrow int finished int idEntity float bool int invMass idList < int , TAG_SOUND_BSP > idLevelStats ssVec3_t int nextSampleTime bool float idColor idEntityPtr < idEntity > idVec3 int controlledPresentables icon armor laserShootInfo laserBeamMtr bool idList < idDeclJob::jobReward_t , TAG_IDLIST > idDeclInventory::inventoryUse_t declFirstFindTutorial bool bool easyTable bool bool int idEntityInfluenceTrail triggerLoopCount idStr int idMaterial * weaponFireType_t baseXp int takenNormalDamageScale idDeclDamage float throwsPlayer bool bool entity float float bouncyness int swimStrokeAltCurve * faceIndex * levelStats int lastUpdateTime impactOverrideTimer int useRigidBody pieceMinBounceVelocity borderColor int handsIKCatchupOffsetLeft idVec2 * idEntity * idIndex < short , invalidJointIndex_t > targetFrictionEnable debugRewards itemUse ammoSlot * validAxis int canDeattachBones idVec3 float * pvsArea_t float bool tag cycleTrigger cycleTrigger influence float int idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_t , TAG_IDLIST > int namePitchJoint iconAmmoSecondary * nextAnimState fireType * controlSplashDamage * traversalEvasionAimDist cookable int bApproachBrake idTypeDef bool * idList < idAnimWebScalar , TAG_ANIMWEB > * damping contactFriction idAAS2 idDeclJobTimerEvent int idEntityPtr < idProjectile > selfDamage * farAmount entity int jointRotation takedownTypes_t position pos crazyBounceChance int declChangeId areas maxSlope int startPosValid *[11] idMaterial int stopSounds * deathFadeStartTime intVal * idMaterial int idSWFSpriteInstance * lowHealthAmountLow bool * idSGFreadThread type ignoreArmor int scalars bool aases idCircularBuffer < idVec3 , 5 > eventDecl * cookingProjectile aas particleIndex takedownTypes idMaterial * mgDeclSmartLoot::itemGroup_t laserSightInfo_t int idMaterial * idDeclTutorialEvent * idDeclTable * nodeStartTime saveSlotEmptyMat * prevSystemTime timeToBeSilenced * lastHandledEventTime incompleteIcon float float aimCoverHideChance float * inheritParentSpeed * readThread * unsigned int idVec3 bool hasMaster int idList < sbspArea_t , TAG_SOUND_BSP > idChapterStats ssColor_t int positions mat idPresentablePtr < idPresentable > bool int idDeclImpactSound int idColor idClipQuery idVec3 cur wrongWeapons icon_locked * ammo_light int laserBounceIndicationInfo * laserDotMtr bool idStr bool int declHeavyWeaponOutOfAmmoTutorial bool idStr int normalTable bool bool bool int jumpToState int idStrId bool localXpScale takenMeleeDamageScale idDeclParticle float impulseScale bool spawnId float float inertiaScale swimStrokeIgnoreInput areas chapterStats nextUpdateTime attacker int useStaticMulti impactTable * currentColor pointTraceMulti handsWeaponPivotOffset float idVec2 idDeclInventory float targetAdhesionEnableWhileMoving spawnSpot * initiallyHidden extraFireInterval * validTag afName idVec3 float idMat3 bool int globalWind * useGlobalShadows int impaleEntity idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_Pitch_t , TAG_IDLIST > float float int exitInfo * primaryFiremodeSelectedRight ammoClipCount numBlockedShotsConsecutiveToReleaseTrigger int controlEndParticle * traversalEvasionGunfireDist int idDeclTable int arcMinAngle * bAvoidWalls bool max idList < idAnimWebScalarPair , TAG_ANIMWEB > restLength * bouncyness int idTraceModelCache * idDeclJob int idDeclProjectile int fadeTimeDelay skyAmount item int totalSpin int takedownTypes_t impulsePoint maxRippleMagnitude int externalRotation int areaOffsets int areaNum seekPosValid swfDictType_t pitch deathFadeLength floatVal float float * idMaterial * idSWFSpriteInstance bool * lowHealth int idSGFwriteThread int firstStatement ignorePlayer scalarPairs float int traceModelCache idCircularBuffer < idVec3 , 5 > jobDecl cookingProjectileDecl numParticlesInUse int pipeTakedownTypes * idMaterial int mgDeclSmartLoot::itemGroup_t laserSightInfo_t float bool * idDeclTable * prevNodeStartTime type * totalElapsedTime fov additionalSpread int playerIndex * completeIcon crossLeftObj primaryFiremodeSelectedLeft float * aimHeavyCoverHideChance float writeThread float float bool [8] masterYaw int idList < sbspNode_t , TAG_SOUND_BSP > idDeclMetric char viewdirs float * idEffectPhysicsBreakable int idEffectPhysicsBreakable int idColor idClipQuery idVec3 int wrongAmmo int picture ammo_heavy * stroboIndication int laserBeamHeight bool idStr idDeclInventory::weaponAimSettings_t idStr isDualWieldable idDeclHandIK idClip hardTable bool float * loopCountToTrigger * idDeclWeapon bool float loadouts * takenProjectileDamageScale * idDeclFaction bool impulseScaleY bool radius float float mass swimMoveUseSetOrigin nodes decl stateFrame int damageDone int breakablePhysics dll breakablePhysics int selectedColor pointTraceSingle int handsWeaponPivotOffsetLeft float float bool sc targetZoomSnapEnable mapName aimWeaponSettings int shootAnimPostfix * declHandIK clip idVec3 float idVec3 * unsigned char idVec3 bool fadeOut useSmokeSystem impaleDepth float int idList < splineMoverModifier_t::splineMoverModifierSound_t::splineMoverModifierSound_NewSoundInfo_Volume_t , TAG_IDLIST > * idList < idGoreComponent::goreFrameDamage_t , TAG_IDLIST > * idStaticList < idAIVar_String , 8 > int weaponDecl * dualWield * ammoTotalCount percentBlockedShotsToReleaseTrigger web berzerkerFaction end canUseStairs arcMaxAngle int bNoFireMoving bool idScalarMemBlock int minLength * totalMass [8] idTraceModelRecycler bool fadeTime count int fullSpinThrottle * idRandom bool int impulse mass externalPosition int areaPVS origin done idMaterial volume * frameDamage int stringVars float bool bool * idStrId idSWFSpriteInstance bool bool * lowHealthPulseTimescale idSGFdecompressThread numStatements ignoreArmoredBreakables scalarMem float * traceModelRecycler idVec3 * stoppedTime * canInteruptCooking int idEntityInfluenceTrail random useCusomTakedown bool int mgDeclSmartLoot::itemGroup_t bool float idDeclAiEvent idDeclTable int nodeStartFrame material int idAIScriptedAnimWeb::loopTriggerType_t totalFrames * useDifficultyDamageScale * hasLoot logText crossRightObj laserPrim * idList < onlineLevel_t , TAG_IDLIST > float gunfireCoverHideChance canDropOffLedges float * decompressThread * unsigned int float bool masterDeltaYaw idStat::statValue_t void * waitPosition idFSMCallback float idSoundShader idPhysics_Static int idColor idGatherQuery bool influence int unlocked aas ammo_grenade hasRemoteCuttingUpgrade laserDotSize float idList < const idDeclLayer * , TAG_IDLIST > int idList < const idDeclInventory * , TAG_IDLIST > idStr reloadEventDecl idTreeAnimator nightmareTable idInterpolateAccelDecelSine < idVec2 > float idStr loopTriggerType idDeclAmmo bool * idDeclInventory::itemTypes_t bool levelList pos takenDamageMultiplierScale int idDeclParticle bool impulseScaleZ float peerInRangeMask float idVec2 inverseMass * swimStrokelocalDir hud numEnvironments sessionValue callback * spikeDamage * sndBreak * physicsObj int didActionColor gather useDWOffset * removeCond_t float bool bool targetValidFovDot int layerList int giveItemsOnReceive * reloadAnimPostfix * entityNum * treeAnimator idVec3 float bool pvsCurrent_t idIndex < short , invalidReachability_t > idVec3 int windGust fadeIn * constraintName idEntityPtr < idEntity > bool dir idStaticList < idAIVar_Float , 8 > int playerAmmoDecl laserSec int itemType int freeAmmo int bfgDeathParticle * canClimbLedges idDeclTable int heightLimit int approachCollideCount bool idList < idAnimator_BlendEq::idNamedAnim , TAG_ANIMWEB > int maxLength int suspendVelocity idClipModel bool * removeCondition equip soundRunning float bool centerOfMass inverseMass int hasExternalPositionAndRotation currentPVS * nextReachIndex direction int idList < idAnimWebScalar , TAG_ANIMWEB > * idSWFShape int targetEmitter goredFullBody floatVars float bool * idStrClipModel idDeclInventory idSWFSpriteInstance bool bool int lowHealthPulseGamma fp idSGFcompressThread int parmTotal * ignoreFriendlyFire * namedAnims bool * deletedClipModels active int cookingStartTime int idPlayerHud int emitFovScale takedownWindowAlwaysOpen * mgDeclSmartLoot::itemGroup_t upgradeInfoMD6 float idDeclAiEvent float scalars shape bool maxDeltaTime senseUpdatesOnNonEnemies int clipModel int currentFocused crossSmallObj blockSelection float damageCoverHideChance canDropOffBarriers float int compressThread idVec3 bool wasHistoryInitialized idStat::statValue_t int waitTime * idPresentablePtr < idPresentable > * idSoundShader idStrClipModel idColor idFocusTrace::focusTrace_t float int playerHud * curCount * ammo_shells int remoteCuttingUpgradeMD6Info * laserDotDepth float idList < const idDeclLayer * , TAG_IDLIST > int idList < idDeclInventory::itemListElement_t , TAG_IDLIST > idStr * silencedGunfireEventDecl idClip * idMD6Anim * applyDamageScale * idSoundShader float idEntityPtr < idEntity > int disableIK pos idDeclAmmo bool float pos globalXpScale assistPoints idDeclAIBehavior::idForwardCoverCaps bool duration idVec2 tfr idDeclProjectile::notHitscanInfo_t::homingInfo_t::attackStyle_t changedCount contactInfo_t centerOfMass ignoreSurfaceBreak * numDoors int aggregatedValue spawnId eventId victim sndCrumble clip int dividerColor focusTraces * dwOffsetterBlend bool float * idList < idWeaponIO * , TAG_IDLIST > targetMaxDistance int layerListDeactive * giveItemsOnRecieveWithCount * ammoChangePrefix clip * modifiedAnim idVec3 std::map < int , fxRandomValues_t > bool int sndBaseWind int fadeOut impaledEntity idSoundShader bool idStaticList < idAIVar_Int , 8 > * aiAmmoDecl num blockSelectionDW int statusType int minMuzzleDirDot forwardCoverCaps int canClimbBarriers float * attackStyle * approachCollideTimestamp bool swf idMD6Anim * contact suspendAcceleration int idList < int , TAG_COLLISION > idList < idJobTimerIteration , TAG_IDLIST > int primaryLoot int itemIOs accelerationDir float idActor::idActorVolatile * emitTime * centerOfMass randomValuesMap bare travelTime int obstacle int idScalarMemBlock * idSWFSprite sound * externalFullBody * disableWorldCollsion intVars soundChannel_t idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * idJointName * idList < idEntityPtr < idEntity > , TAG_IDLIST > fsm idSWFSpriteInstance ffr idHudInfo::weaponSelectionElement_t bool bool * lowHealthBorderFadeDuration int idSysSignal locals int isMelee anim streamAreas [13] int iterations int cookingDetonationTime idHudInfo * emitModelDepthHack int actorVolatile mgDeclSmartLoot::itemGroup_t bool float idDeclAiEvent scalarMem sprite bool * channel dropAnimAlias joint neededItems * crossCutObj * weaponElements onlyCoverHideNoHelmet canUseLadders float blockRequested idMat3 lastHistorySaveTime int flatSoundBSP_t nearCoverIndex idAIEvent int idRenderModel idDeclImpactSound bool * idColor idAngles * hudInfo curAddCount int ammo_shrapnel hasZoomLens int laserDotMinSizeScale float idList < idStr , TAG_IDLIST > idStr gunfireEventDecl int idDeclHandIK idList < idAnimator_AF::idAFJointMod , TAG_AF > applyDamageScaleEndTime idSoundShader float bool disableSolid idDeclFX float xpCap * revengePoints idDeclAIBehavior::idBackwardCoverCaps bool damageMax * idMaterial * idEntityPtr < idEntity > int stopSerializeCount float float int inertiaTensor currentWaterEnt flatBSP *[3] objectId int eventData pModel int impactSoundTable int physicsInit * backGroundColor numFocusTraces dwAttachAngles idPlayerProgress::Pickups float idStr * targetSelectionRadius delayTime * engineerableItems int ammoChangeAnimOverride decl jointMods idMat3 * idFXManager::fxActionCall_t * idStaticList < idGlobalLensFlareManager::lensFlare_t , 1024 > idObstacleAvoidanceCore::avoidColor_t sndGustOverlay alphaScale int needsReset int soundChannel_t bool idStaticList < idAIBlackboard::idVarInfo , 24 > aiFXDecl int minMuzzleDirDotGangsta backwardCoverCaps * canUseElevators idDeclTable * tracerMtr * launchEntity bool unsigned char separation * noMoveTime int idClip::idClipQueryParms * idDeclSpecialEvent int uniqueIndex int equippedDecl lastEventTrigger * idDeclImpactSound * idAnimator_WalkIK int entityNum int inertiaTensor actionBuffer lensFlares int areaNum color idSWFFont int channel externalFullBodyDelay setCollisionContinously vars idSoundShader idStr idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool * idSWFSpriteInstance bool * lowHealthBorderFade * idSysSignal * filenum burning wrapMode idVec3 * queryParms decl int lastActionTime unsigned char impactSoundTable walkIK * mgDeclSmartLoot::itemGroup_t bool float bool [16] blendEventMask font bool shader acquiredTargetAnimAlias removeItemsOnCompete crossSmallLeanUpObj int showWeaponSelectionStartTime [sizeof(idHudInfo)] idStr int gunfireHideBailChance canUseTeleporters [3] idDeclTable int blockAvailable bool idMat3 originHistory long float char nearCoverTime float float idList < idGuiListBox::row_t , TAG_IDLIST > * trace_t idParametricDecay int serializedHudInfoBuffer curAddReq * ammo_rockets hasChargeLens laserDotMaxSizeScale float bool idDeclFX idStr * attackVariations pad idAnimator_HandIK::handsIKEvalParams_t idList < int , TAG_AF > invulnerabilityEndTime loop bool float fileName * comboPoints int idDeclAIBehavior::idDynamicCoverCaps bool table idMaterial bool int clientThink int idAFConstraint_ContactFriction float inverseInertiaTensor lastWaterEnt startMilliseconds name int lastFSMEventTransCode excludeAngle pieceMinBounceVelocity entityOwnerIndex rows int offset_decay float float idIndex < short , invalidJointIndex_t > targetZoomSelectionRadius int hideVehicles weaponFX * weaponPrefixOverride evalParams * jointBody idMat3 idVec3 idVec3 int minGustDuration startDelay * savedAFContents soundShaderFlags_t * idList < idGoreComponent::goredPiecesInUse_t , TAG_IDLIST > bool int idAIBlackboard::varArray_t * infAmmo minMuzzleDirDotUpsideDown id dynamicCoverCaps int canJump float tracerMtrQuad bLaunchDirFwd idList < int , TAG_SCRIPT > bool int unsigned char noMoveTranslation * idDeclGameStateInt [3] idMeleeTrace knockBackScale collectionId joint idDeclWalkIK infoHandle int inverseInertiaTensor actionBufferPos allocId origin start idSWFText flags [2] goredPiecesInUse * perfectOrigin varArray * replicatedSoundFlags_t bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * idList < const idDeclInventory * , TAG_IDLIST > idSWFSpriteInstance bool int lowHealthFadeOutDuration [6] idSysSignal * parmSize * noSound weightGroup float * numQueryParms decl handsMeleeTrace idPhysics_Player * pieceLifeSpan walkIKDecl int idStrId idInventoryAttachmentDef::startingSlot_t bool bool idVec3 [16] bool * declChangeId text float internalFlags lostTargetAnimAlias int isObstacle int neededItemsDecl crossSmallLeanRightObj showWeaponSelectionLingeringTime int idList < const idDeclCredits::creditInfo_t , TAG_IDLIST > int damageHideBailChance canSwim idColor blockFinished gameTeam_t * idPhysics_RigidBody::rigidBodyFlags_t float yawHistory idStr * idPlayer char * lastFireTime idTypeInfo * idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > bool * idHandle < short , invalidEvent_t , INVALID_EVENT_HANDLE > [3] idEntityPtr < idEntity > bool int physicsObj int perkName int startSlot * hasReflectionLens * laserDotQuad float idDeclJob::jobSpawnInfo_t * idDeclInventory::inventoryDeclType_t idDeclAmmo::zoomModeOverride_t weaponIdleRotation bool int isInvulnerable idVec3 idVec3 perfectOriginBlendDuration * idAngles float * creditList int defendPoints idList < idAIFormation , TAG_IDLIST > bool color idSoundShader float team idAFConstraint_Contact float currentWaterSurfaceHeight [2] processName owner type end nextStateType fadeStartTime damageTypeScales linked * eventDef entity moving bool float * idAnimStack * idIndex < short , invalidJointIndex_t > targetCoverZoomSelectionRadius acceptSpawnInfo inventoryDeclType int zoomOverride isInitialized numJointModUsed float float idDeclFlare float idVec3 * maxGustDuration distributionScale * lastOrigin * idEntityPtr < idEntity > int idList < idIndex < jointIndexType_t , invalidJointIndex_t > , TAG_IDLIST > * startAngles * alwaysAimingDistance formations int canUseTraversals int idDeclTable * sndTracer int launchDuration idStr bool float noMoveRotation idStaticList < unsigned int , 2048 > idHands::idHandsAction useStaticPhysics * animStack * bindJoint float int idInventoryItem minBounceVelocitySqr stopSpeed int serializeActionCount declFlare int defaultSpeed idAtomicString idSWFEditText targetEmitter jointsGoredThisFrame index float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * idIndex < short , invalidJointIndex_t > idList < idEntityPtr < idEntity > , TAG_IDLIST > * idSWFSpriteInstance *[15] bool [2] lowHealthFadeOut * idStrStatic < 32 > name * noViewEffect rate short translationQueries int idHandle < int , invalidThreadHandle_t , INVALID_THREAD > * gameStateValue pendingAction idHands pieceAngularVelocity equipped int idStrId bool float bool curNodeStateName * edittext bool volume int breakAnimAlias jointIndex int onActivate int crossSmallLeanRight2Obj showCrosshairAndUseTime idDeclCredits::creditEntry_t damageHideBailMaxChance canUseTraversalEvasions idVisionDamageElement buildVersion rigidBodyPState_t float atRest int idCompileStatus idList < idAchievement , TAG_IDLIST > char threadHandle idEffectPhysicsPieceEmitter i idEventArg float bool hands int perkDesc count [2] hasLockOnLens fadeIn float idDeclJob::jobSpawnInfo_t * idPlayerProgress::Upgrades * burstMode_t int oneHandedWeapon idVec3 idVec3 bulletTimeEndTime float * releaseAI float bool * entryType * covertPoints idStaticList < const idDeclAITurnParms * , 3 > bool contrast float int ownerPlayerIndex idVec3 float int current currentWaterHighestSurface vec compileStatus achievements transCode * fadeEndTime * armorValue * piecePhysics args distance int doLandAnimation idProp_Moveable::idClipOverride float idTreeAnimator bool targetHeadShotZoomSelectionRadius * readySpawnInfo lockUpgrade int initialBurstModeOverride int targetOrigin gravityBeforeSync int idStaticList < idEffectPhysicsCuttable::model_t , 10 > float fxActionState_t idRenderModelFlare float char int gustCrossFadeTime * smokeSystemRate smoothMovement soundChannel_t idList < int , TAG_IDLIST > bool idVec3 int turnSpeed * useMuzzleDirForFireAxis turnParms * hasBumpedReaction int tracers launchSpeed char bool idStr [32] int coneAnchor int minMoveTime int idStaticList < unsigned int , 2048 > idDeclJob int idHands::idHandsAction clipOverride cachedAnimator blockUseAnim float idAttachmentCollection freeModels int maxLinearVelocity * actionState * renderModelFlare int swimSpeed text int idList < idPlayer::lightDebugHelper_t , TAG_IDLIST > idAtomicString idVec2i channel wounds clearPerceptionFlagsOnExit int projectedOrigin float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int tagData_t f1 idList < idEntityPtr < idEntity > , TAG_IDLIST > * idSWFSpriteInstance bool * midHealthAmount short stringPtr stuns * blendEq bool rotationQueries function_t decl * lingeringAction idBobCycle int pieceFriction attachments bool bool bool float bool idVec3 int lightDebugHelperTypes curNodeSubWebName int imageSize bool pitch * shootAnimAlias tagData onPlayerUse * crossSmallLeanRight3Obj weaponSelectState * idStrId minAimDodgeInterval * useTurningCircles * idVisionDamageElement pointerSize float int idHandle < int , invalidInfluenceTrail_t , INVALID_INFLUENCE_TRAIL > rigidBodyPState_t int onGround int idVarDef * idStaticList < unsigned long , 500 > char function * idList < idStateData::transition_t , TAG_AI_TRANSITIONS > bool bool * idDeclImpactSound float float int bobCycle int isParent int forSale isLKW fadeOut float idDeclJob::jobSpawnInfo_t f2 idDeclWeapon twoHandedSingleWield idMat3 onAiPushDir float bool float * setPerceptionFlagsOnExit float bool * localizedStr brutalPoints bool brightness bool pvs influenceHandle idVec3 float saved waterLevelCheckMod * returnDef int eventBasedAchievementStamps name int transitions int isActive * radiusDamageKills * impactTable * editorTimeMS addMovementSpeedBlend idProp_Moveable::waterInteraction_t float * idClipModel bool int targetAdhesionRadius completeSpawnInfo * equipWeaponOnUse int burstCountsOverride int targetAxis * syncTime int idStaticList < idRenderModelCuttableDynamic * , 10 > float idRenderModelFlareOcclusionQuad float idVec3 gustWeight * inheritMasterVelocity fakeOceanBuoyancyCoef idEntityPtr < idEntity > * idList < idAtomicString , TAG_IDLIST > bool idVec3 minPitch * useWeaponSpread usesSearch float * doRandomTracers launchDoneTime float bool idList < idAnimWebScalar , TAG_IDLIST > coneAxis int maxMoveTime int idStaticList < unsigned int , 2048 > missionStatus_t idEntityPtr < idProjectile > waterInteraction int sphereModel int hasBatteryUpgrade float * idInventoryCollection models maxAngularVelocity * renderModelFlareOcclusionQuad flySpeed int idAtomicString idVec2i targetEmitter noEffectTags keepIKState * curSimPos float * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idPresentableDoorAnimated * idEntityPtr < idEntity > * idSWFSpriteInstance * idList < idHudDangerInfo::commanderInfo_t , TAG_IDLIST > bool * midHealthFadeOutDuration short _float * instantRagdoll scalars char motionQueries idList < signal_t , TAG_IDLIST > status [2] previousProjectile int viewDof_t end pieceMinBounceVelocity inventory bool bool aas idDeclAmmo float bool int lightDebugHelperCommited int destNodeStateName * imageAtlasOffset bool [12] int soundFadeTo * SilencedAnimAlias * presentable * completeFocusEntity int crossSmallLeanDownObj slotEquipped commanders idStr int maxAimDodgeInterval int usesAvoid int idVisionDamageElement saveFormatVersion int unsigned char idClipQuery float * idVarDef * idStaticList < int , 500 > char signal [2] idList < idStateData::transition_t , TAG_AI_TRANSITIONS > idVec3 bool float int idList < idComponentTimeLine::idTimeLineEntity , TAG_IDLIST > idClipQuery float int behaviorDof int integrateCount lootable int ammoDeclChargeFire int bounceFade float int idDeclJob::jobSpawnInfo_t bool int idMaterial * throwableWeapon bool onAiChangePushDirMilliSeconds float float float enableHeadTracking float bool entry0 * incapacitatePoints bool int brightnessAdd float idEntityPtr < idEntity > *[3] * usablePlayerMask idVec3 float end motionQuery int waterModeSurfaceOffset returnStringDef eventBasedAchievementIndexer comments int eventTransitions right int reorientOnSwap pieceMinBounceVelocity entityEvents pointTrace int addMovementScaleBlend idSoundShader float targetAdhesionYawSpeedMax int failSpawnInfo isIntegrated icons targetIsOffset poseTime * idStaticList < idEffectPhysicsCuttable::piece_t , 8 > idVec3 idDeclTable float * idObstacleAvoidanceCore::avoidColor_t minWindVolume masterVelocityScale * inAirMoveCoef soundChannel_t idPresentablePtr < idPresentableAnimatedEntity > bool idVec3 int maxPitch int ignoreAimFocus usesAvoidRun idDeclTable int tracerSpeed * launchCeiling float bool idScalarMemBlock int body1Axis * impulseThreshold * idStaticList < unsigned int , 2048 > bool sound_spawn int driftAmount * sphereModelContents int nextTakeBatteryTime float pieces int maxSimulationTime * colorModulateTbl [4] crouchSpeed color int idDeclEntityDef idAtomicString idVec4 channel presentablePtr forceTransition curSimVel float float * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > pos idAnimator_Channel int idSoundShader idSWFSpriteInstance int idList < idHudDangerInfo::dangerInfo_t , TAG_IDLIST > bool midHealthFadeOut idStr vector int ragdollOnDeath scalarMem idVec3 int motionContactsQueries idEntity int displayAlreadyCompleted meleeComboCount idUCmdTracker pieceCollisionAgeDecay damageGroup bool int idDeclAmmo float bool * idPlayer::idPlayerCover thirdPersonHandsDef int destNodeSubWebName * channelScale bool soundFadeTime SilencedIdleAnimAlias doorAnimator hoverSound * crossSmallLeanLeftObj numWeapons int crosshairDangers idStr int sidestepDistance int usesAvoidCover idVisionDamageElement name usableState_t float float localOrigin int idThreadManager idStaticList < int , 500 > self * idList < idStateData::transition_t , TAG_AI_TRANSITIONS > idVec3 int idList < int , TAG_IDLIST > bool float int ucmdTracker1 location * showHolstered ammoDeclChargeFireMega clamp float idDeclJob::jobDebugInfo_t * unsigned short idMaterial int allowOneHandedReload bool cover float idDeclParticle float useAnimationOrigin float float entry1 * incapacitatePointsPerSecond bool int saturation float * idEntityPtr < idEntity > trm usableState float float * lastTimeStep waterModeUnderwaterOffset int threadManager eventBasedAchievementValues offset int fsmEventTransitions int fadeTime int pieceLifeSpan nextEventIndices * hovered extraWebScale idSoundShader bool targetAdhesionPitchSpeedMax int debug_accepted type extraIcon int targetIsSlave restStartTime idEffectPhysicsBroadPhase idVec3 idMat3 idVec3 * obstacleTrace_t maxWindVolume particleSystem rotationCoef bool idDeclGore bool idVec3 minYaw * blockOnBreakableFraction int usesAvoidDive tracerLength launchCeilingTrigger float bool idList < idAnimator_BlendEq::idNamedAnim , TAG_IDLIST > [256] cosAngle int timeScale int idStaticList < unsigned int , 2048 > sound_bounce delay ownsAnimStack maxBattery float int idList < idEntityPtr < idEntity > , TAG_IDLIST > int broadPhase * collisionPoint axis sunDirection nearestDestArea traces idAlignedEntity idHandle < short , invalidAnimWebHandle_t , INVALID_ANIM_WEB > idAtomicString setNewPitch int goreDecl int noRandom int traceFrom float int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idStr int idSoundShader idSWFSpriteInstance * dangerHUDEntry_t float bool map heavyHitAmount idStr quat simplifiedRadiusDamage anims idVec3 stepMoveQueries idEntityPtr < idSplinePath > triggeredCount lastMeleeHitTime int idUCmdInhibit::inhibitFlags_t pieceCollisionVolumeDecay * touching int idDeclInventory idDeclAmmo float * idAngles web idPlayer::compass_t int thirdPersonHands handle * imageName bool * volumeAdjustment * disabledAnimAlias * customSkin * selectSound int crossSmallLeanLeft2Obj prevWeaponSelection * slotsTaken * idMaterial float * diveDistance usesAvoidCower idVisionDamageElement mapName worldOrigin int idList < idProgram::idFileInfo , TAG_SCRIPT > idDecl splinePath int unsigned short idVec3 float float inhibitFlags countRequired inventoryDecl ammoDeclChargeFireSecondary scale float int idDeclJob::jobDebugInfo_t * unsigned short idList < idStr , TAG_IDLIST > minHandAngles float compass float idStrClipModel float useGravity float float * material int revivePCTPoints bool tintRed float lastUsedTime float float blockWaterChangeNum int fileList decl size flags * forward maxSimulationTime int pieceFriction startTime int itemCount * lagretain [2] idSoundShader idMaterial idVec3 int targetAdhesionContributionPctMax * debug_readyToTurnIn * subType meshesHiddenOnWeapon targetSlaveBlend * checkVoidAt float idVec3 * fxCondition_t idVec3 idVec3 float minDistance * meshDistribution int submergeOffset float idList < idAIScriptedAnimWeb::animWebState_t , TAG_IDLIST > maxYaw * maxBlockingDistance * usesPanic float * tracerHeight lastDamageTick bool [256] sinHalfAngle timeScaleRampStart int idStaticList < unsigned int , 2048 > bool sound_scrape material int serializedEyePos int batteryCount idEffectPhysicsPieceEmitter * idActorPhysicsCallbacks pieceCollisionAgeDecay collisionWaterPoint int condition int occlusionOffset nearestDestPos traceFractions idDeclEntityDef idAnimWebEventHandler_Zion * unsigned int newPitch [2] deathTime * animWebStates bounces bool idSWFSpriteInstance * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * idSoundShader idStr idAICoverCapabilities bool heavyHitFadeOutDuration _int simplifiedRadiusDamagePlayer maxChannels idVec3 * stepMoveContactsQueries float seen lastAttackTime idVec3 piecePhysics actorPhysicsCallbacks idStrId idDeclEntityDef idDeclAmmo float * idAngles * idSpringCamera thirdPersonLegsDef int eventHandler swfFrameNum * clearVolumeAdjustment UnSilencedAnimAlias * pushFlags int completeSound crossSmallLeanLeft3Obj currentSelection int commanderTexts idStr meleeCoverCaps usesBackStand idVisionDamageElement ptrLocation * highlightColor_t [4] idClipQuery * velocity idStr char cur lengthOnSpline short idVec3 idDeclParticle float idEntity idVec3 int firstPersonViewOrigin countDesc int entityDef int ammoDeclChargeFireSecondaryMega retain float idDeclJob::jobDebugInfo_t [3] idList < idStr , TAG_IDLIST > maxHandAngles idIndex < short , invalidJointIndex_t > bool springCamera float idParticleMeshDistribution idVec3 float * idDeclDamage title idlePointsPerSecond bool * tintGreen float float [2] highlightColor float float diveCQ filename fired name int refCount * lastPos fadeParticle emitFovScale owner itemIndex int swayOffset int idSoundShader float targetAdhesionContributionPctMaxZoom debug_completed intVal meshesShownOnWeapon int attachJoint * isLoaded float idVec3 float * maxDistance * distributionMesh * averageModelOrigin float * idList < unsigned short , TAG_IDLIST > maxAIYaw lcp damageDef * usesPounce * idDeclTable * tracerOffset lastDamageFraction * idEventArg bool int idMD6Blend::blendOp_t [256] cosHalfAngle timeScaleRampEnd int idStaticList < unsigned int , 2048 > idStr sound_pickup endTime serializedTotalCurHealth int upgradeAmount float idList < idDeclChallengeInfo::score_t , TAG_IDLIST > [16] pieceFriction collisionNormalVelocity time modulateTimeScale * nearestTravelTime * traceNumbers idAlignedEntity bool idSWFScriptObject * fadeTargetPitch activeFullBodyIndex * randomStates horizontalBounces int soundShaderParms_t [5] idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool swf idSWFSpriteInstance bool * idAICoverCapabilities bool heavyHitFadeOut args forceGore id firstBlendOp idVec3 slideMoveQueries float * areaDecl * lastWeaponUsedTime idMat3 * emitFovScale scores idList < perkType_t , TAG_IDLIST > * idList < idLootBox::RandomLootItem , TAG_IDLIST > [2] idDeclAmmo float bool * idEntityPtr < idEntity > xyz thirdPersonLegs clearEventsOnStateChanges object parms yaw aquiredMhAnimAlias aas msUntilClose noUseButton int crossLeftCrossObj * currentSelectArray int alarmReset idStr float int pistolCoverCaps usesGrapple int idVisionDamageElement saveSlot * unsigned int float pushVelocity controlPointLength * idStateTransition float * idPresentablePlayer::idPlayerExplicitMotion_t::explicitMoveType_t * idDeclParticle idEntityPtr < idEntity > * firstPersonViewAxis int requiredPerks loot ammoDeclLockOnFire * recenter float * gameDLCState_t idVec3 idList < idStr , TAG_IDLIST > lockingFire * idIndex < short , invalidJointIndex_t > bool recentAttacker float bool idMat3 float bool idDeclProjectileImpactEffect help idlePointsStartupTime bool tintBlue idVec3 float * predictedKey float float blockedAccelerationPercent int filenum accHits value transition int moveType * swapParticle emitModelDepthHack * activatingEntity * itemState tzero float float bool [2] targetAdhesionZoomYawSpeedMax dlcState int floatVal int meshesHiddenWhenEmptying int handJoint * isActive * fxExtraCondition_t float * windStrengthStartVal hidden averageModelAxis float bool * maxRange * updated impactEffect usesOnElevator idDeclTable int tracerZoomedOffset int lastDamagePush idEntity bool int idList < idMD6LeafPlay * , TAG_IDLIST > epsilon jointFrictionScale int idStaticList < unsigned int , 2048 > idList < int , TAG_IDLIST > * bounceMinVelocity int fadeStartTime serializedTotalMaxHealth * blockBatterySpin float * GameModeSP * pieceMaxLifeTime * collisionSurfaceType extraCondition cullDistanceSqr quickestDestArea * numTraces * unsigned char char fadeTime int fullBodyDecalIndex * currentState hasProjection idVec3 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool float * idSWFSpriteInstance bool * idAICoverCapabilities bool suffocationFadeIn owner int skipDuringCrouch leaves int aiPState_t * slideMoveContactsQueries float int jobStingersPlayed v0 lastOnLadderTime idVec3 int emitModelDepthHack int gameMode int idList < perkAbilityType_t , TAG_IDLIST > * idDeclInventory idVec3 bool idEntityPtr < idEntity > int handsNumFingerAnimations int skipFlags int position int destroyedAnimAlias int triggerTargetsOnOpen combatCalmDownTime int crossRightCrossObj int selectionAngleIndex * hasIntelUpgrade idList < idDeclOnlineCoopScoring::coopScoring_Multiplier_t::damageMultiplierTable_t , TAG_IDLIST > int rifleCoverCaps usesTakedownWindows * idVisionDamageElement totalSize bool idVec3 lm current char controlPointPCT idList < idStateTransition::transDest_t , TAG_AI_TRANSITIONS > playerExplicitMove_t idDeclParticle float float idList < idComponentTimeLine::ScriptEntityIndexAndTarget , TAG_IDLIST > idMaterial int serializedViewOrigin unlockedAbilities item int reflectionBeamAmmoIndex offsetAtMaxPitch float idStr idDecl * autoLock * idIndex < short , invalidJointIndex_t > bool killer float bool idList < idEntityPtr < idEntity > , TAG_IDLIST > float bool *[5] index int takenDamageTable bool int doubleVision idDeclRibbon idVec3 entityNumAdded bool float blockedAccelerationVec numVariables hitEnemy name int destinations singleMove int destroyParticle pieceCollisionAgeDecay playerScriptTargets * itemIcons decay float bool float int targetAdhesionZoomPitchSpeedMax dlcTrackingString v1 declVal lowAmmoInClip forearmJoint isClientAuthoritativeActive * idHandle < flareGuid_t , invalidFlareId_t , INVALID_FLARE_ID > idVec3 windStrengthEndVal int startOff int guiTargets float int idEntityPtr < idEntity > idVec3 int minRange int dangerClear int upgradDamageScale int canBeTagged * idDeclTable decl int lastDamagePos rofVsFPSCompensation function_t * idList < idMD6Branch * , TAG_IDLIST > [256] fudge jointFrictionDent * idStaticList < unsigned int , 2048 > idStr bounceMaxVelocity J1 startTime int useSphereModel currentClipSpinAngle RuleApplyPrefix_t * pieceLifeTime collisionContentFlags tagIdx handle quickestDestPos prevTraceNumbers * idList < idPlayer::grappleType_t , TAG_IDLIST > unsigned char char fadeDelay [4] activeWoundDecalPieceIndex int lastAttacker unsigned short bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float int idPlayer * idAICoverCapabilities bool suffocationFadeOut * function int playSoundTimer branches * aiPState_t int contentsQueries declName int blockNextSweepingMeleeTimeOut idMat3 ruleApplies cp idDeclInventory float idVec3 idSoundShader idVec3 grappleTypes requiredFlags xb360Image * presentableIndex int destroyedMhAnimAlias playerCanClose notificationStartTime crossHairStart prevSelectionAngle player idStr * meleeCoverCaps usesCombatLookFocus * idVisionDamageElement fileMagic * unsigned long float saved unsigned char controlPointIndex int idTypeInfo char int fxCondition_t float idMaterial bool * serializedviewAxis [4] unlockItem * dropPercent * reflectingBeamAmmoIndex offsetAtMinPitch float J2 idDeclJobRef idStr acquiringSound idIndex < short , invalidJointIndex_t > bool [32768] lastSpawnPos float bool idMover::moveStage_t float idIndex < short , invalidJointIndex_t > jointGroupName takenDamageResetTime bool blur idVec3 serverPermanetSoundChannels bool idVec3 float int modifiedMovementMaxPercent int variables * killedEnemy flags * transitionType title fadeCondition pieceCollisionVolumeDecay * eventTime int material int crouching * idDeclParticle idView::screenEffectGen_t bool int idIndex < short , invalidJointIndex_t > targetFrictionMaxDistance * dlcJobRequired strVal lowAmmoInPocket elbowJoint * isSyncing int idFXManager::fxActionCallType_t idSpawnId int windAngle * cycleTrigger stage moverSpeedBinding_t int idClipQuery int lookConeDegrees [10] jointIndex int usesCombatLookFocusRelaxed float int lastDamageDir rofVsFPSCompensationActive * varEval_t::class_1801 float idList < float , TAG_IDLIST > pyramidAnchor jointFrictionDentStart idStaticList < unsigned int , 2048 > idList < bool , TAG_IDLIST > bool pickupParticle genParms * serializedAimAssist * clipJoint int idList < idInventoryAttachmentDef , TAG_IDLIST > int pieceFadeTime collisionWaterEntityNum actionType int entitySpawnId quickestTravelTime int prevNumTraces idAnimator_AnimWeb::forcedEdge_t char int speedBinding activeWoundDecalIndex lastAttackerTime int traceQuery int unsigned short idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > c1 idHudInfo::notificationInfo_t float bool idAICoverCapabilities idDeclAIBehavior::idDamageBehaviors int suffocationFadeOutDuration idStr value int blockedRadiusDamageScale * aliasWeights idClipQuery * contactsQueries idVec3 approachPlayedList end blockNextSweepingMeleeCheck idVec3 int startingInventory char * idDeclTrailBeam float idEntityPtr < idEntity > * blockGrappleUntil * forcedEdge int xbOneImage int peerMask end activatedAnimAlias int numMaxOpens int notificationInfo int crossHairSpread calcSnapOnAngle valuesFetched idAnimAliasRef float pistolCoverCaps damageBehaviors idVisionDamageElement factionNameId bool float stepMoveQuery idStaticList < unsigned char , 32768 > float ssEnumInfo_t controlPointOrigin int idTypeInfo * idMaterial * fxCondition_t idPresentablePieceEmitter::emitPieceItem_t int idEventCallInfo bool originError * iconMaterialName trm minCount * trailDeclShot offsetByYaw float end idDLCRewardInfo::dlcRewardJobStatus_t char idSoundShader acquireLoop int idIndex < short , invalidJointIndex_t > bool quickTurnAttacker int idEntityInfluenceTrail idDeclRibbon idMover::moveStage_t float [10] idIndex < short , invalidJointIndex_t > aliasName int multiplier int negative int hideDuringFirstSSInterval int idDeclInventory idMat3 float modifiedMovementAngle variableDefaults * damageEnemy values c2 nextStateType material int swapCondition emitPieceBuffer eventCall * itemCount * instantCrouchChange int idRenderModel bool idIndex < short , invalidJointIndex_t > targetFrictionOptimalDistance dlcJobMinStatus typeName * lowAmmoWarningSound int shoulderJoint hasBindConstraints idVec3 bool bool int unsigned char idBounds int influence int declRibbon * currentStage idEntityPtr < idEntity > * travelSafetyMargin * jointIndex2 * idDeclTable int curFireWindupTick * replacesDecl idStr idMD6Branch [64] int pyramidBasis jointFrictionDentEnd idStaticList < unsigned int , 2048 > idList < bool , TAG_IDLIST > bool particleModel numGenParms int wasAddedToAimAssistList meterJoint int idList < idAtomicString , TAG_IDLIST > pieceMass int position * immediate * isAutosprited cells bbox idPlayer::idPlayerBehaviors float char int targetEmitter activeWoundDecalTimestamp * lastNonPlayerEngagementTime * lastTraceFrame unsigned char idList < idHudInfo::notificationInfo_t , TAG_IDLIST > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > [2] idList < idDoor_AnimatedPiece , TAG_IDLIST > float idAICoverCapabilities bool suffocationTimescale idDeclFaction name knockBack * mergeBranch * idClipQuery int clipQueries idVec3 int jobOfferPlayedList int deleteWeaponOnBringDown float layers char idDeclTrailBeam float idSoundShader noPushMask int behaviors lo randomBlendVals ps3Image int changed deactivatedAnimAlias collisionParts notificationsPending maxSpread * savedSnapIndex lastUpdatedDanger * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int rifleCoverCaps usesCombat int idVisionDamageElement parentFaction bool idVec3 contactsQuery idStaticList < function_t , 1024 > char * controlPointOriginNext idDeclTutorialEvent * fxCondition_t idEntityPtr < idEntity > bool bool * deferredOriginOffsetZ pictMaterialName * maxCount obj trailDeclBounce offsetByPitch float bool char idList < idAtomicString , TAG_IDLIST > lockedSound float bool * quickTurnAttackerTime idRibbonManager float tagData_t int aliasHandle * numTimesHit bool int chromaticAberration int queueForDelete unsigned int idVec3 float modifiedAccelerationVec functions * headshotEnemy type transCode * tutorial * destroyCondition * emitPieceBufferPos entity usable int decay_active lastShotRight idDeclInventory idVec4 bool idIndex < short , invalidJointIndex_t > targetFrictionOptimalRadius int dlcMarkGivenEvenIfJobTestFailed mediaFilter * additionalFireAnims hi handToForearmLength * walkIKDisabled idSoundWorld idVec3 bool short idVec3 fadeOut ribbonManager acceleration soundChannel_t float trace_t rangeSafetyMargin * tagData usesAdvance int idDeclTable float * lunarThrustCutoff int fireHandle [2] idVarDef bool * idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > * body1Axis * jointFrictionDentScale idStaticList < unsigned int , 2048 > idList < idEntityRetainedState , TAG_IDLIST > inventoryDecl topLeft isAimAssistable meter2Joint * idMaterial * soundWorld * positionFiltered * viewCallbacksID inPlayerPVS int gravity bool perkAbilities_t idMD6Branch char int channel activeWoundDecalLastTime * nonPlayerEngagementTimer int lastTraceResult unsigned char idWeapon bool int idHudInfo::pickupLog_t float idStr idVec3 bool suffocationGamma int waterHitMagnitude * idRelationshipList defs int knockUp animAlias idVec3 int localTranslationQueries [18] bool entityRetainedStates lastShotLeft float mapMaterial * idStrId idLootBox * idDeclTrailBeam bool float dropToFloor float * perkAbilities mergeBranch int ps4Image int lastChanged e turretWeapon testForActorsWhenClosing logs int convFactor * fullText origin * unsigned int damageDirection_t int idSoundShader usesFallback idVisionDamageElement relationships idClientServerInterface bool lastCollisionNormal [9] idStaticList < statement_t , 5120 > char * initialized int idFiniteStateMachine idDeclTutorialEvent * idDeclAiEvent idPhysics_RigidBody idStr char * idParametricDecay bool * lastFov abilityName * lootBox trailDeclLockOnFire int lockedHorizontal float int idList < const idDeclInventory * , TAG_IDLIST > idAIActionParm::parm_t bool lockTime float bool bool int quickTurnturnDoneAtTime bool bool float idClipQuery * entitynum * damageDir * soundShader bool int radialBlur int csInterface * idAmmoItem float float * canCrouchSprint statements * headshotEnemyKills name * tutorial sc damagedAiEventDecl int physicsObj * groupRow help rot crouch_decay isIdle idVec4 idVec3 idIndex < short , invalidJointIndex_t > targetFrictionRadius dlcGiveItems parmType int chainFire * lowerArmLength disableVoidTest idEffectPhysicsProperties idVec3 * idRenderModelEffects bool idDeferredVisQuery idVec3 [2] testSolid int startOff int envArea movetime bool * idClipQuery float idVec3 * reserveRadiusFeet * clipQuery int unsigned int usesOpenCombat float nextDroneCollideEffect ammoClip * idVarDef float int cosAngle int contactFrictionScale idStaticList < unsigned int , 2048 > [16] idList < idRetainedItemMemoryForMap , TAG_IDLIST > bool * inventoryCount topRight int barrelJoint int idAtomicString properties * positionAtRest effectsModel enabled nextInHash * lastDir bool perk_t idAnimator_ChannelWeight * idMaterial * setNewVolume clipQueries int playerEngagementTimers idWeapon bool * idHudHelpInfo float float idVec2 shotnum bool desaturationHealthAmountHigh waterHitRadius idDeclFaction selfKnockbackScale int numAddedChannels idVec3 * localContentsQueries [18] bool retainedItemMemoryForMap * meleeTraceHit idInterpolate < float > mapPart idStrId idDeclProjectileImpactEffect::projectileImpactEffect_t idDeclElectricBolt * idAngles int idSoundShader noImpact int idAngles perks int channelWeightAnimator xb360Material time additionalTurretWeapon AICanHear int helpInfo int currSpread int fadeTime int forward unsigned int idList < idTwitchPain_JointGroup , TAG_IDLIST > idDeclVoiceOver usesMelee [6] idVisionDamageElement otherFaction unsigned int lastCollisionPoint x idList < idTypeDef * , TAG_SCRIPT > char dirty int idState idEntity * idDeclDamage idPresentableProjectile_Homing::homingState_t idStr char float bool zoomFov abilityDesc * debugDefaultEffect int empBoltDecl * minAngles float int splinePathType_t bool bool lockOn float bool bool int quickTurnviewAnglesTarget bool * idColor float idClipQuery * gametime int jointGroups [3] voiceOver bool * distortion int idClipQuery int entityTypeFlags idDeclAmmo float float * lastJumpChance types actorsKilled value prevState * activator * damageDecl * homingState * parentRow * useText sprintSlidePoseBlend isOneHanded idVec4 float bool * targetFrictionMultiplierMin type isEnum * chargeFire * upperArmLength noApplyImpulse idEffectPhysicsRigidBody idMat3 int idTracerManager::tracerBufferItem_t int idDeferredVisQuery idVec4 int hasMaster * cycleTrigger lightColor int deceleration float idClipQuery bool float int viewFov clipQuery2 int weaponStatsTag_t [6] usesSneakUpOnEnemy float int bodyCollision nextAmmo y idVarDef bool * sinHalfAngle contactFrictionDent * idStaticList < unsigned int , 2048 > idPlayer bool * inventoryItemCountOverride int bottomLeft * distSqr hasMobileReactorUpgrade idAtomicString rigidBody * orientation * tracerBuffer type prev lastCorner bool hud idList < const idDeclMD6 * , TAG_ANIMWEB > obj idMaterial int newVolume int splatterQueries isEngaged radius bool * idHudInfo::radioVoice_t bool float idVec2 currentTag bool int desaturationHealthAmountLow int waterIlluminationRadius idRelationship::attitude_t * absoluteknockBack * numCurrentChannels idVec3 * translationTraceModelQueries [12] owner isOneHandedState bool [2] mapSpawn bool * idDeclProjectileImpactEffect::projectileImpactEffect_t laserSightInfo_t * idAngles int idSoundShader isOrientated idAngles int startingExtraAmmo * modelDecls int xbOneMaterial framesToForceKeep int slinecedIntoTime * saveOnCheckPoint * radioVoice id isReady fade left idList < idTwitchPain_DamageDirectionGroup , TAG_IDLIST > int idStrId bool usesStrafeApproach int idVisionDamageElement attitude bool int stuckCollisionNormal idList < idVarDefName * , TAG_SCRIPT > idState idStr idPhysics_RigidBody * idList < idComponentTimeLine::idTimeLineEvent , TAG_IDLIST > float float wantZoom * complete * debugStreamArea beam maxAngles float * idList < idVec3 , TAG_IDLIST > idStr bool lockOff bool idList < idAnimator_AF::idSyncConstraint , TAG_AF > int idClipModel int quickTurnviewAnglesStart int idInterpolateAccelDecelSine < float > idVec3 idVec3 float idGatherQuery damageDirectionGroups voiceOverTalkerName * usesFormationCover bool int colorDodge * trace_t shouldPresent idAmmoItem float float int jumpBlockedTime varDefNames [6] breakablesDestroyed int offsetBytes int curState text int collideIgnoreImpulse physicsObj events J tooltipScale sprintMovementModBlend currentVariationIndex idDeclInventory idVec4 idVec3 float targetFrictionMultiplierMax int controlPoints eventName * laserFire * enabled syncConstraints idDeclImpactSound idMat3 int idDeferredVisQuery float int clipModel * windStrength lightRadius bool * idGoreComponent::smearMode_t idDeclParticle playerDamageScale int gatherQuery bool int dontLeaveTurretsEasily idDeclTable int bodyCollisionResult int ammoClipSecondary int idVarDef float int idMD6Leaf::wrapMode_t cosHalfAngle contactFrictionDentStart int idClip::idClipCollisionQuery idList < idLayer , TAG_IDLIST > backupInventoryDecl * bottomRight delta [3] curChargeAmount idAtomicString soundTable * orientationFiltered int tracerBufferPos index next obstacleRadius [4096] bool idAnimator_AnimWeb::animWebError_t [8] idMaterial int fadeToNextVolume int markMode type int lastRefresh idStr idMat3 float int idStaticList < idEntityPtr < idCombiner > , 3 > idSWFSpriteInstance * delayedCount providesFormationCover bool desaturation waterIlluminateTime float [3] blockedKnockBackScale wrapMode idVec3 dbl collisionQueries * playerLayers bool mapSpawnEnd bool * idDeclProjectileImpactEffect::projectileImpactEffect_t float bool idClipQuery pad ignoreFocusUntilIdle error ps3Material name int slinecedJointRot int autoOpenRange combinerTargets count distanceIndex bool soundShaderParms_t * idDeclAIBehaviorVO::idVoiceIdle usesShootIdle idVisionDamageElement curAttitude idVec3 * stuckCollisionPoint * idHashIndex char * idFiniteStateMachine idVec2 float idMaterial float int zoomRequiresReleaseButton int unlocked int defaultEffect numScanningBeams scale float * idList < idVec3 , TAG_IDLIST > idList < idAIActionParm , TAG_IDLIST > bool hasScopeUpgrade bool idPhysics_AF float quickTurnTargetTrace idVec3 idMover::moveStage_t float bool useDamageGroups parms idle bool colorBurn * idClipQuery int shouldPresentCounter float float perfectOriginPosition varDefNameHash directHit [8] metaData * prevChildFSM position int destructionPercent int calcThrustDelay entityIndex int animatedMaterial [4] crouchPoseBlend pendingVariationIndex idVec4 idEntity * targetFrictionMultiplierMinZoom weightPoints parms secondaryAmmo usePersistentMods fl physicsObj * idEffectPhysicsCollision idMat3 short float mass * currGustOverlayIdx [7] lightCenter stage float int idGoreComponent::smearMode_t idDamageEffect idMat3 turnScale int useWeaponAnimator pad idDeclProjectile * subtitlesInCombat float bool * feelerTrace * ammoInClipToSave int unsigned char float idMD6Blend::blendOp_t epsilon contactFrictionDentEnd unsigned long idList < idStr , TAG_IDLIST > backupInventoryCount color owner lastChargeTime idStrId collision * orientationAtRest obj serializeTracerCount start frameMoveDist bool bool idMaterial * fadeTargetVolume int lastMarkMode next axis float idMat3 bool idEntityPtr < idEntity > int idSWFTextInstance int idDeclInventory::itemTypes_t projectileDecl equipSlot_t * desaturationFadeOutDuration [3] allowWaterInteraction idEntityPtr < const idEntity > kickTimeMax int firstBlendOp idClipModel * collisionQueryFirstSubmittedIndex [8] layers_DeactiveToActive bool challengeName bool idDeclProjectileImpactEffect::projectileImpactEffect_t float float upgradeInfoMD6 focusValid debug * ps4Material int slinecedJointPitch int autoOpenAI int minigameEntity journalUpdateTitleObj itemType int screenIndex int idList < idDeclGlobalFlag::Flag , TAG_IDLIST > float idDeclAIBehaviorVO::idVoiceSearch * weaponSlot bool bool * otherEntity bool * clipModel_standing * idList < idVarDef * , TAG_SCRIPT > idStr * idFiniteStateMachine float float flashSequence_t float shouldUpdateActiveTutorial * hasChildren * metalEffect * scanningSpread retain float idDeclEntityDef bool scopeUpgradeMD6Info * idList < idAnimator_JointMod::animatorJointMod_t , TAG_IDLIST > idPhysicsCallbacks float int quickTurnTraceCheck int idInventoryCollection idVec3 idMover::moveStage_t float bool flags random search interruptible shouldIlluminateWater idVec3 active bool bool float perfectOriginDuration varDefs hitObject name int curChildFSM * startTime * noClipPercent goalSpeed int targetPlayer sequenceType weaponModePoseBlendRight * weaponAnimVar idList < const idDeclInventory * , TAG_IDLIST > idMaterial [8] idEntity * targetFrictionMultiplierMaxZoom graphDef int loopingReloadAnim int jointMods * physicsCallbacks idMat3 idVec3 bool int idStaticList < idRibbonModelManager::ribbonEffects_t , 32 > short float * inverseMass int inventory * lightOffset [2] currentStage float idVec3 idVec3 idArray < idPlane , 4 > focusStartOffset * useTagData dof projectileState_t int idDeclTable * idDeclProjectile::weaponFeedBack_t::weaponKikInfo_t * feelerResult isOnMount int unsigned char float float fudge contactFrictionDentScale int unsigned long idList < idStr , TAG_IDLIST > alternateInventoryDecl material owner * blockChargeUntil cur leaderboardIndex_t * orientation * linearMomentum catchingUp * ribbonEffects cornerCircleRadius * idPlayer::upgradeInfo_t bool fadeTime int lastOrigin * localOrigin planes float idVec3 bool bool * idSWFTextInstance bool state float * desaturationFadeOut int weaponKickInfo idList < idRelationship , TAG_IDLIST > file kickTimeMin int currentExternalAlpha idClipModel int collisionQueryLastSubmittedIndex [13] * layers_ActiveToDeactivate int idEntityPtr < idEntity > int leaderBoardIndex float bool [8] idDeclProjectileImpactEffect::projectileImpactEffect_t float float idDeclWeapon::zoomMode_t int idPlayer::potentialTarget_t int upgradeInfo int forceAnimDeltaModeOnBlendStart width maxus startForwardDir autoOpenPlayer newMinigame * journalUpdateDescriptionObj * started damageIndex idStr float [8] idDeclAIBehaviorVO::idVoiceCombat int friendlyAttitudeAdjust bool relationships idVec3 clipModel_crouched * idList < const idDecl * , TAG_SCRIPT > idSSSysFiberWraper float int idProjectileTarget int idDeclFaction idColor float bool missionPin int movingPainSpeed rootCompleted metalHollow * scanningRange accelMaxDipAngle bool * idEntityPtr < idEntity > int zoomMode * idMD6LeafPause float quickTurnPotentialTargets * idList < idInventoryAttachmentDef , TAG_IDLIST > idMat3 * idMaterial bool name wait combat * applyAfterDeath trace_t force idWeapon idVec3 float * perfectOriginTime hud referencedDecls damageGeneral sysFiber int prevTransitionCode * displayTime int resistPercent target faction color weaponModePoseBlendLeft weaponRelaxed bool idStaticParmBlock < 4 > idItemTarget float meleeSnapEnable anchorStart int chargeTime int maxJointMods AFLeaf idVec3 idVec3 short linearFriction startingInventory int lightOrientation int acceleration float idVec3 idVec3 exitIcon * weaponTagData idPhysics int idDeclTable float * feelerTraceResult [2] dualWieldItem unsigned short float float errorReduction unsigned long idList < idStr , TAG_IDLIST > onlyGiveFirstAvailableItem parms target * chargePerSecond position int angularMomentum localPlayerIndex * handleId * frameCounter flags idList < int , TAG_IDLIST > bool int fadeDelay int corners localNormal job initialPoolSize char idVec3 bool idPlayerHud::hudState_t idSWFSpriteInstance int idList < idHudInfo::pickupLogItem * , TAG_IDLIST > int dangerHUDEntry_t * projectilePhysics float * blurScale * controllerShakeHighMag idDeclFaction linenumber int kickAmpMax * targetExternalAlpha float * collisionQueryFirstAllocedIndex layers_ToRemove idEntityPtr < idEntity > * challengeId float * idDeclProjectileImpactEffect::projectileImpactEffect_t float float idDeclWeapon::zoomInfo_t int idAchievementManager savedInventoryClears skipForcedEdgeAutoPath height name startPos * autoCloseOnly hudState int journalUpdateBtnObj items int hudEntryType bool idList < idDeclAIBehaviorVO::jobResponseInfo_t , TAG_IDLIST > neutralAttitudeAdjust float myFaction idVec3 idVec3 * maxStepHeight idVarDef int idSSObject [2] idSubtitleSequencer float * idPresentableProp::pickupEventInfo_t gameTeam_t * idColor float bool controlledEntity id movingDeathSpeed [8] nParents * metalSheet int sweepSpeed int accelRotChangeSpeed bool int idEntityPtr < idEntity > * ironSightZoom idMat3 idMD6Branch float * achievementManager int idLight::idSpotLight bool bool saveID waitForTrigger jobResponseInfo value unsigned int offset bool bool float externalVelocity sysDef int startTime object int transitionCode sequencer int secondBlastScale * pickupEventInfo team textColor * handsOffsetMod weaponRelaxedToggler meleeLeftHandEnable dir idList < idProp_Moveable::idAdditionalInventoryItem , TAG_IDLIST > * idMaterial int idItemTarget anchorEnd * numCharges axis * mergeBranch idVec3 obj idStaticList < idRibbon * , 16 > * unsigned char angularFriction spotLight * movetime int moverSpeedBinding_t idVec3 int idTypeInfo * playerFiresFromCamera *[2] hasKilled int idPresentablePtr < idPresentable > [3] idDeclTable * curFeelerTrace wasDualWielding idStr float float enabled errorReductionMax * unsigned long idList < idStr , TAG_IDLIST > additionalInventoryDecl materials target [8] chargeDelaySec gameStat_t * timeStamp * externalForce startTime * ribbons queryIdx * numObstacles idList < perkAbilityType_t , TAG_IDLIST > bool [6] speedBinding left time eventType float idVec3 bool int idPlayerHud::hudState_t idSWFSpriteInstance float int attacker float * blurFade * controllerShakeHighTime idRelationshipList * fileName pos kickAmpMin pos externalAlphaRate float * collisionQueryLastAllocedIndex layers_ToRemoveFromGameLocalLists * idWeaponKick goldStat float idStr * idDeclProjectileImpactEffect::projectileImpactEffect_t float float idList < idDeclWeapon::zoomInfo_t , TAG_IDLIST > float * startingPerks dontTouchMergeBranchAlpha * baseline int lastPos canClose int tempHudState journalUpdateIconObj fadeTime float int idBounds * idVoiceInfo tag attitudeAdjust relationships float bool minFloorCosine idEntityPtr < idEntity > float int idSoundShader idStrId float weaponKick [3] slowMovingDeathSpeed reqLabel int metalVent int sweepAnglesYaw strafeRightTiltAngle float scopeZoom idVec3 * idSoundEmitter float underwaterSoundEnvironmentBlend idEntityPtr < idEntity > bool bool [8] aiIncomingDamageScale bounds alone timestampMs idVec3 int trailDist int idAmmoUpgrades idVec3 float clientOriginSet top_functions endTime owner basePriority density pickupSound int playerNum text [6] accelRotValue lastAttackVariation * idDeclInventory idView::damageEffectMaterial_t idWeapon int meleeEquipWindow * cachedSplineLength * batteryDrain soundEmitter idVec3 idStaticList < int , 16 > int unsigned char contactFriction spotTarget * deceleration idDeclEntityDef float idIndex < short , invalidJointIndex_t > idList < idAIEvent * , TAG_IDLIST > * enableShootingShake hasHit bool float float * idealOrigin int upgrades bool float int idDeclDragJoints int localOrigin obj lcpEpsilon * unsigned long idList < idStr , TAG_IDLIST > requiredInvDecl effectMaterial weapon weaponShutdownTimeout gameStat_t int firstCollisionTime int externalTorque lifeTime int handles state numVertices * unsigned long idGameLock void [3] spawnDef yBias int jointNum int freeEvents float bool bool bool float lastms * playingWarningSound * idSkillSetting < float > float idVec3 [8] blurFadeDuration idStr idVec3 * controllerShakeLowMag idDeclPlayerProps::screenParticle_t * includeFile int kickAmpPitchMul declDragJoints collisionQueryLastResolvedIndex layers_ToMarkActiveNextMapLoad uberGoldStat idDamageParms::damageType_t int idDeclProjectileImpactEffect::projectileImpactEffect_t float float bool soundEnvironment_t int unlockedAbilities lock vinfo idVec3 [6] isFiring float idVec3 * autoCloseTime hudScriptFlags areFlashObjectsValid initialized int idEntityPtr < idEntity > float idVec3 int idVoiceInfo int throwLag float idVec3 int screenParticles maxDropVelocity bool idDeclAiEvent bool commanderFlags idDeclDamage bool savedViewPitchForKick longPainDamageFilter reqDesc0 float amount * stoneEffect * sweepAnglesPitch buddy weapon * strafeLeftTiltAngle bool float *[256] int idCurve_Spline < idVec3 > idVec3 * dualSights int soundChannel_t underwaterSoundEnvironment bool float idVec3 int idAngles bool bool scale sounds hud playerIncomingDamageScale idVec3 * donePlayingTrigger int durationMs int innerRadius int idWeapon::triggerState_t float idVec3 int nextClientOrigin speed offset * top_statements damageTaken int waitingForFSM eventDecl idVec3 [8] startTime idVec3 * hitsTaken idVec3 int shouldPlayPickupSound damageDef idMat3 int useHelp crouchWeaponDip lastAttackVariationDWLeft origin int idDeclJobRef idInterpolate < float > idWeapon bool float isDead int meleeLungeEnable float idVec3 [6] allocedSpline minRandomCount bounceChannel linearFrictionWater int noShadows idVec3 int idList < idEntityPtr < idSplinePath > , TAG_IDLIST > idMaterial * idEntityPtr < idEntity > float player int idList < idAIEvent * , TAG_IDLIST > int saveOnCheckpoint float idVec3 int hasHitActor * idDeclTable * pastIdealOrigin triggerState idTungstenHealth::component_t idTreeAnimator suspensionUp maxLcpEpsilon char idList < idStr , TAG_IDLIST > requiredJobDecl batteryDraining gameStat_t id renderModelIndex idStr idVec3 int translation next float idVec3 * numEdges float radius * idDeclPlayerUpgradeAmmo idEntityInterface idVec3 int splines material iface idDecl * eventList bool avgms idVec3 int idSWFSpriteInstance * launchOrigin idSkillSetting < float > float volume [4] doubleVisionScale idVec3 * controllerShakeLowTime idDeclPlayerProps::playerSounds_t idVec3 int components [8] kickDir treeAnimator gatherQueryUserNames layers_ToMarkDeactiveNextMapLoad float length * idAngles float idVec3 int scoreStat idVec3 int idDeclProjectileImpactEffect::projectileImpactEffect_t idInterpolate < float > standardStorageIncreased float idVec3 int characterID int nextShotTimer playing displayHealth hudGameFlags itemCount idVec3 dir idVoiceInfo int maxThrowError idDeclTable bool table origin int heightCrouched idList < void * , TAG_SUPERSCRIPT > bool bool float chosen int arrayIndex int crosshairMaterial_t int addViewAngles longPainHealthLimit * reqVal0 fleshEffect * sweepAnglesPitchOffset offsetIndication float length int idList < idEntityPtr < idEntity > , TAG_IDLIST > float driver int bobSwayScale animationPose_t wetInterpolator bool bool check_respawnHealth int buddyResponse outerRadius int idWeapon::fireState_t forcedClientCrouchState top_types fakeCB int itemsTaken * allocations * enabled cullTime float idVec3 int breakableTime predictedPickup damagePercent material [256] idVec3 int overrideVelocity float idVec3 int lastUpdateTime missionStatus_t idFadeTable id meleeLungeMinDist height [2] splineChildEntities * maxRandomCount pose nextSoundTime idRotation [2] idRibbon idStr idVec3 [8] idDeferredVisQuery * angularFrictionWater staticShadows splineForwardDir float idAAS2 int idEntityPtr < idEntity > maxms weapon int idJointGroup idAnimator_AF idHashIndex int hasHitTrigger idDeclTable int presentOrigin fireState bool bool bool float idVec3 int suspensionDown limitErrorReduction who idClip::idClipGatherQuery bool float idVec3 int requiredJobStatus idVec3 * damageScaleTracker * dirToTarget int drainPerSecond gameStat_t int nextSoundTime rotation float notice int ribbonMustBeNullDontEverUse * headNode float errMsg * numCorners char angle wstats * idVec2i aiGoalEntity jointGroup * eventHash culled int idEntityPtr < idEntity > float random obj idList < idWeaponStatic_Armour , TAG_IDLIST > idPlayer float idMat3 * idSWFTextInstance damage * launchAxis int aiItemSelect_t doubleVisionFade float idVec3 int spreadAdditionPerShot idDeclPlayerProps::playerHudEventText_t bool kickOnHands map enabled idPhysics_AI::aiMovement_t int gatherQueries inDebug timeStat bool float idVec3 * idDeclProjectileImpactEffect::projectileImpactEffect_t bool throwbackGrenadeStartTime idVec2 int classname idVec3 * trueSize float idVec3 * turretOwnerPtr openCount [2048] * armourPieces descriptionObj attacker bool float idQuat * idVoiceInfo [2] itemSelect int idDamageParms::damageType_t int eventTexts * fireOver bool float idVec3 swi movementType idStaticList < weaponStats_t , 20 > int idSSFiber idVec2 int idEntityPtr < const idEntity > bool bool distanceToCommander [6] crosshairColorState_t addViewOffset injuredHealthLimit int reqDone0 float shotId * fleshPlayerEffect handle int numTargetingBeams idVec3 int rotIndication idSplinePath contentsFlags_t bobSwayTransitionTime jointModTransform_t int idImpactManager dreamMode idMat3 int lightType_t int idEntityPtr < idSplinePath > bool check_respawnThreshold timerOn preSpot damageType bool idStr entity * idWeapon::weaponState_t clientPusherLocked * top_defs float idVec3 int weaponStats int ssFiber originator int entityNumber explosionsStarted phrase * pickupOnTouch healthPercent colorState * overrideVelocityEndTime aimPointDepthBlend * idFadeTable int meleeLungeMaxDist idVec2 * splinePath int lockableMasks type impactMgr idVec3 int ribbonHandle_t idDeferredVisQuery int coefficientOfRestitution idStr idVec3 int lightType idVec3 int splinePath bool float idClip * idDamageParms idAtomicString idList < idEntityPtr < idEntity > , TAG_IDLIST > float idVec3 * firstTrace bool float idMat3 int pastOrigin * fireLeanLeft weaponState [2] suspensionCompress int limitErrorReductionMax unsigned long bool minRespawnDelay fadeAdditive distToTarget drainDuration gameStat_t int minBounceVelocitySqr linearForce * ribbonHandle tailNode float joints si numTraces char float idVec3 int unsigned char centerEntityOnSpline damageParms [2] jointName idVec2 int receivers idVec3 int idPresentablePlayer bool float idMat3 int launched scale idVec3 int doubleVisionFadeDuration float idVec3 * spreadAdditionMax idVec3 * idDeclPlayerProps::playerSoundsParms_t bool lastDamageTime blendFrame bool float idClip * gatherQueryFirstSubmittedIndex inInitState * killStat float idAAS2 int idDeclProjectileImpactEffect::projectileImpactEffect_t idMaterial int idDeclWeapon::movementScale_t bool killstreakTimer superclass int imageData idVec3 * numThinks idMat3 * propinfoIndex currentAnimState curve idVec3 * lastUpdateTime presPlayer int areFlashObjectsValid attackerEmblem GameModeSpFlags idDeclVoiceOver idVoiceInfo * muzzleTraceClearOffset soundParms int fireStepLeft noImpact void float active int idEntityPtr < const idEntity > bool bool entityIndex int unsigned short crosshairTextColorState_t random int addViewAnglDoneAtTime injuredChance reqDesc1 float idVec2 int woodEffect * targetingBeamMaterial offsetIndicationLeft idCurve_Spline < idVec3 > idVec3 int idList < idDeclAmmo::lockableTypes_t , TAG_IDLIST > * movementScale idIndex < short , invalidJointIndex_t > bool idPhysics_RigidBody3DOF::bodyState_t dreamModeDeath lightClass_t bool (idSSObject * , void *)* bool float isDead [2] difficultyFlags voiceOver idVec3 int firstSpotCorpse bool trailFadeInTime pushDeltaZ * top_files decl idStr idVec3 int function index fxDecl int instigator [4] moveable float idVec3 int pickupOnUse * peerMask float center int textColorState currentScale aimPointBlend idFadeTable bool idStr states * meleeLungeMinSpeed * lockableTypes jointIndex * oldIsActive * idDeclRibbon current lightClass int initialized bool float minYaw int idAtomicString idList < idAIEventPool * , TAG_IDLIST > includeDamageTrigger bool deltaOrigin int fireLeanRight nextFireTime suspensionDamping forced * limitLcpEpsilon unsigned long maxRespawnDelay fadeFilter * currentDropIndex float idVec3 i offlineFXRunning float idVec3 * idList < idDeclEntityDef * , TAG_IDLIST > idQuat * angularForce ribbonDecl int numElements * maxDebugLines bool idClass idVec2i reverseSwarm impulse tagName eventPools int idCheckpointSaveComponent_DoorAnimated bool idSWFSpriteInstance * idDeclDamage hasQuad centerIndicatorOffset spreadRecoveryDelay * idDeclPlayerProps::pain_t bool float leaves * lastUpdateTime radiusInner int numBlendFrames bool gatherQueryLastSubmittedIndex *()* entityName int idPresentablePlayer::additiveBlendType_t float traces * additionalEntities [4] idDeclProjectileImpactEffect::projectileImpactEffect_t idEntityPtr < idEntity > float idVec3 * equipPickedWeapon idMat3 int CreateInstance allocSize idVec3 * numDormantThinks float idVec2 dot muzzleTagIndex saveComponent weaponWasShutDown idPush * damageOrigin item damageDef idStrId idList < idDeclActorModifier::ActorModifierOutput_t , TAG_IDLIST > * idVoiceInfo * minThrowDot pain alarm noClip int fireStepRight bool masterControlledVelocity float idVec3 int weaponStatsTag_t void bool bool float idVec3 * idDeclInventory dangerIndex * idDeclInventory usercmdButton_t bool addViewAnglBlendState injuredBleedOutTime int reqVal1 cardboardEffect targetingTightening * rotIndicationLeft uiSlot * spreadReductionWithCrouch idVec3 * unsigned short idAnimatedEntityPhysicsCallbacksFake idPhysics_RigidBody3DOF::bodyState_t triggerOnDreamModeDeath (int entityNum , const idVec3 & pos , const idVec3 & forward , const idVec3 & right , const idVec3 & up , const usercmd_t & userCmd)* lightFallOff_t bool bool outputs voiceOverTalkerName * screenDamageTime saved pusher int trailFadeOutTime dirty fibers f idDeclTable int ownerJumpHandler float maxYaw * compileFlags data barrelCollision inventoryDecl itemDecl float bodyId * useButtonOverride idVec3 int baseScale idVec3 int alternateFiringNode int idTypesafeNumber < int , millisecondUnique_t > idMaterial bool float height int idRenderModelBeam [1024] * meleeLungeMaxSpeed int lockableAngle idEffectPhysicsBroadPhase bodyId * idRenderModelBeam idVec3 int idList < idDeferredVisQuery * , TAG_DEFERRED_VIS > [9] lightFalloff actorClass_t idSoundEmitter oneLastUpdate deltaDir float idVec2 int finishReloadTime state idVec3 * idAnimator_AnimWeb * friction_longitudinal contactErrorReduction unsigned long removeDelay int materialAdditive float idVec3 * updateMounts beamModelFPView timeStamp idVec2 * broadPhase * beamModel idVec3 * hashTable radius * maxDebugText bool void actorClass job voSoundEmitter targetOffset idDoor_Animated::anim_t idWeapon float idVec3 int idSWFSpriteInstance bool float atRest int smoothOrigin idDeclAmmo int centerIndicatorSize kick Spawn idVec3 * idDeclPlayerProps::damageFeedback_t * regenSpeedMultiplier radiusOuterDamageStrength idVec3 * animweb bool gatherQueryFirstAllocedIndex ()idClass::* idInterpolate < float > totalAICount bool idDeclProjectileImpactEffect::projectileImpactEffect_t lastBulletInClip idStr idVec3 * priority float idMat3 * lastNumThinks additionalMuzzleTagIndex float facing int animOpen float idVec3 * damageImpulseTime anim float idVec3 id isKilledByPlayer idList < idDeclActorModifier::ActorModifierTrigger_t , TAG_IDLIST > * fxCondition_t idVoiceInfo * combatAmmo * idMaterial * damageFeedback bool swimmer weaponStats_t bool bool bool resetTime random int idDeclAmmo bool float fadeTo int baseWeaponSpread float idVec3 int injuredStandUpTime int reqDone1 float idMat3 * liquidEffect targetingRange offsetIndicationRight aimAssistData_t spreadIncreasedByMovement idVec3 idDeclAF idRandom (int entityNum , const idVec3 & pos , const idVec3 & forward , const idVec3 & right , const idVec3 & up , const usercmd_t & userCmd)* bool bool triggers fxCondition screenDamageMtr position idDeclTable ownerCrouchHandler nextSysFiberId stimulusOrigin targetable isUsable ammoDecl useAmount targetScale alternateLeftFiringNode idMaterial idList < idEntityPtr < idEntity > , TAG_IDLIST > idRenderModelDecal baseData lastOrigin unlockZoomedYaw punchSelector storedDeclAF idMD6Node idEffectPhysicsProperties idMaterial idRibbonModelManager idList < idClipQuery , TAG_DEFERRED_VIS > obstacleRoute_t startOff controlPointLength float float idIndex < short , invalidJointIndex_t > idAngles skipBounds float float deltaRange burstCount float float idList < idIndex < idDeclAnimWeb::SubWebIndexType , idDeclAnimWeb::invalidSubWebIndex_t > , TAG_IDLIST > friction_lateral contactErrorReductionMax unsigned long idStrId materialFilter entities decalModelFPView tree properties modelManager clipQueries route idStr bool range jointIndex angleOffset idAIWorldState idDoor_Animated::anim_t idEntityPtr < idActor > bool idSWFSpriteInstance bool smoothAxis float centerIndicatorDecay maxKick idDeclReachIK ragdollImpulseMag subwebs bool gatherQueryLastAllocedIndex targetState pickupName idInterpolate < float > startingArmor idSkillSetting < float > idStr idDeclProjectileImpactEffect::projectileImpactEffect_t idDeclVehicleWeapon::anims_t idList < idStr , TAG_IDLIST > prevCheckpointSpawn initialized language lastNumDormantThinks worldState animClose user gameInhibited animIcon isTeamKill bool idList < idDeclActorModifier::ActorModifierDeps_t , TAG_IDLIST > idVoiceInfo aimOffset declReachIK bool crouched bool idSoundShader idClipModel netBoolEvent_t timer bool float idHands::setWeaponDualWieldType_t kickWeaponSpread difficultyDamageScale reqDesc2 glassEffect anims rotIndicationRight float idSplinePath float upgradeDeclList float idClipQuery (int entityNum , const idVec3 & pos , const idVec3 & forward , const idVec3 & right , const idVec3 & up , const usercmd_t & userCmd)* previousCoverCheckPos idMaterial float bool deps hasPlayed continueSearch screenDamageSize float lastPosition float float ownerCrouchJumpHandler doneProcessing carryover numSysFibersAlive startTime soundShader deadClipModel resetPickup playerNumber hideCrossHairInfo scaleRate currentDualWieldState idStaticList < idEntityPtr < idEntity > , 6 > idRenderModel targetMaxDistanceScale path unlockZoomedPitch throwSelector lastTime idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > idList < idEffectPhysicsRigidBody * , TAG_FXPHYSICS > bool obstacleBox_t translationQuery lightMaterial controlPointPCT float idIndex < short , invalidJointIndex_t > tagData_t float giveDamageFeedBack float float goalRange tracerCount float float idList < idIndex < idDeclAnimWeb::StateIndexType , idDeclAnimWeb::invalidStateIndex_t > , TAG_IDLIST > frictionLatMultiplier contactLcpEpsilon idClip::idGatherResult long idAngles numFramesFilter droppedEntities scopeModel idChallengeScoreText nodeIndex rigidBodies maxDist isInitialized curClipQueryIdx obstacles idTypeInfo float time hitJoint tagData distance idEntityPtr < idEntity > idList < idDoor_Animated::anim_t , TAG_IDLIST > idIndex < short , invalidJointIndex_t > bool bool bool launchTime idDeclAIBehavior::idMovementBehaviors outerIndicatorSize recoilSpeed idDeclInventory blur excludeStates bool gatherResults timeStarted droppedSpawnOffset next bool idStr idDeclProjectileImpactEffect::projectileImpactEffect_t idStr bool currentCheckpointSpawnCount super startTime maxThinks enemyPtr animList jointYaw playerChangeWeapon isReady isSuicide soundShaderParms_t idVoiceInfo movementBehaviors reviveItemDecl idList < idInfluenceTrail::idInfluenceSphere , TAG_IDLIST > parametricPState_tMM canSetCrouchedPhysics bool idList < idSSSysFiberWraper * , TAG_IDLIST > idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > idDeclBreakable idPresentableProp::specialProp_t canBeRemoved idDeclAmmo idSoundShader idHands::idHandsAction perfectOriginRotation canTakeDamage reqVal2 plasticEffect pitchJointName offsetLeft float float bool hasMagazineUpgrade float idPhysics_RigidBody3DOF::simpleBodyFlags_t currentCoverCheckIndex idLight::idSoundInfo bool lifetime parms searchBuddy offsetPctX idAngles trail float float current threadDying sysFiberCache startDetonationTime breakableDebris specialType ammoDecl hoverSound scaleStartTime dualWieldLeftHandPendingAction idRenderModelGui idLaserSight bool targetSelectionRadiusScale dist fireDirectlyAtLocable idleSelector initCount short idRenderModelManyBoxes bool deferredVisList_t obstacleVertex_t flags soundInfo controlPointIndex float idIndex < short , invalidJointIndex_t > float forceBreakBreakables float pastAngles fireChannel idDeclCloth float idIndex < short , invalidJointIndex_t > frictionLongMultiplier universalErrorReduction unsigned long threatAngle idEntity gameStat_t numFramesAdditive guiModel laserBeamCut idList < int , TAG_IDLIST > hasAdditivePains modelIndex manyBoxes ensureVisual start leastRecentlyUsedList vertices float idTypeInfo idStr goalRadius timestamp lockOnJointindex idEntityPtr < idEntity > idGatherQuery idIndex < short , invalidJointIndex_t > bool idPlayerHud_Render::idGrenadeItem bool intitialFireAxis idList < encounterGroupRole_t , TAG_IDLIST > IndicatorMinAlpha recoverySpeed idMaterial clothDecl blurTime baseJoint bool gatherResultFirstSubmittedIndex statOnUse lineBreak bool bool idDeclProjectileImpactEffect::projectileImpactEffect_t idStr upgradeInfoMD6 idList < idPlayerCoverScore_t , TAG_IDLIST > checkpointRespawnBaseHealth next numQueries fakeEnemyPtr gatherQuery jointPitch prevChangeVisible grenadeItems hasQuad idDeclVoiceOver idVoiceInfo rolePreferenceOrder coopMultiplierBG idPresentable parametricPState_tMM fullContact bool idSpawnNode::nodeType_t uintptr_t idFSMManager idEffectPhysicsDebrisEmitter float idDeclWeapon idDeclWeapon perfectOriginDuration hasMovingPainAnims reqDone2 asphaltEffect yawJointName rotLeft float AmmoTypes_t magazineUpgradeMD6Info float bool playerCoverScores float removeAfter takenLead searchBuddyResponse offsetPctY presentable float saved terminateOnExit nodeType manager detonationTime debrisEmitter minPitch weaponDecl useState scaleEndTime pendingWeaponToEquip idRenderModelGui idLaserSight bool targetAdhesionRadiusScale ammoType mhSelector inheritAnimationVelocity idAnimator_AnimWeb float deferredVisList_t obstacleEdge_t position dimShadowStretch controlPointOrigin float bool float bool numSamples idMaterial pastFwd fireChannelLH idDeclEntityDef float idList < idAnimator_DragJoints::idJoint , TAG_IDLIST > clip universalErrorReductionMax unsigned long threatSize idStr frameFilter inventoryModel laserBeamCutBounce idStr hasDeathAnims lastFireTime fractionInsured priorityList edges float bool idList < idSubtitles::idPart , TAG_IDLIST > goalOffset useAdditionalGoreTypes rotationOffset towardsPlayer idEntityPtr < idEntity > idPresentableArmorPiece bool bool idRelationship::attitude_t IndicatorMaxAlpha laserDotMtr idMaterial gibEntity doubleVision bool gatherResultLastSubmittedIndex mapName respawnTime text bool bool idDeclProjectileImpactEffect::projectileImpactEffect_t idStr bool idDeclDuck checkpointRespawnArmor isAbstract parts numIgnored lastTargetPtr self lookAtLocal playerWeaponChangeTime grenadeUpdates show idDeclVoiceOver idVoiceInfo followFriendlyThreshold coopMultiplierIcon idSoundShader noMovePlayerClip bool gameTeam_t idSuperScript idList < const idTypeInfo * , TAG_IDLIST > idDeclInventory float idStaticList < idCrosshairCustomIcon , 3 > float idDeclWeapon perfectOriginStartTime hasMovingDeathAnims unlocked dirtEffect spinJointName offsetRight float float influenceImpulseParms_t hasLaserUpgrade float bool incapDuck float cooldown tiedLead spotCorpse distribPctX sndFoliage idWeapon::attack_t idClipModel float blockingPhysicsId debug team superScriptInterface fsms inventoryItem debrisScale maxPitch idHudDangerInfo::commanderText_t playerNumber icons coverIndicationBlender postSwimmingWeapon idRenderModelGui idLaserSight bool targetAdhesionSpeedScale duration influenceImpulse meleeReturnSelector inheritOverrideVelocity idList < idAnimWebScalarPair , TAG_ANIMWEB > obstacleCorner_t orientation lightGenAreaScale controlPointOriginNext idEntityPtr < idMoverAttachment > bool float contentsOverride float float pastVelocity attackType idAnimatedEntity float float wheelModel universalTorsionLcpEpsilon unsigned long currentText idList < idStr , TAG_IDLIST > idInventoryCollection frameAdditive hudModel laserBeamShoot hasDeathIntensities scalarPairs currentFireRigidBody playerIndex impactPoint clip corners bool animatedEntity useExcludeInChallenge radiusOffset idRandom2 idEntityPtr < idEntity > idList < idEntityPtr < idEntity > , TAG_IDLIST > idSWFSpriteInstance idSWF bool spikeIndicatorOffset laserDotSize idDeclDuck animatedEntity doubleVisionTime maxBend gatherResultFirstAllocedIndex *[5] itemsList inventory bool bool idDeclProjectileImpactEffect::projectileImpactEffect_t float upgradeInfoMD6 idDeclAiEvent playTimeSec size attackedByTargetPtr triggerOnDestroy prevLookAtLocal msDelayHudUpdate pickupLogItemObjList idDeclFX idDeclVoiceOver idVoiceInfo lookAtFriendlyTarget reviveDuck idBounds idScriptStack bool idList < idSSObject * , TAG_SUPERSCRIPT > idList < const idTypeInfo * , TAG_IDLIST > bool bool float bool idCrosshairAnimatedIcon float idWeapon usesRechargeHints curCount concreteEffect spinDir rotRight aimAssistOverride_t float idStr laserUpgradeMD6Info float playerAimEventDecl splineMoverModifier_t lostLead meleeTaunt distribPctY float float float absBounds localstack isActive objects stickOnImpact staticVehicleCollisions bool animatedIcon useCoverIndicationBlenderLeft postCompassWeapon idThirdPersonCrosshair::targetTrace_t renderView_t idLaserSight bool bool targetAdhesionEnableWhileMovingOverride easeInTime inventoryClass zoomSelector overrideVelocity idList < const idMD6LeafPlay * , TAG_ANIMWEB > idMaterial idDeferredVisQuery obstacleTrace_t linearVelocity lightGroupID modifier idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idSpawnId [10] skipFrameOffset float float collisionOrigin firingIntervalModifier idClothSim fxCondition_t float wheelRadius minTwistErrorReduction unsigned long show idPhysics_RigidBody deferredTargetTrace gameview laserBeamShootBounce zoomedIn float hasBlood startOrigin material queryList animationToPlay initialGibJointAxis physicsId spawnId idRenderWorld idEntityPtr < idEntity > bool bool bool spikeIndicatorWidth laserDotDepth idDeclPlayerProps::tutorialData_t clothSim hitFXStartCondition downHillPitchAdjust gatherResultLastAllocedIndex fadeStartTime physicsObj bool travelHeight bool idDeclProjectileImpactEffect::projectileImpactEffect_t laserSightInfo_t idDeclAiEvent debugHud_x typeNum current renderWorld goalPos targetingVolume worldViewAxis activateCombatTime areFlashObjectsValid showScoreboard idDeclActorModifier::ActorModifierUISlot_t idDeclVoiceOver idVoiceInfo chasesProjectiles tutorialData bool idList < idSSFiber * , TAG_SUPERSCRIPT > idFSMLogEntry::fsmLogEntry_t bool idDamageableEntity::breakState_t float idFireParms float canRocketsImpale curAddCount foilageEffect spinAxis offsetUp float float idDeclMD6 laserSightInfo float playerInteractionEventDecl idPhysics_ParametricMM impressive rangedTaunt driftYAmount time idPresentablePtr < idPresentable > float popParms initial type stickToActors state idMaterial zoomBlendOut prevWeaponslotAtHeavyPickup idClipQuery float idInterpolate < float > bool bool targetFrictionDistanceScale easeOutTime handsModelMD6 weaponCondition idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > float idSpawnId idDeferredVisQuery float angularVelocity dynamicModelLightingScale physicsObj idAnimWebPath short skipFrameMod float float localOffset loopingSoundEntity bool damageIntensity_t idTreeAnimator [32] clipMask maxTwistErrorReduction idClip::idClipResidencyQuery icon deferredLosingTargetTrace baseFovX laserBeamCutFade inhibited explodesOnStrike path spawnOrigin attacker queryPool traceFractions webAnimation initialGibJointPos coverIndex idSoundWorld float idList < idDamageGroup , TAG_IDLIST > idAngles bool idPlayerHud_Render::idHealthAndArmor bool spikeIndicatorDecay laserDotMinSizeScale idDeclTutorialEvent isDetached intensity animator residencyQueries fadeEndTime nextDamageTime bool bool startTime bool idDeclProjectileImpactEffect::projectileImpactEffect_t bool bool idDeclAiEvent debugHud_y lastChild highestPriority soundWorld searchTime damageGroups lastDeltaLook restrictedGameplay healthAndArmor playerNum bool idDeclVoiceOver idVoiceInfo canGreetPlayers perkUnlocked float bool idEventDef idSSFiber bool idRenderModelDiscreteAnimation float idTestFireResults idHands::handsState_t spectating causesDirectDamage deathStopsAmbientSound curAddReq linoleumEffect isDependent rotUp float bool idDeclMD6 hasWeaponModeUpgrade float bodyEventDecl bool idMoverMM::moveState_t float removeOnDeath doubleKill friendlyBlocked delay idIndex < short , invalidJointIndex_t > idPieceEmitter isPusher multiFrameEvent currentFiber time explodeOnActors breakableModel turnScale idMaterial currentLeanScale currentSwimState idPresentablePtr < idPresentable > idMaterial bool bool bool targetFrictionRadiusScale looping handsModelMD6Alt variationIndex jointBodyOrigin idSPObject idMaterial idSpawnId obstaclePath_t slowLight move idAnimWebPath char damageCap float jointIndexBase pieceEmitterEntity idAnimStack idSoundShader idMD6LeafPause cgLocation passEntityNum unsigned long buttonImage float presentable whiteMaterial isLKW hasQuad ignoreDeathRagdoll spawnObject material projectile expiredIndex path idHierarchy < idTypeInfo > idSWF webViaAnimation impulse localPhysicsPoint tagName float idAtomicString idAnimator_Channel bool idPlayerHud_Render::idAmmoGroupRight bool spikeIndicatorMinAlpha laserDotMaxSizeScale idDeclPlayerProps::upgradeData_t animStack damageSound animLeaf residencyQueryFirstSubmittedIndex fadeFrom nextBounceTime bool idDeclProjectile duration bool gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idStr bool idAASPositionMgr spawnTimeMS node firstRenderFrame searchSpeed searchMeshKit fireAnimator allowWeaponChange ammoGroupRight saveTime idSoundShader idDeclVoiceOver idVoiceInfo canGreetHumans float upgradeData idClipModel idEntity idAngles idList < idSSObject * , TAG_SUPERSCRIPT > idFiniteStateMachine bool idRenderModel bool idFinishFireResults swimdepthstate_t hasOddball projectileDecl usesExplosionPains timePlayed fabricEffect playerSeatWeapon offsetDown idDeclMD6 dwModeActsAsFiremode float float aasPositionMgr float moverModifierFunction_t unsigned char attackSound tripleKill changePosition fadeOutTime idMD6LeafPause bool duration idPieceEmitter float bool clipModel coverIndex eventEntity initObjects explodeOnImpact renderModel fireInOrder flashSequence_t blockCoverIndicationUntil lastSwimDepthState bool bool bool idDeclEntityDef initialPoolSize startTimeOfs thirdPersonMD6 previousVariationIndex jointBodyAxis idRandom float idDeclDamage avoidDebugLine_t lastTimeStep staticSpecularScale modifierIgnoreFlags idDeclMD6 meleeType float animModsLeaf forward pieceEmitterEntitySecondary idDamageEffect bool idMD6Branch steerAngle selfCollision unsigned long animSequence float baseForward forceVirtualMaterialLoad endEffectActive canRespawn explosionEntity cost size damageDecl numFrames debugLines idList < idStr , TAG_IDLIST > idSWFSpriteInstance declToPlayAnimOn frameCountSinceSpawn localPlayerPoint coverFlags float idAtomicString idAnimator_JointMod idRenderModel idSWFSpriteInstance bool spikeIndicatorMaxAlpha laserDotMaxDistance idList < idDLCRewardInfo , TAG_IDLIST > bool damageEffects isStealthy mergeBranch residencyQueryLastSubmittedIndex *[8] nextScrapeTime bool idSoundShader playerIndex gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idStr bool useTimer types locationInstance lastRenderFrame turretFOV nonSearchMeshKit jointModAnimator guiModel multiItemList minigameResult idSoundShader idDeclVoiceOver idVoiceInfo investigatesBody dlcItemInfo left bool bool idThread idStr float idSuperScriptSystem::ssClipQuery idTypeInfo equipSlot_t idAngles showDeadBody sound_pickup totalKills rubberEffect transitionSeat rotDown idAIEvent::aiEventClass_t idDeclCameraTrigger::cam_move_t idDeclInventory noSecondaryMH float idIndex < short , invalidJointIndex_t > idVec3 [32] unsigned char activeSound quadKill firstSpot screenDamageFrames idMD6Branch bool active idList < idEntity * , TAG_IDLIST > bool bool pushFlags lean thread mapName valueModifier clipQueries curStateType numSubMunitions fadeStartTime lookAt playerNumber slot handsTCAngles idTreeAnimator bool bool bool idDeclEntityDef eventClass moveType dualWieldItemDecl weaponAnimVarIndex jointIndex idAnimStack idList < idEffectPhysicsProperties * , TAG_FXPHYSICS > float float avoidDebugText_t localOrigin staticSpecularVector soundFlags idAtomicString tagData_t idEntityPtr < idEntity > boundsType float idDeclParticle mergeBranch turnAroundLeft entityAttachments idImpactManager specialDeath_t idIndex < short , invalidJointIndex_t > motorEnabled comeToRest bool unsigned long action bool treeAnimator useHQViewColorMipsGeneration cuttingWeldEffectRunning isAFK idStrId lootBox animStack properties depth radius numCreatedThisFrame debugText idDeclMD6 idList < idStr , TAG_IDLIST > idSWFSpriteInstance preAnimationScriptFunction clothTagData selected numCover idStr float idAtomicString idPlayerGuis_Render::playerGuisInfo_t bool idDeclAIBehavior::idTakeCoverBehaviors dryGainEnd waterDropletsSmall bool impactManager specialDeathType index valid residencyQueryFirstAllocedIndex noStippleFade nextSelfDamageTime bool bool title gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idStr upgradeInfoMD6 handsModel infos titleInstance mapName startFOV disabledMeshKit turning playerGuiInfo areFlashObjectsValid minigameStage idSoundShader idDeclVoiceOver idVoiceInfo takeCoverBehaviors wrapAroundLeft idVec3 bool idVec3 idList < idEntityPtr < idEntity > , TAG_SCRIPT > idStr idSpawnNode float idTypeInfo idList < const idDeclProjectile * , TAG_IDLIST > idClientGameMsg_HandsThrow::clientGameMsgHandsThrow_t idDeclInventory float inhibitFireControl startHidden headshotKills rockEffect zoomSeat minRepullTriggerInterval idAIEvent::aiEventPriority_t idDeclCameraTrigger::idSplineMove idDeclInventory weponModeUpgradeMD6Info float AFJointModType_t idMat3 bool contentsFlags_t idVec3 startSound slaughter reSpot numQuads bool position idTracerManager float bool hasMaster localOrigin mList spawnSpot sourceNode returnFloat nextStateType subMunitionProjectileList fadeEndTime turning throwType itemDecl swimmingRate tagData_t bool bool float priority spline replacesDecl prevWeaponAnimVarIndex jointMod idStr idList < idEffectPhysicsRigidBody * , TAG_FXPHYSICS > decalHandle_t weaponTrace_t::weaponTraceType_t unsigned char localAxis additiveBlendLight contentsFlags idAtomicString idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > idTypeInfo bool prevPos float idDeclParticle curBobTime right tracerManager idDeclSkins bool idVec3 [12] motorForce linearTime unsigned long type idMotionController::tableArray_t float tagData skipViewEffects lastOkToCutTime perfectMovement idStrId shieldChargeThreshold name rigidBodies handle weaponTraceType numBumped idStr idList < testReportField_t , TAG_IDLIST > idSWFSpriteInstance postAnimationScriptFunction clothAttachmentHandle typeInfo updated idVec3 bool idAnimator_AF bool idSWF idSWFSpriteInstance float bool roomGainEnd waterDropletsMedium bool skinPreload friendlyFire position residencyQueryLastAllocedIndex *[4] *[2] motionTables traceDistance nextImpulseTime bool bool description gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idStr upgradeInfoMD6 handsAnimWebName testReportFields descInstances gravity returnToCenter afProperties shooting guis challengeHud minigameRangeIndicator idSoundShader idDeclVoiceOver idVoiceInfo canCharge idDamageParms::damageScreenEffectParms_t turnAroundRight idVec3 bool idVec3 idStr idTypeInfo float idIndex < short , invalidJointIndex_t > idDeclThrowable idAnimEventHandler restrictedGamePlay touchTriggers silentKills steamPipeEffect npcSeatWeapon maxRepullTriggerInterval idVec3 idStaticModel dwMD6Info float bool idVec3 bool bool idClipModel stopSound revenge flankSpot bool parms bool directionalForce bool float bool isOrientated worldOrigin spawnSpotInExistingMap locationID returnInt transitionType subMunitionMaxAngle lastBump jointYaw throwItem animEventHandler swimRotStrafeBlockTimer idAngles bool bool float duration position thirdPersonStatic attackVariation haveJointBodyCurrent idMD6Blend::blendOp_t idList < idEffectPhysicsCollision , TAG_FXPHYSICS > bool idStaticList < weaponTrace_t , 6 > idObstacleAvoidanceCore::bspNode_t linearPushVelocity bakedParallelShadows forwardSpline idEntityPtr < idSplinePath > idList < idGoreComponent::smearMark_t , TAG_IDLIST > idStr idList < idDynamicCover::coverInfo_t , TAG_IDLIST > clipModel canRetreat float idDeclParticle nextBobTime wrapAroundRight canEjectFromBothSides idDeclFX bool float motorVelocity noImpact idVec3 level idMotionController::channelData_t usercmd_t idFadeHelper minAngles frameStamp hasRemoteCuttingUpgrade restrictedGamePlayCanRun idMaterial shieldBackOnThreshold blendOp collisions quad weaponTraces numQueriesIssued bspNodes idStr idFile typeKey idList < idLocationSequencer::locationSequence_t , TAG_IDLIST > splinePath smearMarks coverInfo idGameLibEffects float idDeclDamage bool idSWFSpriteInstance idPlayerHud_Render::idShared bool roomHFGainEnd waterDropletsLarge bool bool fxDecl knocksOffArmor length start channelData usercmd fade bool bool material gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idSoundShader idList < idDeclWeapon::barrelSpin_t , TAG_IDLIST > handsSecondaryAnimWebName html sequences gameLibEffects searchAngle explodeDamage enabled playerNum scoreChild globals idSoundShader idDeclVoiceOver idVoiceInfo hasCombatWalks float jumpover ejectedFromLeftSide bool idVec3 bool idStr float idVec3 bool bool idIndex < short , invalidJointIndex_t > idInventoryItem inhibitRaiseWeapon alignToVelocity lowestKills waterPipeEffect switchToSound minBurstDuration bool idEntityPtr < idEntity > idStaticModel spinningBarrels float idVec3 idVec3 idLight::colorCurve_t float idEntity almostDoneSound airMail downed bool damagePct idVec3 startTime bool idClipQuery bool hasWorldOrientation velocity isMember layerOverride sortValue returnVector transCode randomSubMunitions resetWhenDormant jointPitch bool predictedKey item swimIdleBlockTimer idAngles idInterpolate < float > bool bool aiInjuredRunMode_t attached entity guiModel reloadVariation jointBodyCurrentOrigin idMD6Blend::originBlend_t idCollisionModel idRenderModelBeam angularPushVelocity colorCurves move_speed float idClothSim idStr bool aas2Cover_t hitEntity hasSyncedWalks idDeclTable idDeclParticle bobVecs silenced idAnimEventHandler idDamageParms::damageFeedbackScreenEffects_t idMat3 traceQuery worldConstraintsLocked idVec3 showHelp bool idEntityPtr < idEntity > maxAngles oldDamageScaleTracker crosshairShouldPulsate inhibitChangeWeapon gameStat_t injuredRunMode originBlend basePiece beamEffects currentDeferred totalQueriesIssued numBspNodes idStr idXMLWriter idList < int , TAG_IDLIST > splineTransitionTime clothSim textKey hide cover idTraceModelCache idVec3 idDeclParticle idStr idSWFTextInstance idPlayerHud_Render::idHudFader bool worldFadeTable waterSplotchesSmall bool animEventHandler feedbackScreenEffects originalRotation isPlaying focusUsable pulseTime bool bool unlockStat gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idSoundShader idDeclAiEvent handsAdditiveAnimWebName xmlWriter seqTimers bool traceModelCache startSearchDir destroyedParticle coolDownTime textChatHistory score hudFader idDeclActorModifier::ActorModifierAction_t idDeclVoiceOver idVoiceInfo hasWalkInserts float influenceImpulseParms_t hasScopeUpgrade idMat3 idVec3 physicsType_t idStr unsigned int idColor idEventDef bool bool idDeclInventory idVec3 tagData_t idHands::handsTCAnglesBlendState_t forceSoftLanding explosionEvent fastestPlaythroughTime armorEffect beginFireSound maxBurstDuration bool idVec3 float spinningBarrelEventDecl float idMat3 idVec3 idLight::slowLightProperties_t canBecomeDormant idWeapon action pull grenade bool radius parms bool float bool worldAxis pushVelocity type layerDeactiveOverride bits returnColor eventDef pairedSubMunitionVels breakImmediately weaponDecl bool start itemEjectLeftTagData handsTCAnglesBlendState idAngles idDeclEnv bool instigatorStimulus entityOffset thirdPersonScale animRateVar jointBodyCurrentAxis md6WeightGroup_t idList < idEffectPhysicsBreakable::idExplosion , TAG_FXPHYSICS > idRenderModelDecal idStaticList < idFXModelRecycler::fxPrtModel_t , 256 > short externalForce slowLightProperties move_time float short bool bool idClipQuery *[2] weapon hasCombatSprints idDeclPlayerProps::painAccumulate_t idDeclParticle nextThrustTime isZoomed idStr idDamageParms::playerDamageScreenEffects_t idDeclFreezeJoints traceFraction forcePushable idVec3 hasBeenProcessed idEntityPtr < idEntity > angleSpeed guiEnv availableFunctionalityLenses forceIgnoreLanding weightGroup explosions decalEffects fxPrtModels numPurged obstacleIndices idPlayerProgress idStr bool splineTransitionDelay goreIndex entityMustExistInMapFile forcePhysicsUpdate contentsQuery idTraceModelRecycler float idDeclParticle float idPlayerGuis_Render::playerGuisInfo_t::objectiveResults_t idSWFTextInstance idPlayerHud_Render::idSavingIcon bool accumulate waterSplotchesLarge bool damageSwapSkin playerDamageScreenEffects decl origin startTime focusEntity startFadingAtTime bool bool count gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idSoundShader idList < idDeclWeapon::jointAttachment_t , TAG_IDLIST > playerProgress reportPath active bool traceModelRecycler startSearchTime ondestroyedParticle windupTimer objectiveResults time savingIcon idDeclActorModifier::ActorModifierAttribute_t idDeclVoiceOver idVoiceInfo has157Turns idDamageParms::damageScreenEffect_t idVec3 zoomMeshUpdateDone idVec3 idVec3 bool idList < idGameplayFilter::Element , TAG_IDLIST > idStr idEventArgs bool bool float idMat3 tagData_t float inhibitWeaponHud adjustStartForCollision fastestPlaythroughRetries sludgeEffect endFireSound minShotDelay float float idList < const idDeclInventory * , TAG_IDLIST > jointBindings float idHandle < unsigned short , invalidJointHandle_t , INVALID_JOINT_HANDLE > idPhysics_RigidBody3DOF::bodyIntState_t noFlood attrib afterLife reload bool feedbackSmall bool offset bool idVec3 bool worldOrigin jumpPushVelocity physicsId freeInventory elements returnString args isSubMunition saveOnCheckPoint windupTimer idHudQuickSlotInfo::quickSlotElement_t fireAxis itemEjectRightTagData handsTCAnglesBlend idVec3 idDeclEnv idClipQuery bool lookAheadTime scalarOffset childItem altAnimRateVar jointHandle md6WeightGroup_t idList < idFXManager , TAG_FXPHYSICS > idLaserBeam idStaticList < int , 256 > idObstacleAvoidanceCore::expandedObstacle_t slowMultiPass deceltime bool bool bool idClipQuery lastHitTime hasCrouches idDeclPlayerProps::painDirectionalFx_t idDeclParticle bInitialized hasMagazineUpgrade float idMaterial idTreeAnimator traceEndPos addContactConstraints idVec3 quickSlots idEntityPtr < idEntity > idGatherQuery origin overrideEnv pointTrace weaponSelectionRequireDualWield gameStat_t filterGroup explosionFX laserBeam fxInactivePrtModels numExpired expandedObstacles idDeclPlayerProps idStr blendToAnimSpeed gibMeshSpawned nextSelectTime isActivatable translationQuery idClip float idDeclParticle bool idSWFTextInstance idPlayerHud_Render::idPickupLog bool directional waterDripsSmall bool initialMorphValue damageIcon treeAnimator prevTime focusEntityOverride highlightVolumeQuery bool bool minStat gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idSoundShader idAtomicString playerProps pathSuffix time bool clip timeSearched explodeParticle barrelIndex show succession pickupLog idDeclActorModifier::ActorModifierAttributeOperation_t idDeclVoiceOver idVoiceInfo hasBackStandLerps idDamageParms::damageScreenEffect_t float hasLaserUpgrade bool unsigned int idVec3 float idEntityPtr < idEntity > float float handsTag_t float wasInControlled useModelFade lowestRetriesPlaythroughTime bloodPoolEffect beginDryFireSound maxShotDelay float idDeclCameraTrigger::idTimeLerpHelper idMaterial compassNeedleJointName float idAFConstraint bool noknockback idList < int , TAG_IDLIST > operation maxChain deathTaunt unsigned char feedbackMedium bool innerRadius bool idVec3 bool collideClipMask jumpEntityNum entityNumber triggered desiredBits nextFiberId eyePoint launchAngle lastAttacker clipForwardAmount initialSpeed tagIndex handsTCpitchBlend idMat3 float idClipQuery volume timing customMaterial alt2AnimRateVar constraint float idList < idEffectPhysicsBreakable::idTrail , TAG_FXPHYSICS > idLaserEndPoint idHashIndex forceTwoSidedShadows acceltime bool bool bool bool lHitEntities doubleBlinkChance idDeclPlayerProps::painBorderFx_t idDeclParticle bWasRunning hasDualWieldUpgrade soundShaderParms_t idDeclGoreBehavior bool traceNormal addGravity float ammo idEntityPtr < idEntity > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > axis overrideEnvBlendDuration bouncePointTrace disableLandingResultsFrames alpha trails laserEndPoint activePrtModelHash numCacheHits maxExpandedObstacles bool idFolderReport activated lastSelectResult takedamage isInitializedFlag idPush idSoundShader idSWFTextInstance idPlayerHud_Render::idScoreLog border waterDripsMedium bool soundOverrideParms declGoreBehavior enabled duration gatherPointEntity useAlias idAngles minCount gameStat_t idDeclProjectileImpactEffect::projectileImpactEffect_t idSoundShader bool idAtomicString useCrouchClipWhenDead reportParent totalElapsed bool push searchDirScale soundHaywire infopropIndex earnedCash successionTrail scoreLog idDeclActorModifier::ActorModifierTarget_t idDeclVoiceOver idVoiceInfo idDamageParms::damageScreenEffect_t float weaponIsDualWieldable bool idAngles idPhysics unsigned int idList < idAASVisArea * , TAG_IDLIST > idMaterial idEntityPtr < idEntity > idSoundShader bool idAngles rotationOffset lowestRetriesPlaythroughRetries mutantFleshEffect dryFireSound overrideResetRepullTrigger float idDeclCameraTrigger::idTimeLerpHelper idAtomicString additionalJointName float idAnimator_AF::idBindConstraint::bindConstraint_t idRenderLight float selected idList < idInventoryItem * , TAG_IDLIST > target chainBreaker fightResponse short feedbackLarge bool outerRadius bool idVec3 float collideCallbackEnabled deltaViewAngles nextInHash peerCount activeBits allocFiberId visAreas icon playerOwner sndTurning idMaterial startTime hidden handsTCAdditionalAngles idVec3 bool idDeclAmmo intensityScale frameLerp customSkin extraWeaponCondition type idList < idBreakableWater , TAG_FXPHYSICS > float idHashIndex renderLight initialSpeed bool idList < idSelectedTypeInfo , TAG_IDLIST > bool idList < idDynamicCover * , TAG_IDLIST > inventory doubleBlinkInterval idDeclPlayerProps::painPostFx_t idDeclParticle bIsDead hasWeaponModeUpgrade idClothComponent bool idList < idAnimator_FreezeJoints::idJoint , TAG_IDLIST > tracePoint gravityScale float icon idVec3 idPresentablePtr < idPresentable > bool forward overrideEnvModelIndex storedBeamImpactPosIsValid pendingAmmo float waterFX fadeInDuration inactivePrtModelHash totalCacheHits numExpandedObstacles bool idList < testStatus_t , TAG_IDLIST > startFxOnActivate selectableEntityClasses isDormant list idPVS float idSoundShader idSWFSpriteInstance idPlayerHud_Render::idHealthAndArmor postProcess waterDripsLarge bool clothComponent blockPlayerDeathAnimation joints prevPos focusPresentable useLock idAngles percentage idStrId idDeclProjectileImpactEffect::projectileImpactEffect_t idSoundShader float float freeFallWhenDead childResults elapsed bool currentSearchAngle soundDoneInit muzzleTagIndex killCount successionAnim healthAndArmor float idDeclVoiceOver idVoiceInfo idDamageParms::damageScreenEffect_t float blockShowWeaponUpgrade float float idClip idGameplayFilter::Element::elementType_t idVec3 idPhysics_RigidBody3DOF idCheckpointSaveComponent_Damageable idSoundShader idPresentableAnimatedEntity idAngles rotationSpeed title thickPaddingEffect quadFireLoop spread float idVec3 idList < idDeclInventory::idAttachmentInfo , TAG_IDLIST > additionalJointRotation float idStr idEntity idAngles noSightStimulus bool value denial hurt short feedbackGib idAtomicString angle bool float DistanceFromMe stepUp clip peerNumber elementType start cacheTime physicsObj saveObject sndFireLoop bool serverTime presentable handsTCAdditionalAnglesTarget trace_t bool bool radius additionalOffset attachmentInfo extra2WeaponCondition name idList < float , TAG_FXPHYSICS > float idStaticList < idFXModelRecycler::fxStaticModel_t , 64 > idVec2 lightParent dest_angles idDamageParms::damageType_t idList < idEntity * , TAG_IDLIST > bool applyingFromIO minBlinkInterval idMaterial idSoundShader jointNamePitch isBreechOpen idAnimatedEntity::voProperties_t idList < idEventReceiver * , TAG_IDLIST > idTreeAnimator traceSurfaceFlags buoyancyScale idMat3 notFound idAngles idFocusTracker::playerTrackerData_t bool trace envOverrideEnabled allowBeamBounce pendingQuickWeapon idStrId damage fadeOutDuration fxStaticModels maxCreatedInAFrame windingPoints idDeclEntityDef testStatus_t dmgCaused selectedEntities enableStaticSpecular idEventSystem idSoundShader idSoundShader idPlayerHud_Render::idAmmoGroupRight fullscreenMaterial sndAlmostDead bool voProperties listenerList animator startAxis *[2] prevAngles playerTrackerData shouldPlayPickupSound bool priority idStrId idDeclProjectileImpactEffect::projectileImpactEffect_t bool idDeclWeapon::accuracySettings_t::wanderingAim_t headingText bool playerDriver finalResult startFadeInTime bool eventSystem randomFireTime soundDying cameraTagIndex killBonus comboSound ammoGroupRight idDeclActorModifier idDeclVoiceOver idVoiceInfo idDamageParms::damageScreenEffect_t float shouldSwitchWeaponWhenOutOfAmmo idPhysics_ParametricMM pmtype_t idPhysicsCallbacks bool idVec3 idAAS2 idVec3 idVec3 idSoundShader idDeclInventory idAnimStack bool collisionZapsRotation desc ricketyMetal canAttackActors wanderingAim idBounds idVec3 shouldSwitchWeaponWhenOutOfAmmo float idStr [64] idColor idQuat touchesTriggers idPresentablePtr < idPresentable > decl closeCall closePeriodic short damageSmall idAtomicString trailDist bool idAFBody PhysObj movementType callbacks reliables player lastCollisionNormal start sndFireStop bool itemDecl animStack fireRequiresButtonRelease idAngles idStaticParmBlock < 80 > idVec3 bool bounds viewOrigin time heavyDropVariation bodyName bool idList < idEffectPhysicsBreakable::idBreakableParticle , TAG_FXPHYSICS > idStaticList < int , 64 > fadeFrom dest_quat idAnimator_AF bool bool attacker maxBlinkInterval idDeclTutorialEvent idSoundShader jointNameRoll requireDualWield idTypesafeNumber < int , gameTimeUnique_t > idList < idEventReceiver * , TAG_IDLIST > idMD6LeafPause traceEntityNum masterBody lowAmmo idVec3 float idEntityPtr < idEntity > angles envParms storedBeamStartPos useIntroBringUp medalCondition_t idStrId idGameTimeManagerPtr particles initialized fxInactiveStaticModels recentNumFrames maxWindingPoints hudFlags_t afProperties dragging afTouchesTriggers idList < idClass * , TAG_IDLIST > idSoundShader idSoundShader idPlayerHud_Render::idAmmoGroupLeft sprintJump sndBreatheHeavy bool pauseTime listeningToList animLeaf clipMask curPos usableDistance forceBindToQueued idVec3 condition idAtomicString idDeclProjectileImpactEffect::projectileImpactEffect_t bool float bodyText bool gametimeManager startingHudFlags numChildren activeSequence bool objectList stopThinkTime soundTargetAquired ironSightTagIndex itemCount scoreRolling ammoGroupLeft idMaterial idDeclVoiceOver idVoiceInfo idDamageParms::damageScreenEffect_t float silencedMode idResidencyQuery idEntityPtr < idEntity > float idVec3 idAnimator_Channel bool minAngularVelocity soundName ricketyWood useLaserSight fireKick float idDeclCameraTrigger::cam_focus_t canBeUpgraded idTreeAnimator idStr idColor idVec3 skipReplication fxEmitterSound_t customMaterial airRally alarm2 short damageMedium idAtomicString trailFadeInTime float AFPState_t time movementFlags residencyQuery reliableCount deathTrigger contentMask eyeHeight nextBounceTime infopropsIndex idHudInfo::notificationInfo_t playerNumber channelAnimator toggleDualWieldEquiresButtonRelease idAngles idStaticList < idView::controllerShake_t , 4 > idVec3 distance focusType score treeAnimator jointName idList < idEffectPhysicsBreakable::idDecalFX , TAG_FXPHYSICS > bool idHashIndex fadeTo dest_position bool bool soundInfo jitterMinInterval idDeclTutorialEvent idSoundShader jointNameProp bool idMD6Branch wheelVelocity current unsigned short notificationInfo idAngles idEntityPtr < idEntity > absAngles controllerShakes storedBeamImpactPos nextAmmoChangeTime idChallengeMedal idStrId md6WeightGroup_t decals hidden activeStaticModelHash recentTotalCacheHits numWindingPoints idDragEntity idList < idStr , TAG_IDLIST > float isBeingEdited dragTime dynamicClipReplication idHashIndex idSoundShader idSWF idPlayerHud_Render::idAmmoGroupQuickSlot sprintSlide sndBreatheMedium bool value mergeBranch passEntityNumber curAngles cursorId whoDroppedMe idVec3 medal idDeclProjectileImpactEffect::projectileImpactEffect_t idDeclVehicleWeapon float bodyTextPC float filterGroup dragEntity testPaths endFadeOutTime bool objectHash lastStartTurnSound soundHasTargetLoop useTagIndex itemBonus activeHud ammoGroupQuickSlot idMaterial gameStat_t idVoiceInfo idDamageParms::damageScreenEffect_t float currentZoomLevel randomizeValidMeshKits float idPhysics::residency_t idStr idEntityPtr < idEntity > idEntityPtr < idEntity > idMat3 idVec3 idList < barrelProps_t , TAG_IDLIST > idClientGameMsg_DropItem::ammoTransfer_t idAnimator_Proxy idAnimator_HandIK maxAngularVelocity fadeTime porcelainEffect remoteFireWeapon maxDivergence idContents idDeclCameraTrigger::idSplineMove bool float walkCycleModifier bool bool idColor idCurve_Spline < idVec3 > dynamicClipReplicationAxis customWeaponMaterial stat toIdle short damageLarge idVec2 trailFadeOutTime float AFPState_t length movementTime collisionResidency text vehicle ignoreEntity subDivisionSize lastCollisionAxis barrels idHudInfo::radioVoice_t ammoTransfers proxyAnimator handIKAnimator idAngles clipMask spline blindfireLeft handsFovScale projectReferenceOrientation shouldClamp idList < idEffectPhysicsBreakable::idSpark , TAG_FXPHYSICS > idVec3 idHashIndex unsigned char originalColor spline bool bool lastWeaponID jitterMaxInterval idDeclTutorialEvent idSoundShader rotationMod idIndex < short , invalidJointIndex_t > wheelAngle saved unsigned short radioVoice idVec3 bool deltaAngles kickFinishTime bounceFireHandle nextWeaponChangeTime idStr idStrId bool md6WeightGroup_t sparks startPos inactiveStaticModelHash recentTotalQueriesIssued tempMemory decayParams_s idLocationSequencer::locationFadeState bool noDrop dragAxis isAimAssistTarget idList < idPresentableAnimatedEntity * , TAG_IDLIST > float idSoundShader idPlayerHud_Render::idWeaponSelection sprint sndCantUseItem float value idList < idIndex < jointIndexType_t , invalidJointIndex_t > , TAG_IDLIST > index bool flags deltaPos clearFocusTime aiDualWield float desc idList < idAtomicString , TAG_IDLIST > idDeclProjectileImpactEffect::projectileImpactEffect_t float float bodyTextPS4 blindfireRight weightGroup standDecay curr fadeState extendedCount bool aimAssistTargets cosMaxFireAngle soundSearchingLoop warningLightTagIndex collectNum scoreLeftX weaponSelection idMaterial aggregationMethod_t idVoiceInfo float idInfluenceImpulse changeZoomLevelTime radiusDamageJointIndices dropToFloor float bool idTraceModel idStr idEntityPtr < idEntity > idClipQuery idList < idAASVisPoint * , TAG_AI_VISCACHE > idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > idMat3 idWeapon idAnimator_JointMod float acceleration layers plasterEffect remoteWeaponDelay firingConvergenceRate voiceMessageType_t float bool idStrId [128] timeBetweenDecals idTreeAnimator idSplinePathMM playerShouldLowerWeapon customMaterial3rdPerson method toSearch idDeclAIBehavior::idRunTypeBehaviors minValue float influenceImpulses float float bool totalLength groundPlane state deathTrigger query visPoints playerEventHandle axis clientWeapon idHudInfo::damageLocator_t numAmmoTransfers jointModAnimator ikBlend idAngles voiceMessage splineTime blindfireOver displayName treeAnimator idList < int , TAG_IDLIST > idVec3 idRenderModelParticle float fadeStart splinePath idVec3 idVec3 bool presentableWeaponID runTypeBehaviors idDeclTutorialEvent idSoundShader randomScale float idVec3 lastWheelHeight lastTimeStep testSolid unsigned int damageLocator idAngles goalAngles kickTotalTime lockOnFireHandle weaponButtonPressTime idStrId bool idAnimator_Base::serializeProps_t pieceActivationTimes endPos pmodel recentCacheHitRatio tempMemorySize decayParams_s bool initVelocity lastViewDir indicateTarget float idSoundShader bool idPlayerHud_Render::idCrossHair move sndJobAccepted idList < idWeapon::barrelSpin_t , TAG_IDLIST > idList < idStr , TAG_IDLIST > value originalPosition bool queryIndex [16384] deltaAngles focusedEntityFlags bool sumCount idAtomicString idDeclProjectileImpactEffect::projectileImpactEffect_t bool float miscText peekLeft idDeclWeapon::shellEjectEmitter_t serializeProps crouchDecay last swfLocation rgba bool entityToPresentableLUT cosMaxFirePitch soundTurnstart aiReserved collectMax sourceScore crossHair idMaterial gameStat_t idVoiceInfo float idInfluenceTrail spinningBarrels targetLockJoints hasMaster idStr idList < idSpawnArea::debugGenPos_t , TAG_IDLIST > bool idVec3 idVec3 float idDeclAmmo idAnimWebHands allowLingeringEffects electronicsEffect isRemoteFired notFiringWanderRate voiceMsg_t idEntityPtr < idEntity > bool idStrId [256] shellEmitter bool idList < splineMoverModifier_t , TAG_IDLIST > idAnimWebPath allowCutting idDeclWeapon customWeaponMaterial3rdPerson stat winning idDeclAIBehavior::idIdleBehaviors maxValue float influenceTrails float bool atRest contactTime index mapName debug_positions ownerThreadId valid splashVelocity impulsePoint zoomTime idHudInfo::airSupply_t ammoDecl nextWalkCycleVariation float idAngles idAmmoItem delayedMessage entity peekRight pickupName enabled idEffectPhysicsBroadPhase idDeclElectricBolt idDeclParticle float unsigned char fadeEnd splineMoverModifiers animation idVec3 idVec3 bool weaponDecl idleBehaviors idDeclTutorialEvent idSoundShader propSpeedScale idVec3 idMat3 lastMotorVelocity endTime isOriented idClipModel airSupply idDeclTable goalSpeed kickAngles ammoClipChargeFire ammoButtonPressTime idStaticList < idDeclChallenge::idChallengeScoreInfo , 5 > idMaterial bool bool broadPhase eboltDecl pDecl recentAvgHitRatio tempMemoryStart bool char bool initAVelocity lastDragPos debugScopedActivation idList < aiThink_t , TAG_IDLIST > float idSoundShader idCheckpointSaveComponent_WeaponStatic idPlayerHud_Render::idInteraction *[6] look sndJobCompleted idList < idWeapon::jointAttachment_t , TAG_IDLIST > idList < idAnimatedEntity::lockOnJoint_t , TAG_IDLIST > value originalRotation bool clipModel [1000] tables traceModelIndex scoreInfo idDeclEntityDef idDeclProjectileImpactEffect::projectileImpactEffect_t float tutorialImage peekOver idDeclWeapon::shellEjectEmitter_t initialized ignoreFallDamage data numDescriptions morph aiThinks suppresingFireTime soundTurning saveComponent time targetScore interaction idDeclActorModifier::ActorModifierSounds_t gameStatAggregationMethod idVoiceInfo float jointBindings lockOnJoints noImpact idVec3 idVec3 idBlockAlloc < idRecycledTraceModel , 64 , TAG_COLLISION > unsigned int idList < idSpawnArea::GeneratedPosition , TAG_IDLIST > idSuperScript unsigned short idClipQuery idVec3 bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idHands::moveVariationDirection_t collisionCount playerDef oilPipeEffect aiMinDelayTimeSecs aimCorrectionDelay float idVec3 bool idStrId shellEmitterSecondary bool bool bool float idWeapon sounds aggregate losing float minScale idVec2 float float constraintType_t worldOrigin contactOrigin allocator loadTimeMS generatedPositions superScript areaNum deferredSurfTrace impulse shooting idHudInfo::healthIndicator_t count introStateIndex moveDirection idAngles bool idAmmoItem arcWidthDegrees position hide pickupNameMulti ikInitialized shutdownCalled idRandom idRenderModelBeam idRenderModel bool unsigned char soundWasPlaying splineModifierIndex speedScale float idStaticList < idClothSimManager::clothSims_t , 16 > clientWeapon openCombatDuration idDeclTutorialEvent idSoundShader randomTimescale idColor idList < idMD6LeafPause * , TAG_IDLIST > lastTorque timeStep type idTraceModel healthIndicator float lastGoalAngles kickOnHands ammoClipChargeFireSecondary inhibitFireControlStartTime idDeclChallenge::idScoringModifier tutorialScreens idList < idEntityPtr < idEntity > , TAG_IDLIST > idMD6Branch random beamModel rmodel initialized tempMemoryEnd idPlayer::playerBodyAnimInfo_t idList < idStr , TAG_IDLIST > idStr bool initVelocityDelay cloth idList < presentableThink_t , TAG_IDLIST > float idSoundShader idProp_WeaponStatic::movementControllerShake_t idPlayerHud_Render::idJournal [55] jump sndJobReadyToTurnIn idIndex < short , invalidJointIndex_t > value leaves *[2] traceModel prev useButtonOverride bool scoreModifiers idAtomicString idDeclProjectileImpactEffect::projectileImpactEffect_t float screen spawnedDetachables idStr serializedTrees bodyAnimInfo includedTests title lineStyle2 presentableThinks startSuppressingFire soundIdle controllerShakePitch parTime startTime journal bool idStrId idVoiceInfo float compassNeedleJoint lockOnJointID idMat3 idVec3 idList < idRecycledTraceModel * , TAG_COLLISION > idStr idList < idSpawnArea::GeneratedPosition * , TAG_IDLIST > idGameSuperInterface idVec3 bool idStrId float idPresentablePtr < idPresentable > idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool electricDischarged spawnSpot panzerMetalEffect aiMaxDelayTimeSecs aimCorrectionDuration float idAngles idStrId shellEjectLeftTagName bool float bool idDeclAmmo predicted displayName reinforce float maxScale idVec2 float idVec3 idAtomicString worldAxis delta allocated username obstructedPositions prev origin isInWater newsName windupTime idHudInfo::reticleInfo_t attacker idleStateIndex breathingAnimationRunning bool bool idAmmoItem idWeapon::weaponState_t heightMin pathAdjust emptyAmmoInfo entityNum idGameLibEffects idStaticList < eboltControlNode_t , 32 > idAtomicString bool idObstacleAvoidanceCore::pathNode_t hasColorCurves splineModifierLengthOffset aiChange float idClothSimManager::clothSims_t::state_t ammoDecl exposeCoverDistance idDeclTutorialEvent idSoundShader minAngles char idList < idMD6Branch * , TAG_IDLIST > lastGrip lastImpulse name char reticle float idFocusTrace skipTargetHighlight isBobEnabled ammoClipChargeFireMega weaponFiremodeAnimStateRight idDeclChallenge::idSetting float idAI2::idAIConstant idTreeAnimator gameLibEffects controlNodes modelName alreadyWarned pathNodes idTungstenHealth idList < idStr , TAG_IDLIST > idStr idList < idVec2 , TAG_SWF > bool initAVelocityDelay state broadphaseStats_t float idMaterial idProp_WeaponStatic::movementControllerShake_t idPlayerHud_Render::idRadioVoice [44] crouch sndJobUpdated float bool value branches userName focusTrace idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > challengeMenuSetting crouchMoveMax idList < idChapterIntro , TAG_IDLIST > idDeclProjectileImpactEffect::projectileImpactEffect_t float bindset aiConstants idVec3 treeAnimator playerHealth excludedTests desc verts unbindAnimation broadphaseStats timeSuppressed laserBeamMtrSearch controllerShakeYaw bonusCash endTime radioVoice idDeclActorModifier::TriggerType_t idVoiceInfo idDamageParms::goreType_t compassDirection disableLockOnJoints idVec3 bool idList < idRecycledTraceModel * , TAG_COLLISION > idStr idVec3 idVec3 bool idStrId idAnimator_JointMod idDeclWeapon idIndex < short , idDeclAnimWeb::invalidStateIndex_t > intros idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > aiEventHandle breakableArmorEffect aiMinFireTimeSecs requiredConvergenceTime float idVec3 idDeclInventory::itemTypes_t shellEjectLeftFirstPersonOffset idTreeAnimator bool float bool type ordinal meinLeben float goreTypes idVec2 bool idLCP idAFBody localOrigin clipMove free machineName lastPositionUsed position idPresentable validOrigin empGrenade desc jointModAnimator idHudInfo::weaponSelection_t weaponDecl bringupStateIndex breathingAnimationAlias idPresentablePtr < idPresentable > idVec3 idAmmoItem idWeapon::weaponState_t heightMax focusOffset itemType animator idRenderModelDiscreteAnimation ribbonState_t startOff splineTotalLength snapAnimEndToGround idAnimator_AF idClothSim ownerEntityNum exposeCoverMinDistance idDeclTutorialEvent idSoundShader maxAngles idEntity idList < int , TAG_IDLIST > lastOnGround body1 idClip::idClipCollisionQuery::type_t presentable weaponSelection float idFocusTrace target viewBob ammoClipChargeFireSecondaryMega weaponFiremodeAnimStateLeft idSoundShader float idStr idAIEditable idAnimStack model startTime duration ribbonState maxPathNodes bool idList < idTestReport * , TAG_IDLIST > idSWF idList < idSWFShapeParser::swfSPDrawFill_t , TAG_SWF > bool afProperties clothSim idVec3 idMaterial float idPlayerHud_Render::idDangers lean sndMapUpdated float idAnimatedEntityPhysicsCallbacks value leafAnimModsTime type delta focusTraceBounds idVec3 soundCompleted injuredCrouchMoveMax idDeclProjectileImpactEffect::projectileImpactEffect_t float float action aiEditable idStr animStack isControllingAi testReports fillDraws sprintSpeed previousServerTime suppressionFirePoint laserBeamMtrHostile windupTime totalCash successionId dangers usercmdButton_t idMaterial idDeclJobRef float compassDigit defaultPhysicsCallbacks idMat3 playerExplicitMove_t::moveType_t idVec3 idStr float unsigned short idAAS2 idSoundShader idMaterial float idDeclProjectile idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idAnimator_Channel lastVel electricShieldEffect aiMaxFireTimeSecs stand_normal_scale painType_t idDeclCameraTrigger::idTimeLerpHelper idStr shellEjectRightTagName idClip bool bool bool idPresentable button icon jobDecl float chance idMat3 bool bool idAFBody localAxis moveType platform currentGameTimeSec idInventoryItem empStuckToSound material lastThinkTime idHudInfo::pickupLog_t projDecl bringdownStateIndex breathingAnimChannel idPresentablePtr < idPresentable > idAngles idAmmoItem painType frameLerp internalName clip idDeclBreakable idVec3 cycleTrigger useSplineAngles leapPoint idPhysics_Static idDeclParticle expectedHit optimalCoverDistance idDeclTutorialEvent idSoundShader baseAxisPitch idScriptList idMD6Branch limitLateralGrip externallyForced body2 item scoreLog float idFocusTrace prevTarget viewBobAngles ammoClipLockOnFire lastWeaponSlotRight idSoundShader float idList < idStr , TAG_IDLIST > idAI2::idAIVolatile idClip decl diversity startDelay spawnOrg numPathNodes idGatherQuery idList < idFolderReport * , TAG_IDLIST > unsigned int idList < idSWFShapeParser::swfSPDrawLine_t , TAG_SWF > bool phys particle idDeclTrackingParms idSimpleHealth bool idPlayerGuis_Render::playerGuisInfo_t::objectiveResults_t::playerResults_t idPlayerHud_Render::idCommanderSlotGroup leanClimb sndOutOfItems idIndex < short , invalidJointIndex_t > value mergeBranch parmIndex duration focusTraceProxy idMat3 soundFailed runMoveMin idStrId idDeclProjectileImpactEffect::projectileImpactEffect_t idAngles float cancelActions aiVolatile idVec3 idStaticList < idPickupHudInfo::item_t , 3 > clip lootQuery folderReports languageMask lineDraws removeEntirely serverTime trackTowardsTargetEndTime declTrackingParms health playerObjectives areFlashObjectsValid commanderSlotGroup idList < idDeclAchievement::statConstraint_t , TAG_IDLIST > idDeclVoiceOver idDamageParms::goreType_t additionalJoint idExtrapolate < idVec3 > playerExplicitMove_t::velocityType_t float idStr idEntityPtr < idEntity > idStr idSoundShader idPlayerProgress::NewsPaper idClientGameMsg_HitScanHit::hitInfo_t idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idMD6LeafPlay lastModelAxis displayName golemWeakSpotEffect minAngles crouch_normal_scale bool idMat3 idStrId shellEjectRightFirstPersonOffset items idDeclWalkIK idDeclFlare bool idVec3 [24] idLaserSight timerDelay requirements voiceOver float goreTypes idMat3 float bool idPhysics_AF linearExtrapolation velocityType weight gameName facingTargetObj cpeType idAnimStack areaNum empMoveToSound uniqueIndex barrelIndex idHudInfo::pickupLog_t hitInfos dryfireStateIndex breathAnimLeafPlay idVec4 float aimPrimary viewAxis description declWalkIK idEffectPhysicsBreakable::breakablePieceSound_t idRenderModelBeam avoidDebugLine_t declFlare ignoreSplinePitch animationEndOrigin idAnimator_Channel laserSight exposeCoverTravelTime idDeclTutorialEvent idSoundShader baseAxisRoll idDecl idMD6Branch lateralSlip shouldAddFrameConstraints physics idClipModel animStack pickupLog float idCrosshairInfo visualType fadeColor chargeFireCurrentCharge lastWeaponSlotLeft idList < idChallengeMedal , TAG_IDLIST > float idAIHealth bool soundInfo beamModel startTime spawnTime debugLines bool idSubtitleSequencer unsigned short channelAnimator smokeSystemRate idGameTimeManager idVec3 idDamageParms::damageType_t float idSWFSpriteInstance idPlayerHud_Render::idCombinerGroup pipeclimb sndPickup idVec3 value endBranch clipModel scale crosshairInfo medals sprintMoveMin idChapterVariation::VariationType idDeclProjectileImpactEffect::projectileImpactEffect_t idAngles float removeAfterMS aiHealth bool mgDeclSmartLoot::randomGroups_t createdThroughSerialization lootSoundPlayed currentTestReport sequencer gameTimeManager trackTowardsTargetStartPos ignoreDamageType activatableRange totalTime elemSprite combinerGroup idList < idDeclActorModifier::ActorModifierTrigger_t , TAG_IDLIST > bool voChainState_t idCoverCapabilities ribbonStart idExtrapolate < float > idVec3 idStr idStr idVec3 unsigned char idEntityPtr < idEntity > idPresentablePlayer idPhysics_RigidBody idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idVec3 fadeStartTime type bloodReplacementEffect maxAngles stand_zoom_scale bool idVec3 idStrId hideShellsOnZoom random float idVec3 idMat3 triggers allEventsRequired state crouchCaps idMat3 float idVec3 idStaticSpatialVec angularExtrapolation overrideVelocity mapName buildVersion position oldTeamID idAnimator_JointMod xcells powerSourceToMoveToPtr self physicsObj idHudInteractionInfo numHits zoomlaseringStateIndex leftHandReachPos idVec4 float burstMode_t aimSecondary lastKnownPosition boostDescription entityNum float idRenderModelEffects quadSize move_delta animationEndAxis netFireIndex idDeclTutorialEvent idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > exposeCoverOpenCombatChance idSoundShader baseAxisProp idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > longitudinalSlip worldOrigin idCollisionQuery idEntityPtr < idEntity > jointModAnimator interact idStrId flags fadeToColor fullChargeCost lastBurstModeRight idStrId idComponentActionScript defaultWaterSimulationFrames effectModel stopTime numActiveNodes maxDebugLines idGatherQuery idStr idLocationSequencer unsigned short idleAnimHandle healthPercent bool idVec3 idSWFTextInstance idPlayerHud_Render::idChallengeHud mapUpgrade sndCombineSuccess idVec3 value faceSetupAnimAlias query bindParent flags displayName name coverCrouchPathTime idList < idChapterPart , TAG_IDLIST > float idStaticList < idDeclProjectileImpactEffect::projectileImpactEffect_t * , 42 > idAngles showJournalUpdate actionScript idDeclRibbon mgDeclSmartLoot::ammoGroups_t onlinePlayerUseableQuery rootPath locationSequencer playerTime trackTowardsTargetStartPosTime bPlayerOnlyTrigger stepOffSafetyOffset collectibles fullHealthText challengeHud idDeclActorModifier::ActorModifierDepType_t idDeclEmblem::emblemCategory_t idList < voChainState_t , TAG_IDLIST > idCoverCapabilities ribbonEnd idMat3 idStr idBlockAlloc < idTraceModelCache::trmCache_t , 64 , TAG_COLLISION > float unsigned char idVec3 char idArmorPiecePhysicsCallback idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idVec3 fadeEndTime parts effectList minAnglesAtWeapon crouch_zoom_scale bool idColor idStrId ribbonEffect ammo float bool type splineMoverModifier_t::splineMoverModifierRailEvent_t::railEvent_t category responses float fullCaps idSpring < idVec2 > float idMat3 idSpatialMat angularExtrapolationStartAxis ignoreEntityNum cacheAllocator buildTimestamp obstructionTimer newTeamID idAnimator_AnimWeb ycells powerSourceToMoveToLocalPos minForward physicsCallback idStaticList < idCrosshairCombinerInfo , 3 > serverTime zoomchainfirecycleStateIndex leftHandReachDir bool idVec4 float burstMode_t aimLaserInWeaponDirPrim color requiredName clipMask idSoundWorld idDeclTrailBeam bool fadeStart stopRotation type idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idVec3 netFireIndexLastSerialize coverPathNearDistance idDeclTutorialEvent idSoundShader angles char debugSpringForce worldAxis idVec3 idAngles animWeb combiners idDeclRenderParm usableState_t idPresentablePlayer autoAcquire fadeFromColor fireChargePerSecond lastBurstModeLeft idStrId idPlayerProgress::Tutorial idAIFSMCallback soundWorld decl hidden currHeadIdx numDebugLines bool idStr idStrStatic < 1024 > unsigned short deathAnimHandle offset idList < idTurret::searchBeam_t , TAG_IDLIST > idEntityPtr < idEntity > idList < barrelProps_t , TAG_IDLIST > idSWFTextInstance bool takedown sndCombineFailed type animModsTime vectors bindOffset parm usableState owner weaponStatsTag_t maskedName coverRunPathTime idAngles float unlockIndex fsmCallback idDeclAmmo shouldHideVehicles regressionName loadingText ssEndTime searchBeams enemyAttackedTrigger barrels collectiblesMax fullAmmoText mustInitWidgets idList < idInventoryAttachmentDef , TAG_IDLIST > idStrId voChainState_t ribbonStartTime idVec3 playerExplicitMove_t idList < idTraceModelCache::trmCache_t * , TAG_COLLISION > idList < idUniqueWarning , TAG_IDLIST > float idList < int , TAG_IDLIST > float idList < idProjectile_Grenade::potentialTargetTrace , TAG_IDLIST > char idFadeHelper idVec3 idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool weaponStatsTag nextVariationId maxAnglesAtWeapon stand_scoped_scale bool float idMaterial ribbonLifeSpan initialAmmoDecl idAnimator_TrackerBase idClip float idMoverMM::moverCommand_t float idPresentablePtr < idPresentable > startingInventory unlockDescription order idSpring < idVec2 > idVec3 idVec3 idSpatialMat angularExtrapolationRotVec explicitMove cache warningList distanceFromEdge cappers idDeclParticle visRatio potentialTargetTraces maxForward fade idHudWeaponAmmoStatusInfo startPos zoomidleStateIndex useLeftHandReach float bool aimLaserInWeaponDirSec transTime icon parentTracker clip idSoundEmitter idVec3 bool float avoidDebugText_t fadeEnd lastCommand healthPerSrike bool idEntityPtr < idEntity > hitPresentable minFireFromCoverDuration idDeclTutorialEvent idSoundShader propSpeed idEventArg::class_1772 idDeclRollBones debugv1 atRestOrigin idAtomicString particleFx weaponAmmoStatus idStr takedownMode_t idAnimStack timeToRetainLostTarget fadeRate lastFireChargeTime wasDualwielding idStrId idPlayerProgress::UnlockType idDeclInventory emitter start started startVariance debugText idAmmoUpgrades bool idRenderModelGui idSWFShapeParser::swfSPEdge_t takesDamage triggerEntity idInterpolate < float > idAngles bool idSWFTextInstance bool commander sndUseBandage value declRollBones clipMask bindToJoint value overTakedownTarget animStack float modListName coverSprintPathTime idChapterStats idAngles float unlockTypeIndex inventoryDecl idVec3 idDeclAmmo ammoUpgrades testInProgress guiInternalModel start ssStartTime searchBeamBlend minAngles fireInOrder collectibleBonusScore useText displayBottomHud idAtomicString idList < idVOChainState , TAG_IDLIST > lastDecalTime idVec3 playerPState_t idHashIndex unsigned int idVec3 idBitArray char float idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool damageScale chapterStats aiMinAngles crouch_scoped_scale float bool idMaterial endPoint introAnimationID initialAmmoDeclSecondary idTreeAnimator idClipModel idVec3 bool idAnimWebPath [24] idIndex < short , invalidJointIndex_t > nightmareEnter index states idVec2 idVec3 idMat3 idStaticSpatialVec linearVelocity current hash loadTimeMS start startTime tagData_t cellVis detonationDelay minRight fadeTime idHudLaserCutterFuncLensStatusInfo hitEntityNum zoomdryfireStateIndex isThrowingKnife highMagnitude timeScaleFade quickIcon treeAnimator clipModel soundChannel_t idVec3 bool sunDirection skipInitialForcedModifiers anim bool hitJoint maxFireFromCoverDuration idDeclTutorialEvent idSoundShader randomTimeOffset idArray < idEventArg , 9 > bool debugv2 atRestAxis short idAtomicString particleFxTagData laserCutterFuncLensStatus idPresentableAnimatedEntity lostTargetTime fadeTime chargeFireMaxDamageAt previousWeaponSlot idStrId idSoundShader idFormationCoverMgr channel shouldTrigger prevTime maxDebugText idList < int , TAG_IDLIST > eventQueue_t idStr idSWFShapeParser::swfSPEdge_t isEnemyOfPlayer triggeredMs idList < idPresentable * , TAG_IDLIST > idAngles idAngles idSWFTextInstance idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool clinch sndBurn bool args enabled passEntityNumber bindToTag lastOvertakedowntargetTime presentable desc fireRunningToCoverChance idList < idChapterSecretCollection::ChapterSecretType , TAG_IDLIST > idAngles float activateSound formationCover idVec3 idList < idDeclWeapon::ammoClip , TAG_IDLIST > permaInventory eventQueue name presentables searchBeamLastEnemyAngles maxAngles baseFireAnim finalScore helpText displayAmmoHud idAtomicString idList < idVOChain , TAG_IDLIST > boltOk idVec3 playerPState_t idTraceModel unsigned int idVec3 idEntity bool char bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > float startInfluenceTrail chapterSecrets aiMaxAngles stand_dw_scale bool idMaterial endDir reloadVariation validAmmoClips idVec3 idVec3 idSoundShader bool idAnimWebPath [24] idIndex < short , invalidJointIndex_t > nightmareExit ordinal combatVoChains idStr idIndex < short , invalidJointIndex_t > idVec3 idVec6 idStaticSpatialVec angularVelocity previous timeFPS endTime idVec3 entityPtr isThrowbackGrenade maxRight removeWhenAtRest idHudMiniGameInfo hitCounts chainfirecycleStateIndex leftHandReachBlend float highDuration activate garageIcon focusPoint upNormal idDeclImpactSound bool idVec3 sunGlareSnd applyAnimationOffsetOnNextFrame viaAnim bool rollJointIndex repeatExposeCoverChargeTime name idDeclTutorialEvent idSoundShader jointIndexPitch idArray < idStr , 9 > idTreeAnimator debugv3 spatialVelocity short idAtomicString originOffset minigame crosshairState_t playerWebSetup_t flashTime cameraShakeVolume blockChargeFireUntil staminaCharge float bool impactTable timestamp forceStop prevOrigin numDebugText idDeclParticle bool idSoundShader bool useSphereModels startTime idList < idPresentable * , TAG_IDLIST > idSoundShader idSWFTextInstance bool fire sndButtonBad strings animator gatherType bindAnim focusCrosshairState primaryWeb modifier cornerCircleRadius idList < const idChapterSecret * , TAG_IDLIST > bool float skipPause blockTakedownsTimeout idVec3 idInGameVideoFile idList < idDeclWeapon::ammoClip , TAG_IDLIST > prtUnderwater ignoreNextTest sound hole activePresentables searchBeamTagIndex destroyedParticleRate sndTurning rating pickupAnimCountText displayCombiners idAtomicString idMaterial idDeclAiEvent [14] numShotsLeftBeforeInternalReload idInterpolateAccelDecelLinear < idVec3 > playerPState_t idStr bool idTypeInfoObject char idPhysics_Parametric idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool surfTypeLastHit secrets playerRotatable crouch_dw_scale float float bool idMaterial animEndTranslation videoFile validAmmoClipsSecondary idVec3 idDeclWalkIK idMD6LeafPlay idDeclTable idMat3 float nightmareDie icon bodyEventDecl idRelationship::attitude_t bool idList < const idMaterial * , TAG_IDLIST > idIndex < short , invalidJointIndex_t > *[3] float idVec6 idStaticSpatialVec linearInterpolation saved refCount machineName obstructed leadingTeam idQuat typeInfoObject lastColObj minUp physicsObj idHudQuickSlotInfo entityNum chargingStateIndex wasInTakedownMode bool float bool lowMagnitude scale reactOnlyToKeyUp engineeringIcon focusPoints decl leaves float idVec3 bool sunGlareSndVolumeTbl animationOffsetAxis windowIndex bool idIndex < short , invalidJointIndex_t > rollDelta friendlyFireThreshold canLead idDeclTutorialEvent idSoundShader decalMaterial jointIndexRoll idMD6LeafPause debugf1 externalForce unsigned short bool savedRotOffset quickSlotInfo bool playerWebSetup_t firing controllerShakeVolume chargeFirePending previousStaminaCharge float bool nextSoundTime updateStartLength fadeInStartTime prevOrigin2 inputTransformValid idDeclParticle idXMLWriter idStr idList < unsigned short , TAG_SWF > playedDeathAnim jointIndex idList < idPresentable * , TAG_IDLIST > bool float idSoundShader idSWFSpriteInstance idSWFSpriteInstance bool reload sndButtonDown bool argsNumber animLeaf firstResultIndex bindOrientated blockLean secondaryWeb idVec3 optionType alignToPointDistance char float float reactOnlyToKeyDown takedownWindowClosed idMat3 bool bool prtWaterTransition xmlWriter name vindex1 pusherPresentables searchBeamsVisible destroyedParticleRateStart sndFireLoop score pickupAnimIconAnimSprite gameStat_t gameStat_t idDeclAiEvent canFollow autoReloadAnimPending idInterpolateAccelDecelLinear < idQuat > solidGroundRef_t float idStr idList < idEntityPtr < idSplinePath > , TAG_IDLIST > idStr bool idGame float char bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool surfNormalLastHit chapterName rotateSpeed zoomedFOV idDeclCameraTrigger::idTimeLerpHelper bool idMaterial animEndRotation videoPlaysWhenEquipped blockPrimaryWeaponMode idTypesafeNumber < float , DegreesUnique_t > idClipModel idMD6Branch idDeclTable idVec3 float completionStat stat animSpecialEventDecl float short float idIndex < short , invalidJointIndex_t > *[2] float idStaticSpatialVec angularInterpolation lastTentativeGroundRef volume testType splinePaths gameMode solidForTeam idQuat game maxTurnRadius maxUp physicsInit idHudHelpInfo jointNum laseringStateIndex wasInLadderExitMode float float idLaserCutter::scopeFocus_t float lowDuration timing showInJournal merchantIcon yawRight clipModel branches float float idDeclRibbon idMat3x4 sunGlareSndPitchTbl animationOffsetTranslation forcedAttackIndex bool rollAngle enemyTooCloseToGoProne xSpacing idDeclTutorialEvent idSoundShader decalSize jointIndexProp idEventDef idMD6Branch debugf2 unsigned short bool rotOffset help idVec3 playerAddWebSetup_t joy_extent cameraShake scopeFocusGrid staminaPercent idDeclChallengeInfo bool bool minBounceVelSqr updateEndLength fadeInEndTime ribbonDecl inputTransform idDeclParticle idStr idSoundShader idList < unsigned short , TAG_SWF > hasRagDolledYet pieceIndex idList < idPresentable * , TAG_IDLIST > bool idDeclTable idSoundShader idSWFSpriteInstance idSWFSpriteInstance wpnSelect sndButtonUp idMaterial eventdef mergeBranch numResults snapToParent gatherPointEndPos additiveMovementWeb linkData runsIfShotAt idVec3 float cleanKeysOnExit stackedTakedownWindows bool bool bool prtWaterSplash name music vindex2 serializedPresentables canGoInactive destroyedParticleRateCurve sndFireStop kills pickupAnimIconAnimCombineBgSprite ingunObj idStr idDeclAiEvent primIcon idInterpolateAccelLinearEx < float > solidGroundRef_t idVec3 idStr idList < idCurve_Spline < idVec3 > * , TAG_IDLIST > bool bool float bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool lastMovement bool sortId viewOffset mouse_sensitivity_scale equipSlot_t float bool idMaterial correctRotation allowForceFullClip alwaysBlockSecondaryAmmoLoot idMD6Branch idDeclEnv float idEntityPtr < idEntity > idVec3 accoladeName electricDeathEventDecl float short float float idStaticSpatialVec splineInterpolate lastRealSolidGroundRef centerOfMass testId splineCurves isTied noDeferredOnAnimated idEntityPtr < idEntity > refCount acquireRange buttons pushEnabled idHudDangerInfo bodyId throwStateIndex wasInJumpOverCoverMode bool float idClipQuery float crouchWhenStill equipSlot initScale progression raceRewardImage bool idTypesafeNumber < float , DegreesUnique_t > clipMask mergeBranch idBreakableExplosion idList < idGameLibEffects::idLiteRibbonMgr::ribbonInfo_t , TAG_IDLIST > idVec4 sunGlareEnv health meleeTarget idList < idStr , TAG_IDLIST > idStaticList < idBreakableManager::breakables_t , 48 > spinJointOrigin enemyTooCloseToGoProneFacing ySpacing idDeclTutorialEvent idSoundShader decalLifetime propAngle idEventArg idList < idAnimator_RollBones::idRollInstance , TAG_IDLIST > debugf3 idClipModel bool entity dangerInfo multiHitTrace_t targetLocked cameraShakeControllerScale lockTargetCQ staminaStopTime gameStat_t bool bool correctTranslation yawLeft decl ribbons fadeOutStartTime globalColor flags bool idStr idStr swfFillStyle_t radiusDamageJointNames breakable idArray < int , 2 > bool float idRenderModel idSWFSpriteInstance idSWFSpriteInstance dualwield sndCantDropItem idMaterial args rollBones clipModel bindTouchingProp multiPointTraceResult declPrimaryChangeId idVec3 stat allowTransitionOvershoot idDeclChapter::chapterPresence_t idDeclVehicleWeapon::vehicleWeaponType_t float hiddenAdd counterBlockedUntil idMat3 bool bool transitionEffectIsRunning type channelName style firstFreePresentable setStartingInfo density deadModel multiKills pickupAnimIconAnimBgSprite pocketObj idStr idDeclAiEvent secIcon idInterpolate < idQuat > idClipModel idMat3 idSourceControl idStr bindLighting_t float idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idAnimator_JointMod idVec3 idIndex < short , idDeclAnimWeb::invalidStateIndex_t > dMovement idStrId bool richPresence vehicleWeaponType joy_sensitivity_scale idDeclParticle float idDeclTutorialEvent idDeclEntityDef uncorrectedAxis allowQuickuseDuringReload preferSecondaryFiremode idVec3 idMD6LeafPlay idMoverMM::rotationState_t idMat3 description mutantAttackEventDecl float idList < idAIFormation::position_t , TAG_IDLIST > float idAtomicString *[3] float idAFConstraint splineAngleInterpolate clipModel_standing inertiaTensor totalLocationCount mapname bindLighting idIndex < short , invalidJointIndex_t > normalGlances maxTrackAngle flags jointModAnimator idHudInfo::challengeElement_t hitPos throwidleStateIndex nextFingerMovementTime bool float trace_t float displayName useOldAlignToPoint particleFx angle giveOnExecutionTutorial entityDef idTypesafeNumber < float , DegreesUnique_t > upNormal freeLeaves idRibbonModelManager idSoundEmitter idRibbon::ribbonNode_t idVec2 sunGlareEnvFadeOutTime meleeIndex idStaticList < idEntity * , 768 > spinJointMat closeMeleeDist slots idDeclTutorialEvent idSoundShader decalDepth jointName unsigned char idMat3 [128] debugf4 boxConstraint idCollisionQuery jointIndex challengeElement trace_t targetCanLock playerMaxShakeScale lockTargetTR staminaStartTime bool bool pitchUp startTime ribbonModelMgr emitter ribbonNodes bounds bool idStr soundChannel_t idList < idSWFShapeParser::swfSPMorphEdge_t , TAG_SWF > numHitsToKill activated bool bool idSimpleHealth float bool idSWFSpriteInstance turretExit sndCantLootEntity idMaterial data localInv query pointTraceResult declSecondaryChangeId bool baseScore runFacingForward float stunnedByPlayerBlock bool bool bool underwaterEffectIsRunning value channel edges serialized randomFire turretHealth clipForwardAmount headshotKills isReady pocketDigitsObj idDeclAiEvent extraIcon idCurve_Spline < idVec3 > idClipModel idMaterial uintptr_t idSpawnResult::status_t idList < int , TAG_IDLIST > idEntity idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > float bool idIndex < short , invalidJointIndex_t > idPresentablePtr < idPresentable > idIndex < short , idDeclAnimWeb::invalidStateIndex_t > firedByDw idStrId bool sortId lockAimAssist zoomTime idStr idDeclCameraTrigger::idTimeLerpHelper idDeclTutorialEvent idDeclEntityDef useUncorrectedAxis allowSprintFire secUsesPrimAmmo idClipModel idMD6Branch float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > index possessionEventDecl float short float float *[2] spline clipModel_crouched material dllHandle status scores bindMaster squintGlances sinAmplitudeStart game jointRotation instigator meleeStateIndex nextFingerVariation idAngles bool bool description strafeMoveToEntity tagName timing startNewOnFinish boostEntityDef idVec3 idTypesafeNumber < float , DegreesUnique_t > footModel freeBranches idRenderModelBeam bool idVec2 sunGlareEnvDotThreshold crunchSoundTime animation idDeclGore idStaticList < idEntity * , 16 > lastFireTime mediumMeleeDist idDeclTutorialEvent idSoundShader decalAngle randomScale idVec3 boxIndex rotationAxis fadeFlags bool targetId maxShakeAngles currentLockCheck requireSprintButtonrelease firedWHileInCover bool bool startOrigin pitchDown fxIndex beamModel handle explicitDefineBothEdges winding bool float swfUsedFonts_t idList < idSWFShapeParser::swfSPLineLoop_t , TAG_SWF > goreDef entity unsigned int bool float idList < const idDeclEntityDef * , TAG_IDLIST > idPlayerHud_Render::idInteractionElement idSWFSpriteInstance journal sndClickDown idPresentablePtr < idPresentableWeapon > time rollAxis physicsId validGatherPointResult declAddChangeId bool modifier enemyCloseObscurityTest idStrId bool float cutNextMeleeDamage bool bool lastFrameUnderwater joyXSensitivity font loops presentableSpawnId turningSound maxRange attachmentDefs assists interactionElementList infinite idStrId idDeclAiEvent presentableWeapon idVec3 idClipModel idCollisionModel bool idEntityPtr < idEntity > bool idEntity idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > float short idDeclInventory bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > usedMovementCheck idStrId bool displayName disableHudTarget spreadReductionWithZoom idDeclInventory idList < idEntityPtr < idEntity > , TAG_IDLIST > idDeclTutorialEvent idMaterial allowSprintFireSec infiniteAmmo bool idRandom idDeclTable idDeclDamage idEntityPtr < idSplinePath > displayName deadBodyLandEventDecl float short idDeclParticle *[51] idVec2 float splineDerivative clipModel_sprintSlide collisionModel loadFailed entity isComplete teamMaster idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > ambientCycles proximityExplosion lastPlayerInputTime jointRotationYaw invDecl validPointResult sprintStateIndex nextIdleVariation idVec3 bool burstMode_t menuHelp allowEnemySightedCrouchIdle item entity tutorials needIcon aiAnimDCIdealPoint_t createdClipModel random fxCondition_t ribbonHandle_t idVec3 colorModulateTbl crushDamage splinePath idGoreComponent longMeleeDist idDeclTutorialEvent idSoundShader particleImpact randomTimescale idEventReceiver float boxScale short handle hudFlags bool idRenderModel targetAcquiringTime maxShakeOffset currentDupeLockCheck isSprinting burstMode bool bool idInterpolate < float > idealPoint trackGroupIndex fxCondition ribbonHandle tagIndex origin numPoints bool float swfFontEffects_t swfLineStyle_t goreComponent next idArray < lobbyUserID_t , 16 > bool float bool idSWF idSWFSpriteInstance handgun46 sndClickUp bool object rollAmount bodyId overFriendly testModel present obstacleAvoid_IgnorePlayer idStrId idVec3 bool wetInterpolator bool bool lastFrameInWater joyYSensitivity effect style lobbyUserIDs idleSoundPlaying minRange dontShowAmmo defends idStrId idDeclAiEvent blockHeat bool idClipModel bool bool idSpawnLocation idEntity bool idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > short short idPresentablePtr < idPresentable > bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > GameModeSP bool lockedName positionOffsetHack hideHandsOnZoom idList < const idSoundShader * , TAG_IDLIST > idDeclInventory idMaterial allowSprintDW canZoom short float idSoundShader splinePathType_t bool description gotKilledVoiceEventDecl float idSoundShader *[19] idAngles idSpatialMat useSplineAngles clipModel_dead hasWater autoInitAttempt location entityID teamChain bool ambientFidgets useMidpoint lastPlayerInputAngles clientLastUpdateRotationYaw bool presentable hideFocusIcon reloadoutStateIndex nextIdleAccentTime idPresentablePtr < idPresentable > idEntityPtr < idEntity > bool gameModeType aasPush count sound upgrades haveIcon aiAnimDCIdealPoint_t idMD6Branch numLegs numFreeLeaves idVec3 idVec3 idVec3 idVec3 modulateTimeScale sndCrush type idAnimator_TurretNxN < 3 > bool infiniteOnControl movingMeleeDist idDeclTutorialEvent idSoundShader sndImpact minAngles idLinkList < idEvent > idIndex < short , invalidJointIndex_t > invI short isAnimated showHudOnMainScreen idPlayer acquiringTarget globalCameraShakeEntity currentDupeLockDupeOf wasSprinting previousFireAnim idStrId idSkillSetting < int > idAIScriptProxy idealPointOverride mergeBranch worldPosition position startOrg origin2 idMaterial idList < idSWFShapeParser::swfSPMorphEdge_t , TAG_SWF > turretAnimator save idArray < idReplicatedSound , 32 > bool float bool idSWFSpriteInstance idSWFSpriteInstance silencer46 sndDeath float eventNode rollSourceJoint entityNumber bool ownerPlayer hiddenReasons screenStatName maxWaitTimeAfterReachingCover idDeferredLoadResource < idMaterial > idStr idDeclWeapon::scopeGuiNum_t scriptProxy bool lastDamagedTime configSet material edges replicatedSounds hasCheckedDestroyedState maxFireRange damageOccupant revives interactionSprite iconObj idStr idDeclAiEvent curHeat idClipModel idList < traceModelWater_t , TAG_WATER > idStr idCircularBuffer < idSpawnManager::Command , 128 > idStr idIndex < short , invalidJointIndex_t > isHidden float idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > usercmd_t short idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool gameDificulty_t material idle scopeGuiNum float unsigned long bool twoHandsswitchAnim ammoPerShot short idVec3 bool idList < idVec3 , TAG_IDLIST > bool mapLayers sawSomethingVoiceEventDecl bool idAngles idSpatialMat pauseTime clipModel_lean waterPoints _watchString commandQueue playerName bindJoint bool focusCycles desigeredHeight prevcmd jointRotationPitch statType restStateIndex blockHeavyWeaponDrop idColor idInterpolate < float > bool gameDifficulty blurStart unlockBits usable idVec3 idMD6LeafPause enabledLegs numFreeBranches bool idMat3 idMat3 idVec3 bool occlusionQuadOffset noPush controlPoints idAttachmentCollection float removeUser minCloseMeleeInterval idDeclTutorialEvent idSoundShader decalQuad maxAngles idList < idEvent * , TAG_IDLIST > idIndex < short , invalidJointIndex_t > idBounds wasLinked delayTimer bool visColor blur lastLockOnFireTime inInteractionView upgradedCapInventory idStrId idSkillSetting < int > idClipQuery animSpaceEndTranslation leaf effectsEnabled orientation startAxis velocity soft bool idAtomicString idStr attachments bloodTrailHalfWidth idList < idReplicatedSound , TAG_IDLIST > bool float bool idClipModelInfo::clipModelType_t idSWFSpriteInstance idSWFSpriteInstance pipes sndDisassemble bool eventQueue rollDestJoint absBounds bool boundsHitUsable usedToHaveHideReasons inGameStat minWaitInCoverTime idDeclChapter::chapterType_t idStr bleedOutGroundQuery bool idDeclWeapon::WeaponSlot_t lastHealthUpdate customConfig mapName phrase startSoundOverRun hasTargetSoundPlaying maxFireAngle noManualExit type descriptionSprite lockObj idDeclAiEvent useSmokeSystem blockCoolDownUntil idExtrapolate < float > idMaterial idSpawnManager::Context tagData_t isParticleFX short idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > usercmd_t idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool type entry settleTime float bool bool blockAccentsForPrimary weaponSlot idIndex < short , invalidJointIndex_t > short bool bool idList < idVec3 , TAG_IDLIST > bool cashRequired heardSomethingVoiceEventDecl bool idMat3 oscillationExtrapolation overrideClipMaterial _drawX context matchXP bindTag bool focusFidgets numSubMunitions usercmd clientLastUpdateRotationPitch statParm takedownStateIndex evalKnifeThrowAfterFire float idInterpolate < float > bool startingHealth blurScale typesHaveBeenLoaded usableInTown idVec3 idVec3 footJoints blendOutDurationMS bool bool idRenderLight idVec3 unsigned char autospriteOcclusionQuad triggers weightPoints idAnimator_Channel float disableCrosshair maxCloseMeleeInterval idDeclTutorialEvent idSoundShader isBloody baseAxis idBlockAlloc < idEvent , 256 , TAG_AI_GAMESTATE > float firstIndex bool ignoreShowAll notificationTimeLength idEntity char visRadius uniqueLockTargets isTurretControl upgradedCapClip bool idSkillSetting < int > idClipQuery animSpaceGoalTranslation msDirToFocus forceApplied valid rLight orientVec idInterpolate < float > idMaterial channelAnimator bloodTrailHalfLength unsigned char bool float bool idClipModelInfo::idClipModelFilter idSWFTextInstance idSWFSpriteInstance grenade46 sndEnterWater float bool eventPool timeDiff resident bool passEntity linkedState hasPrecedence maxWaitInCoverTime idVec2 idStr idVec3 bleedOutHipQuery bool float visualHealthOverrideFade difficulty materialTo startTime overrideSoundPeerMask isSearchingLoopPlaying maxFirePitch useEllipticLimit contentsFilter descriptionText bgObj gameStat_t idDeclAiEvent playerImpactAttenuation overheating bool idPush idHandleArray < idSpawnResult , 10 > float isDetached mood_t idList < const idDeclProjectile * , TAG_IDLIST > usercmd_t idIndex < short , invalidJointIndex_t > idPresentablePtr < idPresentablePlayer > idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool offset exit offset idDeclCameraTrigger::idTimeLerpHelper bool idList < idDeclCameraTrigger::idCameraTriggerParms , TAG_IDLIST > blockAccentsForSecondary weaponSelectionPrio idIndex < short , invalidJointIndex_t > bool float idSoundShader idSplinePathMM::idSplineGeometry bool nightmareCompletionStat memberKilledVoiceEventDecl idSpring < idVec2 > bool idAFConstraint::constraintFlags_s oscillationZRelative pusher _drawY spawnResults score delay bool mood subMunitionProjectileList usercmdRaw jointPitch bonus_t instigator fastHideStateIndex isGrenadeThrowBack float idView::radialBlurParms_t bool startingArmor timing idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > triggers isHeavyWeapon idVec3 ankleJoints forceFree bool bool idRenderModel idVec4 maxSunGlareScale sndAccel splineGeometry idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float checkFriendlies minMediumMeleeInterval idDeclTutorialEvent idSoundShader angles blockCoolDown bool float unsigned char forceNonDeferredBlend iconType float bool visRadiusDir radialBlur waitingForDupeLockCheck respawnCount additionalFireAnimHandles idStrId idSkillSetting < bool > idAASPositionMgr translationEndTime wsFocusJointPos bool localSpace worldCollisionOnly rModel color axis idMaterial bool currentAnimationHandle bloodTrailLifeTime idArray < int , 4 > bool float idColor idVec3 idSWFSpriteInstance idSWFSpriteInstance ar46 sndExitWater idSoundShader bool loadedInGlobalHeap timeScale idList < idAttachment , TAG_IDLIST > previousDistance disabled name usesForwardCover idStr idVec3 aasPositionMgr idMaterial bool omitFreeLeafWarning bool visualHealthOverrideAmount lowestDifficulty materialFrom forceBreak inputToPlayerIndexRouting allowedToFire maxTurnAngle warningLightColor size loadingBgSprite gameStat_t idDeclAiEvent sound0 heatEffectRunning idInterpolate < idVec3 > idClipQuery short float attachments mood_t float usercmd_t short idPresentablePtr < idPresentable > idIndex < short , idDeclAnimWeb::invalidStateIndex_t > float inventoryCacheId fire rotation idDeclCameraTrigger::idTimeLerpHelper idDeclInventory bool batteryIcon quickUseItem idIndex < short , invalidJointIndex_t > bool allowPrimary idEntityPtr < idLight > idSoundShader idList < splineMoverModifier_t , TAG_IDLIST > completionStat foundDeadBodyVoiceEventDecl idVec2 bool bool idAtomicString localOffsetInterpolation slideMoveQuery center debugHighestValueIndex kills distance lastMood subMunitionMaxAngle prevcmdRaw jointPitchPitch idStrId usedPresentable slowHideStateIndex reloadBashingBonus bool enigmaIndex timing produces allowHeavyInWpnWheel aiAnimDCIdealDir_t idVec3 kneeJoints noClearMergeInPreblend idBreakableTrail bool idRenderModelParticle float bool sunLightEntity sndDecel moverModifiers idAtomicString float maxMediumMeleeInterval idDeclTutorialEvent idSoundShader randomTimeOffset warmEffectRunning idQuat clipMaskSet name idTreeAnimator title idClipQuery bool weaponCanFire radialBlurHandlesCounter numLockOnTargets blockSprintUntil idMaterial GameModeSpFlags idSkillSetting < bool > idAI2Patch1 idealDir msReferenceJointPos bool decl ignore rParticle spawnTime dist frameConstraint idPlayer::tensionType_t autoLoot_t idStrId bloodTrailFadeTime idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_onKey endOfAnimationScriptFunction idArray < idRenderModelGui * , 16 > bool float float idVec3 idSWFSpriteInstance idPlayerHud_Render::idAmmoGroupIcons [12] shotgun46 sndJobFailed idSoundShader ammoSlot_t high rotationOffset bool treeAnimator idAnimatedEntity envCQ shouldDisable material gameModeFlags usesBackwardCover idList < idChapterVariation , TAG_IDLIST > idStr idList < idStr , TAG_IDLIST > patch1 [12] idMaterial idAngles noBlendOut bool currentPlayerTension autoLoot title1 scriptFunction_onKey localGuiModels tryingToFire heightOffFloor warningLightHealthFraction offset useAmountSprite icon0 gameStat_t idDeclAiEvent sound1 slots selfCollision idPhysics_ParametricMM idClipQuery unsigned short float parent mood_t bool bool short usableState_t idIndex < short , idDeclAnimWeb::invalidStateIndex_t > variations mannedIdle meshesHiddenWithZoom float idDeclInventory bool throwIcon recoilAngles idIndex < short , invalidJointIndex_t > idList < unsigned short , TAG_IDLIST > noCollision bool idSoundShader idList < idEntityPtr < idEntity > , TAG_IDLIST > collectionStat enemySightedVoiceEventDecl idIndex < short , invalidJointIndex_t > bool idClipModel splineMaster ladderQuery1 planeNum debugValueDiff deaths lastTimeInPlayerPVS defaultMood randomSubMunitions cmdInhibited clientLastUpdatejointPitch idStrId usableState currentHideStateIndex lastBashingTime idDeclWeapon idView::dofParms_t shakeVolume recipeToReplace allowDirectRefill aiAnimDCIdealDir_t idAngles hipJoints userChannelToLeafMap idVec3 idList < idEffectPhysicsBreakable::idTrail::trailEntry_t , TAG_FXPHYSICS > idRenderModelGodRays float short bool sunGlareEnvActive sndMove moverModifierEntities idMaterial minLongMeleeInterval idDeclTutorialEvent idSoundShader jointIndex idVec3 spatialInertiaSparse clipModel idBitArray description trace_t bool declWeapon numLocks allowSprintUntil challengeScore_t idMaterial idealDirOverride idealOffsetAngles entries translation rGodrays nodeLength children isPrimary unsigned int idStrId bindParentThinkFlags idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_onChar bloodTrailMaterial idRenderModelGui bool float idDeclTable idSWFSpriteInstance idSWFSpriteInstance [12] oldShotgun sndJump idSoundShader rotationScale bool activeFeatures idStr envTR shouldShowAfterUpdate unlockReach menuUnlockMaterial scrambleRunIndex idStr idDeclEntityDef idMaterial float bool lastSetTensionTime subtitleMask locked scriptFunction_onChar guiModel runningFireEffects pitchSpeed warningLightTable numSides useAmountRadialSprite ammoObj gameStat_t idDeclAiEvent sound2 useFrictionDir idInterpolate < idVec3 > idClipQuery unsigned short float groupName soundChannel_t bool bool idIndex < short , invalidJointIndex_t > idPresentablePtr < idPresentablePlayer > idIndex < short , idDeclAnimWeb::invalidStateIndex_t > sortId mannedEntry breakableEmitter bool bool dwIcon maxRange idIndex < short , invalidJointIndex_t > isZero idList < idAnimator_ChannelWeight::leafAnimation_t , TAG_IDLIST > idHandle < flareGuid_t , invalidFlareId_t , INVALID_FLARE_ID > idList < idMoverMM::moverSoundInterpolater_t , TAG_IDLIST > idSplinePathMM::moverModifierModels_t specialCollectionStat injuredVOEventDecl bool localOriginScaleInterpolation ladderQuery2 numVerts debugLowestValue suicides becomeDormantTime voiceChannel pairedSubMunitionVels clearViewDeltaNextUpdate jointSpinwheel idChapterSecret instigator toggledualwieldStateIndex lastFireWeaponTime idDeclAmmo idView::screenEffect_t bool decayParams_s activate minCount blockLadders idMat3 idAngles dirJoints leaves idVec3 idRenderWorld short bool flareHandle sndVolumeInterpolaters moverModifierModels float idAtomicString maxLongMeleeInterval idDeclTutorialEvent idSoundShader idVec3 useContactMotorDir clipMask idVec3 secret unsigned char idHandsItem declAmmo screenEffects engageAllLocks standDecay idChallengeScoreText animSpaceEndRotation curOffsetAngles pieceStartTime rotationVec screenPrtHandle world indexOffset atRest idVolume_ShowGui_Leveltransition float idStrId idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_generateRnd minSpeed meshKit idList < idViewCallbacks * , TAG_IDLIST > float float idStrClipModel idSWFSpriteInstance idSWF knife sndCrouch idSoundShader total translateScale bool minExpand enabled idList < idEncounterGroup * , TAG_IDLIST > forceLeanMode rightItem minutes scoreTextsActive gunDownIndex idStrId idStr float idMaterial float levelTransitionGuiVolume gammaValue title2 scriptFunction_generateRnd activeViewCallbacks idleSkin spinwheelSpeed warningLightTimescale clipModelName useButtonSprite idDeclAiEvent sound3 isZero idList < parametricSplineBatchInfo_tMM , TAG_IDLIST > idClipQuery unsigned short float childGroups faceChannel_t idVec3 idAngles idDeclParticle idIndex < short , idDeclAnimWeb::invalidStateIndex_t > displayName mannedExit baseSpeed bool idPlayerProgress::Upgrades slotSingleIcon maxOptimalRange idIndex < short , invalidJointIndex_t > idAnimator_ChannelWeight::baseAnimation_t idRenderModelCloth::idClothType_t idList < idMoverMM::moverSoundInterpolater_t , TAG_IDLIST > idDeclEntityDef leaderboard crapVOEventDecl float bool float splineChilds contentsQuery deleted firstVert debugFlashTimer team endForceTime clearChannel coneDirection deltaViewAngles particleSystem idDeclJob hitEntityNum enterWaterStateIndex prevWalkCycleWeapon bool idAngles decayParams_s endCinematic maxCount idVolume::complexVolumeData_t giveUpgrade idMat3 idAngles waistJointHandle baseAnimation idVec3 float idHandle < flareGuid_t , invalidFlareId_t , INVALID_FLARE_ID > idStaticList < idEffectsModelManager::fxPrtModel_t , 400 > short float clothType sndPitchInterpolaters graphDef float meshKitComponents_t meleeExtrapolate idDeclTutorialEvent idSoundShader idMD6LeafPlay noSyncCollide linearFrictionWater idVec3 unsigned char idHandsItem playedLockSound whiplashGoal lockOnScopeNextLockTime crouchDecay idChallengeScoreText complexVolumeData animSpaceGoalRotation lastAngles pieceLastParticleDropPos rotationAngle flareHandle fxPrtModels numIndices noMoveTime bool float idMaterial idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_calcNumLines maxSpeed kitType idInfluenceTrailManager float float bool idSWFSpriteInstance bool knifeThrow sndStandUp frames node bool maxExpand entityNumber idList < idStr , TAG_IDLIST > lastForceLeanMode leftItem seconds scoreTextsInactive downStairsIndex idStrId idStr float bool idSoundShader idMaterial float levelTransitionGuiVolumeActive fovValue material scriptFunction_calcNumLines influenceTrailManager alarmSkin turnSpeed warningLightSpecularScale clipShrink backButtonSprite isReady gameStat_t idDeclAiEvent clearClipMaskInSolid bool short float bool bool childGroupNames unsigned short idEntityPtr < idEntity > idAngles netBoolEvent_t idDeclDamage idIndex < short , idDeclAnimWeb::invalidStateIndex_t > playerPinnedWeaponSound_t pickupName gunnerEnter deltaSpeed hitscan bool shader short slotDwIcon minOptimalRange idVec3 idMD6Branch idList < idRenderModelCloth::clothAttachInfo_t , TAG_IDLIST > idList < idEntityPtr < idEntity > , TAG_IDLIST > idEntityPtr < idEntity > unlockStatRequired intimidatedVOEventDecl float idVec3 float splineDummy lastContents ownerNumber faceAreas debugNodeTimeout isBot forceDormant flags notifiedEntity viewAngles activated idDeclTutorialEvent damageDecl surfaceStateIndex pinnedWeaponSoundsRight idAngles bool idFocusTracker_Player bool notifyGUI boostMinCount idList < idEntityPtr < idEntity > , TAG_IDLIST > maxCountOverride idVec3 hipForward mergeBranch idDeclParticle idCollisionQuery decalHandle_t idHashIndex float attachPoints guiTargets anchorStart float idAtomicString meleeHeight idDeclTutorialEvent idSoundShader aiSubWeb_t float offset angularFrictionWater idClip tutorial idEnvironmentAnalyzer::envjumpOverStuffType_t idHandsItem lastAcquireSoundTime whiplashVel refreshLockOnList focusTracker hitscan_till_solid touching animSpaceEndRotation_Translation lastValidTime particle normal decalHandle activePrtModelHash activateTime idStaticList < idEntityPtr < idEntity > , 2 > idList < idAtomicString , TAG_IDLIST > idSWFScriptObject_TextInstancePrototype::idSWFScriptFunction_toString minValue name idMetrics bool float float bool bool idSWFSpriteInstance boltaction sndLandHard subWeb alpha clip touchCount idEncounterState jumpOverStuffType headItem score fadeInFinishTime upStairsIndex bonus_t idStr float bool idDeclVoiceOver idMaterial float droppableList killType layers scriptFunction_toString gameMetrics isClipModelEnabled windupTime warningLightSpecularExp allowInline isReady idStrId idDeclAiEvent idAtomicString unsigned short idSpawnManager::Command::commandState_t unsigned short char spawnState unsigned short bool idAngles netBoolEvent_t trace_t idIndex < short , idDeclAnimWeb::invalidStateIndex_t > playerPinnedWeaponSound_t bonusType gunnerExit deltaAngle hitscan_through_vehicles bool voiceOver quickSlotGroup_t middleSingleIcon minRange idVec3 idMD6LeafPlay idDeclCloth idMoverMM::moveStage_t idEntityPtr < idEntity > unlockDescription enemyKilledVOEventDecl float type idMat3 float time inTheseWaters numFaces state timeInGameSec name lastFlags explodeNearTargetPosition prevViewAngles deactivated idSoundShader trace submergeStateIndex pinnedWeaponSoundsLeft idRenderModelStatic idAngles idLaserCutter::lockOnTargets_t idEnvironmentAnalyzer bool suspendCamera boostMaxCount bool quickSlotGroup idVec3 bool kneeForward controlAnimation idVec3 idCollisionQuery idRibbonManager idHashIndex idVec2 idVec6 clothSystem stage anchorEnd float goreLevel_t grappleMaxDistance idDeclTutorialEvent idSoundShader char idStaticList < idAnimStack::syncNode_t , 16 > relAxis linearFriction idList < idPhysics * , TAG_GAME > sound idEnvironmentAnalyzer::envJumpOverCheckState_t idDeclThrowable crosshairModel whiplashCur lockOnScopeTargets environmentAnalyzer idStaticList < idDeclChallengeInfo::idChallengeScore , 5 > idGameChallenge::idStatModifier hitscan_through_water touchable animSpaceGoalRotation_Translation yawClamped water ribbonManager inactivePrtModelHash pushVelocity idMat3 graphicsProfileQuality_t idAtomicString idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_text maxValue goreLevel challengeGameMode_t idPhysics_Static idRenderModel idDeclEntityDef bool bool bool [55] boltScope sndLootEntity stateName nodes pushed contents idEncounterState nextjumpOverCheckState throwItem challenge statModifier narrowIndex idSoundShader float idStr bool bool aiVoicePriority_t idMaterial bool bool modelAxis graphicsQuality mapName swfScriptVar_text serializedChallengeMode clipModel destroyedModel warningLightEntityDef softObstacle showingInteraction areFlashObjectsValid gameStat_t idDeclAiEvent idAtomicString float unsigned short char ownGroupAlertState idClipQuery bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idAngles idFadeHelper idList < idClientGameMsg_PostGameScoreRecap::scoreItem_t , TAG_IDLIST > idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idClipQuery pickupSound protectionPercent ribbonEffect idDeclCameraTrigger::cam_showhud_t idList < idDeclRecipe::ingredients_t , TAG_IDLIST > startEnabled priority middleDwIcon alternatingFire pitchClamped float float [10] completionUnlock losingBattleVOEventDecl float entityName bool float atRest depthInWaters firstFace type assists opname moodTable groundTrace cmdAngles fade items upStateIndex weaponDropCQ idStaticList < idPresentablePtr < idPresentable > , 16 > float idLaserCutter::lockOnTargets_t netBoolEvent_t bool showHud ingredients giveable bool upperLegLength entityNumber bool idList < tagData_t , TAG_FX > idRenderModelParticle idVec2 idVec6 widthOverride acceleration cachedSplineLength float idDamageParms::goreType_t grappleHeight idDeclTutorialEvent idSoundShader aiSubWeb_t float shouldClamp angularFriction float idBounds perkAbilityIndex bool idAngles validTargets whiplashUpdateFrac desiredLockOnScopeTargets killed idMaterial idStaticList < idGameChallenge::playerData_t , 16 > skipEndSoundOnEarlyRelease rotationEndTime enableConstraints startTime valid tagData pmodel delta auxVelocity idVec3 idGraphicsProfile idList < idStrId , TAG_IDLIST > idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_autoSize length goreType idDeferredFireManager idIndex < short , invalidJointIndex_t > idStr idEntityPtr < idLight > idMaterial idSWFSpriteInstance sawedOffShotgun sndSkipCinematic destSubWeb fraction invMass absBounds idEncounterState forwardCollision modelAngles mapMaterial players duckIndex bool float idDeclEntityDef float idList < idDeclWeapon::entityAttachment_t , TAG_IDLIST > bool playerModelOffset graphicsProfile tips swfScriptVar_autoSize deferredFireManager jointRotation nameRotation warningLightEntity overrideClipMaterial spacing_base idStrId idDeclAiEvent idStrId idVec3 float short otherGroupAlertState idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idPhysics_RigidBody3DOF bool float idPlayer idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idVec3 showNotification armorReductionPercent entityDef deviation idStr idDeclInventory clipMask interval bool entityAttachments addedFiringInterval projectReferenceOrientation float void idCurve_Spline < idVec3 > title memberKilledVOEventDecl float name idVec3 float worldOrigin watersSurfaceHeight environment dataIndex killerEntityID priority visemeTable physicsObj constrainViewAngles fadeIn player downStateIndex weaponDropPos bool float idLaserCutter::lockOnTargets_t netBoolEvent_t title inventoryDecl dropable bool lowerLegLength lockOwner idBreakableDecal bool idVec3 idDeclParticle float heightOverride movetime allocedSpline idVec3 idDamageParms::damageType_t grapplePercentage idDeclTutorialEvent idSoundShader char float anchor1 contactFriction idMat3 state bool float crosshairEnabled whiplashVelocityFrac verifiedLockOnScopeTargets respawn rotationGoalTime clientSnapFocusPoint decl ignore lastParticleDropPos pDecl targetDistSqr bodyId idList < idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > , TAG_IDLIST > graphicsProfileQuality_t idList < idDeclLoadingScreen::killTip , TAG_IDLIST > idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_variable modifierOrigin excludeDamageType float idIndex < short , invalidJointIndex_t > idStr idAttachmentCollection idSWF kampfpistole sndSpecialEventJump destStateName syncRate invInertiaTensor physicsId bool wallDetected modelScale linkSecretId startTime farRunIndex bool float idDeclAmmo idList < projectileEnvSound_t , TAG_IDLIST > bool idVec3 bool throwableAttachments videoAdv_VTSize killTips swfScriptVar_variable playerImpactAttenuation jointPitch namePitch attachments spacing_delta gameStat_t float idStrId idAngles float short unsigned int bool enabled idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool float idDeclMetric idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idMat3 showLogMessage armorAmount validAmmoDecl envFireSounds float allowComplexVolumes intervalMax bool ikPivotOffsetPrimary reloadInterval lockTracking idMat3 idMD6Anim float idList < idEntityPtr < idEntity > , TAG_IDLIST > stat boostUpModifier desc idVec3 float worldAngles walkSpeed door resultHandle victimEntityID rightAssociative blinkAlias explosionTime useEllipticConstraints fadeOut metric turnLeftStateIndex weaponDropAxis float float idLaserCutter::pendingEmpStrobeTraces_t netBoolEvent_t offsetTime count droppedBot idVec3 bool upperLegToHipJoint animation idList < idEffectPhysicsBreakable::idDecalFX::decalEntry_t , TAG_FXPHYSICS > idVec4 idMaterial hSpacingOverride deceleration splineChildEntities idMat3 idAtomicString grappleMinMeleeCountBetweenChecks idDeclTutorialEvent idSoundShader anchor2 bouncyness idVec3 givenTime bool idVec3 crosshairPredictionRadius whiplashFrictionFrac pendingEmpStrobeTraces teleported float currentAnimnodeOrigin useTrackGroupAsReference entries renderParmStartValue decalMat obstacle originalClipMask idTypesafeNumber < int , millisecondUnique_t > bool idMaterial idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar__alpha modifierAxis jointToZeroOut idIndex < short , invalidJointIndex_t > idStr idList < idEntityPtr < idEntity > , TAG_IDLIST > idPlayerHud_Render::idCommanderSlot::commanderState_t idPlayerHud_Render::idShared heavyMG46 sndSpecialEventNewArea count groupNumber position bodyId idEntityPtr < idAI2 > freeLean modelOffset fogGridSize endTime minFarRunDistance gameStat_t float idDeclProjectile::aiDodgeType_t idList < idCorpseManager::corpseSave_t , TAG_IDLIST > voiceController_t idVec3 idStaticModel bool maxTimeUnderwater videoAdv_UncomprPhysIm tauntImage swfScriptVar__alpha playerImpactAttenuationTime jointSpinwheel nameSpinwheel exitTargets commanderState shared idStaticList < gameStat_t , 8 > float idDeferredLoadResource < idMaterial > idMat3 float unsigned int idList < idSpawnLocation , TAG_IDLIST > idList < int , TAG_IDLIST > idVarDef leader short idAngles float bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idEntity gameStat maxArmor clipSize aiDodgeType idDeclCameraTrigger::idTrigMovement bool checkpointAI controller bool ikPivotOffsetSecondary crosshairModel useExperimentalMode idMat3 idMD6LeafPause float idVec3 bool migrationStats duraBumpModifier material idVec3 idVec3 worldAxis crouchSpeed planeNum spawnLocations assistingEntityIDs type_a eyeFaceChannels stuckExplosionTime constrainedViewAnglesBase alphaScale isFloat turnRightStateIndex weaponDropEnt idClipQuery float idTrailBeam netBoolEvent_t movement remove dropRemoveOnContact idMat3 lowerLegToKneeJoint leaf idAngles float idClipQuery vSpacingOverride generateGeometry splineMoverModifier_t::splineMoverModifierOrientation_t idAtomicString grappleMinSecsBetweenChecks idDeclTutorialEvent idSoundShader idArray < unsigned char , 1425 > tagData_t shaft1 frictionDir idVec3 endTime idMat3 deferredTrace1 whiplashMinVelocityLen trailShot vehicleExited float currentAnimnodeAxis pieceStartTime traceModelIndex randomAngles depth edgeNum query constraintToBreak idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_textColor Orientation unsigned char idQuat bool idEntityPtr < idSplinePath > bool bool heavyOutOfAmmo sndPainSmall lastCount buffer referenceTagOverride velocity bodyMask [8000] forwardCollisionObject modelAxis playerRadius time maxFarRunDistance idDeclWeapon idDeclAiEvent idList < idEntityPtr < idAI2 > , TAG_IDLIST > unsigned char idVec3 bool idTypesafeNumber < int , millisecondUnique_t > videoAdv_MaxPPF ttAllowedStart swfScriptVar_textColor reliableMsgBuffer lastYawRot usePitchJointYawOffset splinePath commanderAlarmState isReady challengeGameMode_t float idAtomicString idVec3 float short unsigned short idVarDef maxSimultaneousFirers idIndex < short , invalidUserChannelIndex_t > idEntityPtr < idEntity > idAngles float idIndex < short , idDeclAnimWeb::invalidStateIndex_t > weaponToUpgrade ammoPerReload aiEventDecl idDeclCameraTrigger::idTrigFocus idDeclSpecialEvent::specialEventType_t deadAI playChance bool dwWeaponModeOffset silenced idMat3 idMD6Branch maxFreeTimeUnderwater idList < idFuncCloth::sphereCollisionInfo_t , TAG_IDLIST > idVec3 float challengeMode jumpManModifier idAtomicString material_full idVec3 idVec3 localOrigin maxStepHeight children currentLocationIndex currentGameTimeSec type_b eyeLidUserChannels stuckOnActor constrainedViewAnglesMinDelta smokeSystemRate idStrId floatValue leftStateIndex overideDeathIndex idClipQuery idRenderMatrix idTrailBeam bindSet_t focus specialEventType dropHidden idVec3 kneeJointTransform branch idVec3 idVec2 sphereCollision endPos radius splineMoverModifier_t::splineMoverModifierSpeed_t idList < idAtomicString , TAG_IDLIST > grappleType idDeclTutorialEvent idSoundShader netBoolEvent_t idIndex < short , invalidJointIndex_t > shaft2 contactMotorDir idDamageParms idVec3 bool idAnimEventHandler deferredTrace2 worldSpaceMVPMatrix trailBounce bindSetOverride float float currentRefOrigin lastCollisionPos entityNum viewCallbacksID size numNodes physicsId idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar__visible Speed bodiesToRemove idList < idClientGameMsg * , TAG_IDLIST > idQuat idDeclWeapon idCurve_Spline < idVec3 > idSWFSpriteInstance idSWFSpriteInstance breakCrates sndPainMedium event cachedGameTime referenceJointOverrideIdx damageParms origin coverRequiresButtonRelease animEventHandler coordinateScale extraTweakTime blendRate idAtomicString idDeclTutorialEvent idDeclAiEvent bool idVec3 bool idTypesafeNumber < int , millisecondUnique_t > videoAdv_SBSize ttAllowedEnd swfScriptVar__visible queuedReliableMsgs lastPitchRot weaponDecl spline slot idStrId float idAtomicString idAngles float idPlane float idDamageParms idVarDef numSimultaneousFiring idDeclVoiceOver float idAngles idVec3 idRenderModel idIndex < short , idDeclAnimWeb::invalidStateIndex_t > declFirstFindTutorial upgradedClipSize playerAIEventDecl idDeclCameraTrigger::idTrigFade idStrId dontPlayIfGroupDead idDeclInventory::controllerShankInfo_t dwWeaponModeOffsetSec preferAimAtHead idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > refillAirTime idList < idEntityPtr < idEntity > , TAG_IDLIST > idAngles displayName overAmmoModifier idDeclDamage image_full idVec3 float localAngles maxJumpHeight planes minLocationValue damageParms type_c voiceOver randomAngle constrainedViewAnglesMaxDelta distributionScale idVec2 intValue model rightStateIndex lastBlockOtherFireTime idGatherQuery idTrailBeam fade eventHudText bool droppedControllerShake idMat3 pivotFoot idVec3 float float idObstacleAvoidanceCore::pathNode_t lEntityColliders endAngles splineSubdivisions splineMoverModifier_t::splineMoverModifierOffset_t idAtomicString closeMeleeKickDamage idDeclTutorialEvent idSoundShader float bool axis1 contactMotorVelocity idVec3 idMat3 direction lockableBoundsQuery lastMatrixUpdateFrame lockOnScopeTrails pain_debounce_time playOnce currentRefAxis lastCollisionNormal clipMask duration angle parent bodyId bool idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_scroll Offset limbLossGroupName idAnimator_Channel idDeclWeapon float idSWFSpriteInstance idSWFSpriteInstance crackedwall sndPainLarge value cachedMessageSize useOriginXYForWorldSpace worldOrigin axis availableLeanDirection lastFriendlyTime floorIndex savedDelayedScore gunDownIndex idList < idAtomicString , TAG_IDLIST > idStrId idDeclAiEvent idTypesafeNumber < int , gameTimeUnique_t > float bool float videoAdv_SkipHazeFlare loadIndex swfScriptVar_scroll lastTime movingHoldAnimator additionalWeaponDecl currentSplinePos animKnifeBg healthObj idStrId float idSoundShader idExtrapolate < idVec3 > idVec3 float char noRageMemberCount bool float idVec3 bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > layers weaponToUpgradeName upgradedAmmoPerReload explodeAIEventDecl idDeclCameraTrigger::idTrigTimeScale idStrId nextVoiceTime bool dwWeaponModeRollAngle usesFireControl float idIndex < short , idDeclAnimWeb::invalidStateIndex_t > sprintAirReductionScale float idMoverMM::moveStage_t description lockJackModifier idDeclDamage music idVec3 float linearExtrapolation debugLevel vertices maxLocactionValue inflictorEntityNum description voiceTrackIndex allowConstraint constrainedViewAnglesRate velocity float victimPlayerEntityNumber allowInline backStateIndex blockOtherDWFireCounter idClipQuery idView::damageEffectMaterial_t timeScale eventShortText isWeapon bool pivotYaw idVec3 idVec3 float idObstacleAvoidanceCore::pathNode_t idStaticList < buoyantClipModel_t , 128 > entityColliderRadius stage sweptSubdivisions splineMoverModifier_t::splineMoverModifierOscillation_t idList < goreKitInfo_t , TAG_IDLIST > closeMeleePunchDamage idDeclTutorialEvent idSoundShader idThread idMD6Anim *[2] axis2 contactMotorForce idMat3 idBounds intensity bool idVec3 trace oldDamageMaterials timestamp nextBeatTime float translationGoalPriorToEnd pieceLastDecalDropPos origin delay lifetime children buoyantClipModels idList < idStrId , TAG_IDLIST > float idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_maxscroll Oscillation showKitInfo idAnimator_Channel float idSWFSpriteInstance idSWFSpriteInstance idPresentablePtr < idPresentable > perks sndHeartBeatLub waitingForThread dataStart anim worldAxis bounds noAmbient nextLeanDirCheck lockOnPosition priority savedDelayedPlayerIndex narrowIndex idList < idChapterSecret , TAG_IDLIST > bool bool idDeclAiEvent bool float float idDeclDamage videoAdv_DofMode killTips swfScriptVar_maxscroll minYaw channelAnimator haywireOnKnockdownChance splineStartFraction animDistance armorObj attacker idStr float idChapterSecret::ContentType_t idExtrapolate < idAngles > float idParser nonGroupRushUnits idSoundShader idEntityPtr < idEntity > idVec4 bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > bool secrets upgradeScope autoReload collideAIEventDecl idDeclCameraTrigger::idTrigFovZoom idList < const idDeclLayer * , TAG_IDLIST > idTypesafeNumber < int , gameTimeUnique_t > bool rotationGoalPriorToEnd dwWeaponModeRollAngleSec thirdPersonFireAnimAlpha idVec3 suffocationDamage bool idStrRenderModel titleStorageModeName fasterFasterModifier idDeclProjectileImpactEffect contentType float float angularExtrapolation walkAccelerate vertIndex playerIndex entityID parser lastSoundShader attachedToEnt time colorv4 bool attackingPlayerEntityNumber noShadows forwardStateIndex otherFireBlockPendingRelease idPresentablePtr < idPresentable > idView::damageEffect_t bool fovZoom addLayers lastVoiceTime stackable bool pivotPos eventNum idMaterial idMat3 float idMat3 collidesWithPlayers acceleration orientationModModel splineMoverModifier_t::splineMoverModifierScript_t idList < goreKitInfo_t , TAG_IDLIST > meleeImpactEffect idDeclTutorialEvent idSoundShader idCompressor float friction mass idVec3 idCollisionModel show bool bool idVec3 presentable oldDamageEffects hasTarget breath_sprintScaleDelay bool bool useDeltaCorrection material axis rotX fadetime queueNext axis bool idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_selectionStart Script hideKitInfo float idAnimator_JointMod float idSWFSpriteInstance idSWFSpriteInstance idPresentablePtr < idPresentable > power_move sndHeartBeatDub waitingFor compressor startFrame localOrigin collisionModel forceDimShadows doTheTrace extraWorldTranslation ignore challengeInitialized duckIndex idStrId bool bool bool idDeclProjectileImpactEffect bool idVec3 bool idDeclDamage videoAdv_GenMipmaps swfScriptVar_selectionStart maxYaw jointModAnimator dyingTime aiMissTime animAlarmIcon mechObj presentableWeapon idOnlineScoreboardInfo float bonus_t idInterpolateAccelDecelLinear < idVec3 > float sbspFace_t gameTeam_t unsigned short idParser groupRushTime idDeclVisemeSet float float bool bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idHands achievementName fireFromMuzzle upgradeMagazine upgradedAutoReload impactEffectTable idDeclCameraTrigger::idTrigActivateEnt idList < const idDeclLayer * , TAG_IDLIST > aiVoicePriority_t bool animHasRemainingDelta weaponOffset thirdPersonRotateBarrel bool idAnimWebEvent::priority_t suffocationDamageLong bool idStrRenderModel primaryScoreboardInfo theSnapperModifier idList < AFBodyPart_t , TAG_IDLIST > secretType idAFConstraint_ConeLimit float linearInterpolation airAccelerate faces allowedTeams currentGameTimeSec parserPtr curVisemeSet startJetSpeed linear useGlobalShadows float attackingPlayerDamagePercent allowHighQualityDimShadows jumpoverStateIndex hands float idView::damageBorder_t idEntityPtr < idAnimatedEntity > float activate addDeactiveLayers lastVoicePriority singular idMD6Anim onGround priority float idBoundsShort float idObstacleAvoidance idVec3 collidesWithAI movetime defaultModModel splineMoverModifier_t::splineMoverModifierPause_t idList < idAtomicString , TAG_IDLIST > meleeFromStunChance idDeclTutorialEvent idSoundShader bodies idFile float coneLimit invMass idMat3 idList < int , TAG_COLLISION > percent bool idClipModel idMat3 borderDamage target breath_sprintScale idAtomicString idDeclChallengeInfo float anim velocityScale absBounds rotY fadeInEndTime user center float idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_selectionEnd Pause damageGroups float idDeclInventory bool idSWFSpriteInstance idSWFSpriteInstance idWeapon power_smash sndThrownLandingWater waitingUntil file normalizedStartFrame localAxis traceModels dontCullDimShadow clipModel extraWorldRotation worldBoundsEntity challengeInfo approachDistance idStrId idDeclEntityDef bool bool idDeclFX idVec3 idPlayer::breathSound_t videoAdv_AntiAlias swfScriptVar_selectionEnd minPitch inventoryDecl haywireTime aiMissTrackAlongGround animWaves healthAmountObj weapon idOnlineScoreboardInfo bool idInterpolateAccelDecelLinear < idAngles > float unsigned char idToken minGrenadeRethrowTime idAnimator_FaceTracks float float bool bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idPresentablePtr < idPresentablePlayer > description entityDef upgradeLaserPointer isMultiplayerAllowed fxDecl idDeclCameraTrigger::idTrigSounds idList < const idDeclLayer * , TAG_IDLIST > bool weaponOffsetSec ignoreCrosshairTime bool idAnimWebEvent suffocationStep1Sound bool float secondaryScoreboardInfo overLoadModifier idQuat [32] allowDuplicate idAFConstraint_PyramidLimit idVec3 angularInterpolation flyAccelerate faceIndex loadoutIndex team token faceTracksAnimator slowDownAcc lambda useSmokeSystem float attackingPlayerHealthPercent allowUpShadows openDoorStateIndex player idInterpolate < float > bool sounds removeLayers nextPlayTime removeOnUse idDeclAnimWebNode onStairs events float idSPObjectMotion float bool CellSpursJob128 idVec3 collidesWithDrones deceleration moverScale splineMoverModifier_t::splineMoverModifierSpline_t idDeclEntityDef stunIgnoreTime idDeclTutorialEvent idSoundShader orientation bool idSerializer idMD6LeafPause pyramidLimit centerOfMass idList < idClipModel * , TAG_COLLISION > bool health bool idMat3 bool healthTracker targetPointID heartBeatLub idVec3 idDeclChallenge float node size motion rotZ overlap extents char idSWFScriptObject_TextInstancePrototype::idSWFScriptNativeVar_isTooltip Spline entityToSpawn float float float idSWFSpriteInstance idSWFSpriteInstance power_shoot sndThrownLanding visibleWhenCollected waitingForEventId activeSerializer leaf children float playerClip forceAcceptDimShadows startAxis isThrowing worldMin decl riseDistance achievementId_t idDeclProjectile::notHitscanInfo_t::physicsProperties_t bool float idDeclFX float bool idPlayer::breathSound_t videoAdv_SSR name swfScriptVar_isTooltip maxPitch interceptSpeed initTime aiMissTimeMinRange animRadarAngle armorAmountObj ignoreEntityNum gameStat_t idSoundShader AmmoTypes_t idCurve_Spline < idVec3 > float sbspArea_t idSpawnNodeGroup bool idTypeDef minLongMeleeAttackTime idTypesafeNumber < int , millisecondUnique_t > idStr bool idPresentablePtr < idPresentable > bool bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idAngles physicsProperties upgradeWeaponMode focus fxDeclQuad idDeclCameraTrigger::idTrigDof voiceController_t idList < idDeclSpecialEvent::specialEventReward_t , TAG_IDLIST > bool weaponRollAngle lootPrimary bool float suffocationStep2Sound bool idVec3 idList < idAngles , TAG_IDLIST > secondaryLeaderboardStat sound idVec3 type idAFConstraint_BallAndSocketJointTwistLimit idMat3 spline waterAccelerate areas spawnNodeGroup isBot immediateType vtrackDuration constraintName initialized targetPresentable monsterClip float attackingPlayerKillStreak staticShadowsFromDynamicModel idleAccentStateIndex angleCorrection idFadeTable bool depthOfField rewards controllerType closeInventoryGuiOnUse float isDead value idList < idEffectPhysicsProperties * , TAG_FXPHYSICS > idSPObjectQuery float obstacleParms_t bUseClose * sniperHACK action * rightArmAttack1 mouthOpenAnim painEndTime idClipQuery int idAction_Dive float bool bool idIndex < short , idDeclAnimWeb::invalidStateIndex_t > keyAnimData float bool int aasType_t * goreLevel int idMaterial idAngles * flareFadeStart idAnimator_Channel idList < const idDeclMD6 * , TAG_IDLIST > idMD6LeafPlay noticed idList < idStartInventory , TAG_IDLIST > * idSpringCamera::blendMode_t num damageDecl int rp_waveDirY bool deathGeometryCollisionQuery actionDive maxTargetDistance int restrictionStopOnEnter lastInflictedLastBullet perfectMovementSi *[4] idDeclProjectileImpactEffect overSec aiCanActivate aasLayer * idUCmdInhibit::inhibitFlags_t bool idList < idEntityPtr < idEntity > , TAG_IDLIST > int ropeMaterial idLangDict::idSort_ByKey fov minLookAngles aiAccuracy_t float float idEntityPtr < idEntity > int fxCondition_t float fireHandsAnimator * avoidShamblersDecl * movementLeaf startTime int devmapStartInventory lookBlendMode startTimeOfs bool idDeclDamage bool idEntityPtr < idEntity > * idTarget_NextMap::changeMode_t targetActivator idVec3 idVec3 idStaticList < idRaceSpectator::spectatorAttachment_t , 2 > * idAnimator_Channel * idElectricBolt footstepRightTable idStr * playerSavedInhibitFlags useLipsync int triggerLoopCount int _derived_ * trace_t idVec2 idAI2::idAIVolatile::idAIWorldStateInfo aimAccuracy int sprayLength aiWeight target fxConditionSecondStage stiffness float [16] * idUse::dualWieldState_t dynamicallySetup int damageDecl onlyLootOneItem animator mode int idTypesafeNumber < float , DegreesUnique_t > bool bool idMD6LeafPlay idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int impactPoint dirTo bool * attachedItems weaponFireAnimator bolts int groupName bool bool trace score * scaleRightStickUpDown world float damageScale * idDeclGameStateInt * requiredEquippedWeaponDWState idDeclRenderParm * useIntro targetOutside rightArmAttack0Target mouthCloseAnim additivePainCooldownTime int idClipQuery int idAction_LeapAttack float idEntityPtr < const idEntity > idVec3 activateStart soundChannel_t bool float requiresPain useEyeTracking float idAngles int flareFadeEnd idAnimator_Channel idDeclDamage idMD6LeafPlay gameStateInt idUCmdInhibit::inhibitFlags_t bool idSpringCamera::blendMode_t float * bendJointMin rp_waveFreq bool int deathGroundCollisionQuery int actionLeapAttack env minTargetDistance int teslaDischargeTime * lastToucher int traversalStartPoint idDeclProjectileImpactEffect channel turretCanActivate int minSpeedLimit bool bool idList < idEntityPtr < idEntity > , TAG_IDLIST > * ropeDiameter _type_ maxLookAngles aiLookRate_t idEntityPtr < idEntity > float idStr * idDeclImpactSound float int detonateHandsAnimator hammerStrikeExplosion idleLeaf * inhibitFlagsSave int devmapGiveAll followBlendMode angle idVec3 float idStrId bool idStr targetPlayerHands [8] idIndex < short , invalidJointIndex_t > char idDeclInventory idAnimator_JointMod * idProp_BatteryChargePoint::electricArcState_t footstepLeftRearTable idList < idEntityPtr < idActor > , TAG_IDLIST > playerSavedTakesDamage useFaceSetupEyeTracking triggerAnimDone float idVec2 idAI2::idAIVolatile::idAIDeath lookRate sprayTauntTrigger * fakeWeight * otherGroupName impactSoundTable length float [16] bool int targetPos time int displayString free spawnSpot * idTarget_EquipItem::setDualwieldMode_t bool idMD6LeafPlay idList < idGolem::vulnerabilityInfo_t , TAG_IDLIST > idAIFSMManager jointIndex * attitude bool * inventoryItem weaponJointModAnimator currentArcState actors bool bool bool invalidSpawnId_t size int damageScale * timestamp * twitchTimescaleLeft death bool int moveSpeed [8] useFlags int allowedFromCB idDeclRenderParm * idEntityPtr < idEntity > * setDualWieldMode int affectAllAI rightArmAttack1Target vulnerabilityInfo fsmManager * deathTraceAction_t idAction_WaitForEntity idVec3 idDeclWeapon idVec3 activateEnd float bool float min playerSavedInhibitRaiseWeapon enablePainAndDeath * useBlinking idWallClimbRope _invalid_type_ fadeOutEffect idClipQuery idSoundShader idMD6LeafPlay gameStateValue bool float bool idIndex < short , invalidUserChannelIndex_t > float bendJointMax rp_waveAmp bool * aggroTarget int aeDeathTraceAction * actionWaitForEntity int forwardSearchDir * teslaResetTime lastWeaponDecl traversalEndPoint int idDeclProjectileImpactEffect volumeDB mustBeOnLadder maxSpeedLimit bool bool float rope howLongToHold aiSkill_t float float int idEncounterState float float int sightTrace int honkSound int sprintLeaf validUpgrade additiveAnimAlphaMin devmapNotarget fovUserChannel transTime float float ai idDeclJobRef bool idStr targetPlayer3PHands float max unsigned char idStr idArray < idMD6Branch * , 3 > idProp_BatteryChargePoint::electricArcState_t footstepRightRearTable playerSavedInhibitWeaponHud * useLidDeformation num timeScale float bool idVec2 * idAI2::idAIVolatile::idAIPain skill reloadPeriod vehicleWeight gunfireState pieceMinBounceVelocity lengthSquared float [16] idCheckpointSaveComponent_Use bool distance speed int requiredJob dead int mapName idTarget_EquipItem::setFireMode_t * idList < float , TAG_IDLIST > idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > * idAIActionManager damage int healthRatio int idDeclEnv int tagName turnHandsBranches int nextArcState nextUpdateTime bool meshKitComponents_t bool type short * forceSkipDecal duration * twitchTimeOffsetLeft pain float fovOverride float int saveComponentUse * foundOnMap float int idDeclRenderParm bool * setFireMode remaining avoidAngles hurtSequenceSmall actionManager idClipQuery int idAction_PlayVoiceOver float overrideAnim_t bool float playerSavedForceIgnoreLanding kitType useFaceManager float granularity int fadeTimer idVec3 int idSoundShader idMD6Branch angle bool float bool [8] idSpringCamera::state_t blendDownAxisScaler rp_wavePhase bool bPlayerTarget aeDeathTraceQuery int actionPlayVoiceOver maxSearchAngle teslaExplodeTime lastTouchedTime traversalAnimToPlay idDeclProjectileImpactEffect volumesAdditive nextTriggerTime curveSpeed bool bool * timeDiff num idKeyValue delayShowUse float bool float idEncounterState idMat3 float int traceEndPoint turningSound sprintBranch allowedOnMap additiveAnimAlphaMax devmapGodMode followState * startTimeOfs idVec3 float missionStatus_t idAnimAliasRef targetPlayer3PLegs bool int idIndex < char , invalidEntityStateIndex_t > bool idArray < idMD6LeafPlay * , 4 > idVec3 footstepScratchTable idDeclJob * removeOriginTransformLegs int useFacialAnims jumpToState _type_ bool int gameStat_t idVec2 int idAI2::idAIVolatile::idAIFSMInfo usableDistance instantReloadCheat aggroWeight alertState soundTransform ratio1 float bool offset gravity minStatus * animation forceNextVariationID bool idEntityPtr < idVolume > float int idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > * alertCycle_t armorPoppedOff ents idStr startOff * turnHandsLeaf startPoint * idDeclInventory jobDecl bool idStr idDeclGore int forceSkipSound stat twitchTimescaleRight fsms bool climbOffDist idProp_Explosive::propExplosiveType_t is46 idQuat float float instant volumeToCheck minAvoidAngleWith int hurtSequenceBig alertCycle int idClipModel int idAction_StopVoiceOver bool idVec3 idEntityPtr < idEntity > * lightEntDefText inventoryDecl idDeclDuck float int removeOriginTransformHands name int goreDef float idSort_KeyValue unsigned char float hasBeenKilled idClipQuery * idMaterial int idAnimator_Paused explosiveType float bool idSpringCamera::state_t idList < idEntityPtr < idEntity > , TAG_IDLIST > int averageDown startTime * idDeclWeapon aggroWeight aeDeathGroundClipModel actionStopVoiceOver int trackOnlyPlayer teslaExplodePos entityToPush remainingTransitionFrames * idDeclProjectileImpactEffect decl extraContents curveAngle bool int timeScale key _derived_ memTag [2] leanSpringK float int closeFlags_t float idEntityPtr < idEntity > float int modelOffsetTrace * weaponWheelIcon additiveTurnAnimator additiveAnimAlphaMinSpeed * actorsCanReachWater int lookState entity int idAngles trace_t missionStatus_t bool weaponDecl bool int idIndex < char , invalidEntityStateIndex_t > bool idAnimator_EndAdditiveChannels idVec3 footstepJumpTable bool applyMovement blendTime idParser::indent_t idEntityPtr < idPlayer > idVec2 int idAIFireControl usableViewRadius int closeFlags friendlyFireAngleOff onBreakTrigger ratio2 idPlayerProgress::Upgrades angles int impactResult maxStatus numTimesUsed freeInventory float bool float idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > int alertCycle_t forceInjured freeEnts int cycleTrigger leanHandsAnimator int midPoint * idSoundShader checkForTouch bool float idGoreComponent idKeyValue list player int twitchTimeOffsetRight fireControl * md6WeightGroup_t int deathBlendOutTime int idDeclEntityDef linkUpgrade46 bool float float removePowerPerSec int complexVolume maxAvoidAngleWith int hurtAnimExplosion int previousAlertCycle * idClipQuery idAction_PlayInteractionVoiceOver idEntityPtr < idEntity > bool * overrideAnim_t idVec3 sound_pickup float idList < idTrigger_TestPlayerState::playerState_Inventory_t , TAG_IDLIST > float handsHadShadows healthFraction goreComponent idVec3 _type_ idStrId weightGroup idAngles sun idMaterial idAnimator_Channel int attachedProp float bool idSpringCamera::state_t idList < const idSoundShader * , TAG_IDLIST > attractToPlayer life idDeclFX int aggroTime int deathSlideFromCollisionQuery actionPlayInteractionVoiceOver lastTarget [2] teslaBombFindPos int searchAction translationScale * idDeclProjectileImpactEffect fadeIn requiredItemList int stopDistance bool translate * unsigned char exitInfo * idList < surfTypes_t , TAG_IDLIST > float float bool int playerDeltaAngles int weaponWheelMiddleIcon leftHandAnimator additiveAnimAlphaMaxSpeed mapHasRain state sound * idAngles bool bool bool int effectsDecl bool short float * idSpring < idVec2 > idVec3 int footstepLandTable bool * legsHadShadows startFrame num listStatic int idList < idGameChallenge::scoreParent , TAG_IDLIST > idHotWireEvent::hwState_t * idAI2::idAIVolatile::idAICoverInfo onlyIndicateHostile int closeMinRange firedAtAngleOff hasSecondStage index1 idAtomicString idPlayerProgress::Upgrades int lastAngles * impacted * uniqueInWorld timestampAvailable * freeJobManager float bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > int blinded numEnts actionDelay int turnSpring endPoint * idList < idEntityPtr < idEntity > , TAG_IDLIST > checkForUntouch bool fxCondition_t idIndex < short , invalidJointIndex_t > pendingScores curState cover * handsAnimMH * idDeclDamage linkUpgrade60 idEntityPtr < idEntity > float * idEntityPtr < idScenePoint_UserGroup > durationSec int animBuildUp * reactionAnimExplosion alertCycleTimestamp char int idAction_PlayOverrideAnim int idEntityPtr < idEntity > tagData_t alertCycle_t idVec3 triggerFail float bool float * noAlignedEntityPosChange int fxCondition int defaultGoreJoint idAngles idDoorHandleEvent::leanDireaction_t animBlendTime idSpring < idVec2 > int idDeclInventory idAnimator_Channel * explodeDamage float idList < aasType_t , TAG_IDLIST > tag idDeclVoiceOver attractor fade int scenePointUserGroup * reasonForRagdoll actionPlayOverrideAnim lastAttacker teslaTagData highestAlertCycle unclippedOffset idEditorModelEntity::animState_t int fadeOut anyItemActivates decelDistance bool rotation * leanDirection idBitArray float bool bool int bumpSpring int shamblerWeapon specialAnimator cameraShakeMin aasTypes lastUpdateFrame voiceOver idVec3 bool int idList < attackPlane_t , TAG_IDLIST > bool ammoIndex int idStaticList < idDamageImpulse , 8 > short idDeclFX int idSpring < idVec2 > float state int idList < idEntityPtr < idEntity > , TAG_IDLIST > * blendInLegsTrans loopCountToTrigger * surfaceEdge_t idList < idGameChallenge::scoreDelay_t , TAG_IDLIST > idAI2::idAIVolatile::idAIEventInfo int onlyIndicateHostileBits closeMaxRange bIgnoreForFriendlyFire noDamage index2 * idAtomicString oldBindSet start hasCheckedUniqueInWorld float attackPlanes resetHealth float bool int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idDamageParms::damageType_t bool impulses int numFreeEnts idList < mgTimelineController::tlTrack_t , TAG_IDLIST > fxEffect int leanSpring diversity idSmartLootComponent initialTargetList bool * idEntityPtr < idEntity > float list int delayedScores validFrames int aiEvents float int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int climbOnAnim int idSoundShader float _type_ setBatteryLevel dropped animLoop damageTypesSkip suspend char idAction_PlayOverrideAnimInterrupt float idClipQuery * idStaticList < moveFailureInfo_t , 2 > tracks smartLootComponent float bool float int blendInHandsTrans * trigger strengthModifier * idAngles idDoorHandleEvent::leanDireaction_t bool int animationStart idSpring < idVec1 > float int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idAnimator_Channel sndTicking int idList < idWorldspawn::FlagState , TAG_IDLIST > idVec3 float attraction angleX bool int debugDeathAnimState actionPlayOverrideAnimInterrupt maxTargetDistance teslaBombClipQuery timeToSoundAlarm moveFailures idEditorModelEntity::animState_t * sustain fireOnInventoryFail int moveDistance bool idAnimatedSimple::bakeState_t rotationOffset size leanDirectionVert int activated float float bool idVec3 int moveStickSpring jumpAnim * targetAnimator cameraShakeMax flagEntities viewOrigin * blurStart idVec3 bool int idList < attackRoute_t , TAG_IDLIST > bool useSecondary idEntityPtr < idEntity > int idAIEntityState fxCondition_t idVec3 additiveBase idList < idEntityPtr < idEntity > , TAG_IDLIST > int removeOnEnd md6 bakeState num idTimer unsigned int idAI2::idAIVolatile::idAIAnimationInfo stopOnSpotRange ai2aiNonMeleeDamageMultiplier alarmActive oldPos int idAtomicString numFrames dest int isLootable * attackRoutes fadeToBlack bool bool bool int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idDamageParms::damageType_t * inflictor entityStates idList < int , TAG_IDLIST > startCondition playerViewOriginStart timestamp idInventoryCollection leaveTargetList bool idStr float _value_ spawnHandle int infoPropIndex animation * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int climbOffAnim idSoundShader float float activate int corpses animFinish int damageTypesBig forceUpdate int deathStumble_t idAction_DrawWeapon bool fxCondition_t bool idAIMoveState::idSmoothAnimations int markers inventory float float job idList < idTrigger_TestPlayerState::playerState_Job_t , TAG_IDLIST > playerDead int groupName maxSpeedDiff idAnimator_TreeSway bool int idDeclTutorialEvent int animationEnd idSpring < idVec1 > idVec3 [2] idAnimator_Channel * sndPreExplode float bool idMat3 float attractFriction angleY deathStumbleMode * actionDrawWeapon * isActive * teslaDeferredEffect bAlarm * smoothAnim int idEditorModelEntity::animState_t delay int requiredJobsList degreesPerSec bool idDeclTable * swayAnimator idPLog::treeEntry_t short int mustHoldButton declTutorial bool float idVec3 gasSpringLeft expandedBoundsSize int meleeAnimator cameraShakeMinSpeed int aiUsesCover int viewAxis int blurScale idVec3 float bool idEntityPtr < idEntity > int idTypesafeNumber < int , millisecondUnique_t > numShots idEntityPtr < idEntity > int idList < idAIEntityState::aiDefVisInfo_t , TAG_IDLIST > fxExtraCondition_t idMat3 int uncompressed idList < idEntityPtr < idEntity > , TAG_IDLIST > [2] delayedPlayAnim megaLerpTable _type_ granularity * idAI2::idAIVolatile::idPlayerAIControl noStopBetweenBursts int ai2aiMeleeDamageMultiplier brokenTime int currentPos idAtomicString lastPos gravity triggerTargets startPosition fadeTime idEntityPtr < idInfoPath > bool float int idDamageParms::damageType_t coverAction_t attacker int aiDeferredVisInfo idStr extraConditions playerViewAxisStart * duration bool * reactivateTargetList idStr float float lastKillTime tagIndexHotWirePosLeft playerControl float firstPersonMeshKit * idSoundShader float bool newPath touchDropped attackAngle int damageTypesExplosion coverAction idVec3 int idAction_HolsterWeapon idList < sysEvent_t , TAG_IDLIST > int idClipQuery bool * idAIMoveState::idSmoothBlend_t editorFriendlyName int hasActivated idEntity bool float [6] message damageScale int baseAngle * idMaterial int idMD6Anim idList < idScriptAction , TAG_IDLIST > lookForwardInterest use idSpring < idVec1 > idAngles idAnimator_Channel key sndExplode float unsigned int float float attractMinRange useWave idPLog::logEntry_t bool int deathStumbleDest * actionHolsterWeapon * eventQueue teslaGroundClipQuery enemyPathBlocked smoothBlend idMD6Branch int storedActivator anyJobActivates time idAnimatedSimple::loopTriggerType_t icon size int handsLeanPose actionScript float float float gasSpringRight maxLookAngles handsRecoilAnimator cameraShakeMaxSpeed mapFlags num viewFov transTime idVec3 int idSoundShader _type_ shouldReset idStaticList < idAIDamageInfo::recentDamager_t , 4 > idList < idAIEntityState::aiDefVisInfo_t , TAG_IDLIST > idVec3 idRenderModel additiveBranch bool loopTriggerType unsigned char idAI2::idAIVolatile::idAIScriptInfo int noSpotTimeBeforeWalking friendlyDamageMultiplier * brokenFrame health idAngles lastTargetPos numTrajectories useSound numQueuedSpawns idList < idStr , TAG_IDLIST > idEntityPtr < idEntity > idEntityPtr < idVolume > float int contentsFlags_t recentDamagers aiDeferredRefreshInfo bool nextTriggerTime playerStartPos renderModel hasBeenActivated bool float bool memTag int startTime int tagIndexHotWirePosRight script idArray < int , 8 > minLook bool float float extraLayers * aggroTarget * volumeToCheck timeScale meleeTraceMask coverActionTimestamp idMat3 idAction_PerformCoverAction float int idElectricBolt bool idAIMoveState::smoothAnimType_t noTouchGameHz idEntityPtr < idSoundEnvironment > bool bool int complete int locationArmor useFixedDirection bool int idMD6Anim int idEntityPtr < idActionNode > distanceExponent * idSpring < idVec1 > int idAngles * idAnimator_Channel explodeOnDamage idDeclImpactSound idStr idVec3 float int attractMaxRange amplitude burstMode_t deathStumbleMat actionPerformCoverAction renderX teslaChargingBolt [7] allowCombatLookSPs curSmoothAnimType soundEnv int fireOnJobFail useRealTime bool int useTargets _type_ short handsLeanPoseUp actionNode float float float int finAngleSpring minLookAngles fireAnimator slideSounds viewVelocity startTimeOfs idVec3 idTrajectory_Parabolic::parabolicParms_t idList < idLoot_ItemCase::caseItem_t , TAG_IDLIST > idStr int burstMode int idIndex < short , invalidJointIndex_t > idGatherQuery bool idQuat idRenderModel lastLoopCount idDeclVoiceOver playDefault int granularity * idAI2::idAIVolatile::idAIDebugging int noSpotStopMinRange selfDamageMultiplier secondStageStartTime healthStamp int idAngles int cachedViewOrg parms caseContents testType float bool bool * idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > int coverAction_t jointIndex * gatherQuery int startOff playerStartRotLocal int brokenModel locationVo bool float int idEntityPtr < idPlayer > bool int idPLog::idSort_EntryDepth unsigned char score nextSparkFxTime debugging idArray < float , 8 > maxLook bool float float startTime weight * complexVolume pauseDurationBuildUp bigHurtAnims coverActionToAvoid idVec3 int idAction_WaitForPlayerInteraction float * tagData_t bool * smoothAnimStop_t turnOffLights float idList < idTrigger_TestPlayerState::playerState_GameState_t , TAG_IDLIST > float int turning armoredDamageScale * playerEntity useAnimationOrigin bool * _derived_ * listStatic * idAnimator_Paused int lookInterest idStr idSpring < idVec1 > idVec2 int idAnimator_Channel int explodeTimerMS triggerTargets float float attractMinRangeFactor waveLength bool deathRefPoint actionWaitForPlayerInteraction renderY teslaChargingBoltTagData allowSearchLookSPs curStopAnim blendTime requiredGameStateIntList rtDist bool int requireMapIntel handsLeanAnimator float float name bool * propSpeedSpring minLeanOffset fireHandsAnimator * sndSlideMinVolume saveID int viewTimestamp fogScale idMat3 int idStaticList < idClipQuery , 32 > int idSoundShader testStatus_t oneShotActivation int idTargetCache float idStrClipModel headTrackerMode idSoundShader *[2] useCurrentPosition int syncLogEntry_t unsigned char float idAI2::idAIVolatile::idAIGroupStatus maxRunRange int backhitDamageMultiplier secondStageActive * timeStamp int idEntityPtr < idEntity > cachedViewAxis queries foundSound [4] testStatus bool int idList < idGolem::attackAction_t , TAG_IDLIST > coverOrientation_t * damageGroupIndex int targetCache mgTimeSpan * randomDelay playerMoveStartTime * clipModel locationSs idDeclEntityDef idAnimated_AnimWeb::animWebParms_t bool _type_ memTag int successionScore rightMoveAcc hudFlags_t * groupStatus exitTrigger bool float float duration reuseable int blendDuration leftArmAttacksUpper int coverOrientation int idList < idEntityPtr < idEntity > , TAG_IDLIST > * idAction_WaitForAIVar idStr bool bool float timeSpan float bool float [2] framesIdle int spawnEntity int animWebParms loop bool idParser::idDependency idAnimator_Paused pos hudFlags * nextDirectionToTrace idCombatStage::combatStage_t idSpring < idVec1 > idVec2 int idAnimator_Channel int proximityStartDelay * boundsFocus float * idEntityPtr < idEntity > idVec3 idColor attractMaxRangeFactor speed bool deathNodetargets ** actionWaitForAIVar pageName teslaBoltActive allowRoamLookSPs curStopDist idVec3 * activateTime anyGameStateIntActivate upDist bool hideMapUpdate list handsLeanAnimatorUp bool float tag stageType key idFXManager bool int rollBodySpring maxLeanOffset fireHandsAnimatorSecondary float * sndSlideMinVolumeSpeed fromViewOrigin fogColor * idTrajectory_Parabolic::parabolicResults_t bool idStr int aimProjectiles float idDeclEntityDef baseOrigin idStr int useDeltaMovement float int idAI2::idAIVolatile::idAIMeleeInfo [4] useEvasiveManeuvers int idleDamageMultiplier secondStageFxMgr anchor int idSoundShader passiveFocusRange int results ammoCalledOut info float bool idEntityPtr < idEntity > int idList < idGolem::attackAction_t , TAG_IDLIST > deathImpulseIdx lastUpdateFrameNum bool * minDelay [4] lookAtBlendStartTime spawnEntity * groupName [5] idClipQuery int idDeclParticle idList < idAnimated_AnimWeb::attachment_t , TAG_IDLIST > bool int unsigned char successionId forwardMoveAcc bool melee idArray < idSpawnId , 4 > int loopMoveSound float float float weight bIsEmpty * dynamicClip int leftArmAttacksLower flags bool int idAction_PerfectMovement int idList < idGuiPage * , TAG_IDLIST > * idAIMemory::aiSearchToStimulusMode bool num initDone float bool int movementQuery spawnParticle startingAttachments * hideWhenDone idAutomapObject::idSaveComponent int listStatic int idSpring < idVec2 > [4] activate * lookedAtEntitySpawnIDs idEntityPtr < idAIHintGroup > idSpring < idVec3 > float int idSpring < idVec2 > * radiusProximityMine float [4] idDeclAchievement idMat3 float [5] attractLookAheadFactor angle idTarget_DummyFire::blockFlags_t deathImmediateRagdoll actionPerfectMovement pages teslaBoltFlickerTime searchToStimulusMode flagDone idMat3 int blendTime * fireOnGameStateFail * startTime bool int saveComponent leanSpring bool bool [5] hintGroup int idDeclTable float int viewAngleSpring maxLeanAngle weaponPodAngleSprings idVec3 sndSlideMaxVolume decl int fromViewAxis transTime float int idDeclInventory syncLogEntry_t bool blockFlags float idVec3 int idDeclFX int idJointName int baseAxis [4] idList < idEntityPtr < idEntity > , TAG_IDLIST > int useAnimationScale float angle int idList < idAI2::idAIVolatile::idAIRenderParamBlend , TAG_IDLIST > evasiveForAim skipTargetAASChecks [2] alarmPulseTable prevBendStiffness idSoundShader use_vec itemDecl _type_ int activated idDeclDamage bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idList < idGolem::attackAction_t , TAG_IDLIST > frameDamage * lastUpdatePos fxEffect int playerEnterBlendTime joint entitiesToForceDormant idClipQuery * idSoundShader bool bool lives rightMoveSecAcc bool renderParamBlends int idArray < int , 4 > [4] loopIdleSound float idSplineFollower::splineFollowerPhase_t float damageDecl md6 maxActiveAIs animation int leftArmSweepsUpper int overloadEnableFlags * idDeclAnimWebNode int idAction_SetAlertCycle idList < idGuiPage * , TAG_IDLIST > idVec3 arg timeLeap bool int idDeclGameStateInt int jumpQuery [4] spawnSound * applyAnimDelta useTimeControl idEntityPtr < idEntity > boundary_t::eType idWeapon show int lookedAtEntitiesTime idList < encounterGroupRole_t , TAG_IDLIST > float float idMD6Anim int radiusAttract float bool idEntityPtr < idEntity > float int phaseOn lifeMin bool deathAnimationNode int actionSetAlertCycle int debugPages teslaBlindFireTimeStamp enemyTravelTime blendDestination *[4] int idMD6Anim vel blendToRoom givenGameStateInt * endTime bool oriented char * boundaryType origWeapon bool bool int rolePriorityList float float int propAngle int bodyDeltaYawSpringValueK movementAnim float sndSlideMaxVolumeSpeed secretFulfilled activatorParent startTimeOfs float idStr traceIgnorePlayer float float * idList < fxCondition_t , TAG_IDLIST > idProp_MG60Turret::state_t float anim int noRandom _type_ idDeclEntityDef float idArray < idTrajectory_Parabolic , 4 > noStopOnSpotWhenBoreBlocked * usesTurrets alarm1stPulseTimescale nextBendStiffness bool int use_yaw maxHeight count int testComment idAngles float to idList < idGolem::attackAction_t , TAG_IDLIST > frameArmorDamage radius bool startConditions currentState health dormantDurationInFrames bool idList < idStr , TAG_IDLIST > bool idStr size declBreakable forwardMoveSecAcc * idTarget_SetHelp::button_t int trajectories idAI2 canPressUseToClimbOff float float damageDir int maxNumOfSpawn probability leftArmSweepsLower overloadDisableFlags idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idAction_SetFocus int idRenderModelGui idClipQuery idVec3 idVec3 * isInCaptureMode float idList < gameDLCState_t , TAG_IDLIST > idVec3 physicsJumped hideMeshes * useAmbientAnims idEntitySpriteAnimator::spriteAnimatorState_t button owner idList < idEncounterGroupExpr , TAG_IDLIST > idVec2 float idMD6Anim int radiusAIAttractOthers idPlayer::idPlayerBehaviorSprintSlideState_t bool idVec3 float nextPhaseTime lifeMax bool deathAnimSubWeb actionSetFocus guiModel int teslaBlindFireClipQuery enemyApproachPoint int blendDestinationLerpDelta *[2] int idMD6Leaf int activateTime requiredDLCStateList spawnOrg * idleState float int holdStart bool int stageTriggers float idVec3 prevBumpSpring leanSpringValueK int armLookAdditiveAnim float state int itemsFulfilled activatorParentPos int shakeVolume float [3] idList < idAnimated::anim_t , TAG_IDLIST > bool int targetPlayer float float bool leaf bool closeTime float * idHotWireEvent::touchState_t idAIMemory * evadeInterval stationaryMode alarm2ndPulseTimescale force bool use_radius int horizSpeed int animations int testFastExit float bool idList < idGolem::attackAction_t , TAG_IDLIST > recentUnscaledDamage visibleSightTime int nextTriggerTime animStartFrame takesDamage int forceGuisDormant bool num idList < idStr , TAG_IDLIST > idDeclEntityDef short minTimeBetweenBursts leftHandTouchState * idTarget_SetHelp::button_t memory bool * disableKnockback [7] idDeclFaction idVec3 float radiusDamage reuseable int minIdleTime int rightArmAttacksUpper nextAIEventTime idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idAction_ClearLookFocus bool idList < idVec3 , TAG_IDLIST > idAIMemory::aiMemoryAnimAfterOverride idMat3 startTime int idDeclRenderParm bool idVec3 int hasJumped int enableHitGroups ambientWaitTime entityDef int idEntitySpriteAnimator::spriteAnimatorState_t granularity button2 blocking idList < idEncounterGroupExpr , TAG_IDLIST > idPlayerControlledTunnelGlider::rudderSoundState_t float * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int faction bool bool idMat3 bool driftLocation fade idStr bool deathAnimState actionClearLookFocus initialized int teslaBlindFirePositions animAfterOverride [4] blendOrientation int idMD6LeafPlay parm fireOnDLCStateFail int spawnDir int walkState int holdEnd bool assaultBreachRules float int rudderSoundState int deltaYawScale playerDeathAnimAlias bool startSlide int jobsFulfilled referenceAxis activate float int idList < idAnimated::attachment_t , TAG_IDLIST > _type_ bool * ignoreDeadAI float idClipQuery bool int leafPlay bool int idLangDict::langEntry_t float idHotWireEvent::touchState_t idAIVoiceController int evadeMinDistance noLowerBodyTurns int alarm2ndPulseOffset numSteps bool int isUsable [4] vertSpeed startingAttachments int testErrorShot bool idList < idGolem::attackAction_t , TAG_IDLIST > recentBodyDamage int idStaticList < idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > , 4 > * friendlyVisibilityEffectsMask query checkpointStartFrame causesImmunity disablePlayerVehicle idList < idStr , TAG_IDLIST > idStr list maxTimeBetweenBursts rightHandTouchState int flashSequence_t voiceController idEntityPtr < idPlayer > int justCameraBlendClimbOff bool idVec3 idMaterial int fadeBeforeDamage randomSpawn extraAttackBlendTime rightArmAttacksLower pendingAIEvents deathFlags_t idAction_ClearAimFocus idDeclAnimWeb float bool idAngles [2] prevTime idStr int idDeclInventory idStrRenderModel int framesInAir int disableHitGroups ambientWait entityName int idEntitySpriteAnimator::spriteAnimatorState_t idTypeInfoTools::readWrite_t unsigned char animSequence enemy idEntityPtr < idTarget_FakeEnemy > * idPlayerControlledTunnelGlider::thrustSoundState_t float bool int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * detonateOnPlayers bool int idInterpolate < float > bool driftSpeed int material int idClipQuery int deathFlags actionClearAimFocus owner teslaBlindFireSpreadFactor isPlayingEntranceAnim blendOrientationLerpDelta idMD6LeafPause value requiredItem texLodModelName attackState _type_ memTag int holdTimer bool float int fakeEnemy int thrustSoundState loaderToLookScale int handsRecoilAnimAlias bool endSlide triggersFulfilled [5] refAxisBlendVal endCinematic bool bool fireTracer bool idVec3 bool int leafPause bool idVec3 char bool int idHandle < short , invalidEncounterGroup_t , INVALID_ENCOUNTER_GROUP > useOutOfReach enemyTrailUpdatePeriod alarmPulseStartTime pointId idDeclTutorialEvent noBlink impactSteps alwaysUpdate testShouldBeActivated bool idVec3 idList < idGolem::attackAction_t , TAG_IDLIST > idArray < idAnimWebAI , 1 > * shouldPain int enemyVisibilityEffectsMask int idEntityPtr < idEntity > origin * dismountStartTime baseArmour int shouldLockCamera bool float bool int idDeclMD6 int burstDirection lastRightMoveWhenTouchActive idMaterial tag encounterGroupHandle declEnterTutorial bool float float * damageActivator showAsRisingShambler origin rightArmSweepsUpper * animWebAnimator float idAction_SetAimPoint idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idList < idVec3 , TAG_IDLIST > activator bool float * jumpPreLand int forwardRunIndex useFaceManager idEntitySpriteAnimator::spriteAnimatorState_t bool buttonImage int nextState enemyRefreshTimestamp bool float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int detonateOnAIs idVec3 bool idAngles bool actualMaxWindSpeed * spacing bool healthFraction actionSetAimPoint subweb int teslaBlindFireScriptPos useAnimGravityTimeStamp blendLerpEndTime * idDeclRenderParm bool_ int requiredCount stepDistance hurtState * unsigned char succeeded float bool int useRelaxedChatterVO int idPlane minNextStartRudderSound lookDownFwdDist handsSecondaryRecoilAnimAlias bool forwardDir int eventsFulfilled scriptAddAnglesPerFrame notifyGUI bool * idList < idStr , TAG_IDLIST > bQuerySent * idAtomicString idMat3 idProp_MG60Turret::dismountMode_t num idPhysics decl idVec3 * listStatic float char int idAICoverManager * outOfReachGentlemanRange int isElite bool currentHandle plane idContents * progression int numSteps applyAnimDelta testCommandLines bool * idEntityPtr < idEntity > * idEntityPtr < idEntity > int idList < idGolem::attackAction_t , TAG_IDLIST > aiSubWeb_t * injuryDamageGroup int initialUpdateCount axis idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > playerDismountMode * physicsObj int playerPos bool float bool idStr * impulse lastForwardMoveWhenTouchActive idMaterial int idTarget_ChangeAnimState::changeType_t coverManager float useSearchChatterVO int physicsClipMask idVec3 float idPhysics_RigidBody * damagePlayer emptySpawnTarget target * rightArmSweepsLower subWeb * fxCondition_t idAction_SetFireMode idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idEntityPtr < idEntity > int idAIActionsQueue * animHandle char int idDeclJobRef fwdMovementBlocked int injuredIdleIndex sceneModel lwoName idEntitySpriteAnimator::spriteAnimatorState_t bool buttonImage2 changeType * rangeNear bool float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > resetTimeMS float bool * idAngles bool int idAngles * windDirection speed physicsObj int trace_t fxCondition actionSetFireMode state * teslaBombFXEntity int stanceReadyTimestamp actionsQueue char_ spotId dieState size * wasDualWielding float bool useTauntChatterVO aim idHashIndex num minNextStopRudderSound turnSoundThreshold * handsFireAnimAliasPrimary int idSoundShader forwardSpeed achievementsFulfilled scriptAddedAngles suspendCamera startingAngles idProjectile bool fireTracerResult bool int idMaterial bool * idPresentable numValues idVec3 int idXMLStackTag idList < idBounceSparks::sparkTimings_t , TAG_IDLIST > char idFaceMgr closeGentlemanRange * isDualWielder bool declMap startIndex idList < idEntityPtr < idEntity > , TAG_IDLIST > md6 sound_use * projectile loopAnimList testActivateCount bool int idList < idEntityPtr < idScenePoint_Spawn > , TAG_IDLIST > * idList < idGolem::attackAction_t , TAG_IDLIST > idAnimator_TurretNxN < 3 > [3] injuryGoreLevelIndex updateFriendly bool shadow weaponIsPlayingShootAnimation presentable * playerLookAtPos idVec3 idStr bool idDeclInventory next sparkTimings lastRightMoveSecWhenTouchActive faceMgr float useRoleChangeVO touching bool idVec3 float [4] fadePlayerHealth * spawnScenePoints int soundTime int leftDoubleAttacksUpper turretAnimator idStr idAction_SetScriptAbort idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > bool activated int unsigned char missionStatus_t idInfoAmbient::overrideColors_t lastVelocity tagName overrideUsingDeferredPositions itemDef bool idEntityPtr < idAnimatedSimple > int blendTime int rangeMid bool float bool int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int reusable bool bool * idCinematicCamera::cam_showhud_t int idAngles int lastMovement damping dieTime ownAnimation actionSetScriptAbort node gangstaTimeout bAlarmAnimPending int actionExpireTime int unsignedchar minStatus * ambientOverrideColors usesMelee short int externalTimeTarget * idAIEditable::idAIActionSettings::idAICloseSettings::idPeriodicVoice bool stayInCombat idHashIndex tag minNextStartThrustSound hammerStrikeShamblerDamageScale handsFireAnimAliasSecondary int idSoundShader forceEndSlide perksFulfilled calculateViewInDraw int showHud goalAngles int idAttachmentCollection idEntityPtr < idEntity > int blockedFireEndTime idSpawnId bool float bool zUp idIndex < short , invalidJointIndex_t > startTime int idEntityPtr < idEntity > int granularity char * periodicVoice isCommander bool typeMap numPoints idEntityPtr < idAlignedEntity > hoverSound startTime int attachments testEntity bool bool bool * idList < idGolem::attackAction_t , TAG_IDLIST > idAnimator_Pain spawnId refreshFriendly idEntityPtr < idEntity > int windOffset int playerCrouching jointIndex * interactionObject * tagData_t int idDeclDamage idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > fx idXMLAttribute nextSparkTime lastForwardMoveSecWhenTouchActive bool * firstThinkTimestamp float int useFormationCover handsEntity idQuat idMaterial idStrMapName bool fallFakeKill reuseable used leftDoubleAttacksLower painAnimator idStr idAction_SetPosture bool bool int aiMelee_t idHandle < int , invalidFiberId_t , INVALID_FIBER > target short missionStatus_t idInfoAmbient::overrideScales_t leftHandIKTag fxTagID crushDamage int attachHandle list idDeclTutorialEvent queueChangeState int rangeFar int idList < int , TAG_IDLIST > int idIndex < short , invalidJointIndex_t > attractMaxPropogationDelay float bool bool idPresentablePlayer::playerGuis_t idAngles int rotation * material int mapname setFlag idVec3 otherAnimation actionSetPosture [3] pathConstructed enableGangstaPose int currentMeleeAttack int waitFiberHandle short_ maxStatus ambientOverrideScales attackTimerBeforeNextTriggerPull int tutorialDecl bool bool bool defenseNodes idHashIndex int unsigned short minNextStopThrustSound minTimeBetweenSweepAttacks int pitchJointIndex idMaterial int maxSpeed triggersActivated * manualUpdate playerGui int clampedMinAngles * idPhysics_RigidBody idTarget_TestEntityBool::test_t idStr fireStart float bool float bool float int duration unsigned char float bool showIfHidden bool isHeavy animMap index1 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > tag displayIcon * physicsObj int curAnim testBool * idAnimWebPath idColor bool idList < idGolem::attackAction_t , TAG_IDLIST > idAnimator_Shoot * recentDamage bOwnerAiInCover idList < mgTimelineController::tlEvent_t , TAG_IDLIST > scale hasTriggeredUseTargets currentHealth interactionDelayTime idSoundShader bool idDeclDamage equipSlot_t memTag int minDelay pos anyTouchHasBeenActive bool firstThink idVec3 int handsAnimMHAlias float idStr bool int previewAnim color af isPlayer * rightDoubleAttacksUpper shootAnimator idStr idAction_SetWalkState idAtomicString bool aiMelee_t * idHandle < int , invalidThreadHandle_t , INVALID_THREAD > events int unsigned short bool idColor sound forceInjured pushDamage aas equipSlot ** idEntitySpriteAnimator::spriteAnimation_t float ai checkPoint bool int enemyPos * idList < int , TAG_IDLIST > float int idIndex < short , invalidJointIndex_t > attractMinPropogationDelay int idSpringCamera::calculateViewStage_t bool bool idStr idAngles * spinAmount * imgName zeroTransform idVec3 otherAnimationSecondary actionSetWalkState end debugSubweb int bBoreBlocked lastMeleeAttack waitThreadHandle idVec4 int unsignedshort mustBeNone int editorEast [49] int currentState speed bool incapacitatedPlayer bool * assaultNodes idList < idEntityTreeManager::type_t , TAG_IDLIST > * unsigned short idleLinearVolume1 int minTimeBetweenSmashAttacks int weaponPitchJointIndex idSaveGameUtility int springCamForceCalculateViewStageSave achievementsGained int calculatedView title clampedMaxAngles bool int idAnimator_Channel bool * idDeclGlobalFlag::setFlag_t * fireEnd idDeclAIInteraction int idStaticList < idTargetInfo , 8 > float bool int startValue float float bool * forceStartScriptedAnimWeb bool int minTime isKampHund types index2 int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > [6] saveGameUtility lostLethality channelAnimator testValue * setState idStr num usableState_t idEntityPtr < idEntity > int idList < idGolem::attackAction_t , TAG_IDLIST > idAnimator_Channel int interactionDecl targets mgTimelineController::tlTrack_t::grouping_t radius int hasTriggeredUnmountTargets * brokenTimestamp interactionDistance float bool int idJointName * unsigned char maxDelay int loopSoundPlaying bool * isInteracting idVec3 climbOnAnimAlias float [5] idDynamicWaterEntity::waterInteraction_t float name int usableState * trigger rightDoubleAttacksLower customAnimator idAISyncedAnim::SyncedAnimFacing_t int idAction_SetSitState idAtomicString bool idAICover int idDeclInventory grouping int idDeclGameStateInt int idColor timer blinded soundJoint * listStatic float bool * startScriptedAnimWeb bool enemyDir num idDamageParms::damageType_t int idList < int , TAG_IDLIST > float * idStrId idIndex < short , invalidJointIndex_t > fleeRandomness float idAchievement::eventAchievementInfo_t bool float bool bottomSpinAmount int waterInteraction int startDelay float facing int actionSetSitState * debugState * bBurstReady * cachedCover int itemDecl idVec4 int_ * gameStateInt editorWest [30] int startTime int normalizedStartOffset hasBeenOpened bool isIdleTracking ignoreDamageType bool pos flankNodes [2] idJointAnimator idList < idEntityPtr < idEntity > , TAG_IDLIST > [5] idleLinearVolume2 fov shootingModeMessage * weaponYawJointIndex * highlightColor_t * walkFrictionSave int eventInfo int calculatedViewOrigin time doesCameraReactToMovement int idPhysics_RigidBody * idFaceMgr bool int arcAngle idVec3 bool float int endValue size [6] idTestReport bool changeAdditiveState bool int maxTime isSuperSoldat animator chains * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * propHighlight physicsObj * faceMgr displayTime global idStr int gameStat_t float * idList < idGolem::attackAction_t , TAG_IDLIST > idAnimator_RollBones startTime int curFrame int mgTimeSpan center * blendInCamera controllerShakeHighMag startDelayTime bool bool idIndex < short , invalidJointIndex_t > testReport aas saveOnCheckpoint int activateWhenVisibleOverride * idMeleeManager::idMeleeData * climbOffAnimAlias bool float int idDynamicWaterEntity::idDisturbanceType_t float text int gameStat * healthRatio * swimstrokeAttacksUpper rollBonesAnimator * idAISyncedAnim::SyncedAnimPlayerTrigger_t int idAction_SetStandState idAIMoveParms idList < idEntityPtr < idScenePoint > , TAG_IDLIST > idVec3 idVec3 timeSpan * unsigned int idGameStateInt::gameStateIntCompare_t idColor seenDiceHelp stunned soundJointIndex float idCheckpointSaveComponent_HotWireEvent restoreSolidFrames bool int lPositions * idEntityPtr < idEntity > int idList < int , TAG_IDLIST > float int idStrId bool fleeOnTicking idUCmdInhibit::inhibitFlags_t bool idCinematicCamera::trigMovement_t idAngles * spinSpeed * disturbanceType startDelayVariance float int playerTrigger actionSetStandState int moveParms * scenePointList cachedDestination * actualTargetPos idVec4 unsignedint int comparison int editorNorth int currDuration value speedSpringK saveComponent receivedPlayerInteractionEvent trigger float bool flankTargetNodes int idAnimStack int idList < bool , TAG_IDLIST > moveLinearVolume1 int steeringModeMessage changeFireModeRight int inhibitFlagsSave count usesUserChannelFov movement reactionToMovement * idAnimAliasRef testStatus_t minRange int idArray < aiLatchedState_t * , 16384 > idMat3 bool curValue bool short * recordState_t bool minDashRange isZombie int animStack int activeChains idAngles * explosionTime animation * overrideStatus flagIndex int idBounds bool idList < idGolem::attackAction_t , TAG_IDLIST > idAnimator_FaceTracks nextEvent entStates * idAnimator_Channel * modelAxis * fromCheckpoint controllerShakeHighTime bDontPlayIfGroupDead bool idList < idAnimated_AnimWeb::collisionPiece_t , TAG_IDLIST > granularity * recordState bool int leftPlayerInteractionRadius idAI2 int bodyAngles bool float float bounds value * triggered int swimstrokeAttacksLower faceAnimator bool idAction_SetIdleState idMoveNoFailStatus::moveNoFailPhase_t bool idVec3 animator long int idColor savedInventoryScreen forcePain * collisionPieces float idVec2 solid bool owner idEntityPtr < idEntity > int idList < int , TAG_IDLIST > float * idStrId bool fleeOnPreDetonate int idPlayer bool * idCinematicCamera::trigFocus_t float bottomSpinSpeed numDisturbances iterationDelay float lockOnUse * actionSetIdleState int movePhase int hasSearchedForScenePoints * currentSearchHintIndex actualTargetVel idVec4 long_ comparisonValue editorSouth ** timeStop foo useHoldTime int twitchScale isInCombatForSubtitles triggerOnDying float bool flankPathNodes idAnimator_TreeSway idPhysics moveLinearVolume2 int weaponWheelName changeFireModeLeft int slideStartTime player resetManualUpdate focus * reactionToMovementSpeed idArray < aiLatchedEvent_t * , 256 > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * unsigned short idList < idTarget_FlagEvaluator::FlagActivator , TAG_IDLIST > maxRange idEntityPtr < idEntity > idVec3 int idAtomicString float overrideValue float float idStr bool maxDashRange showCommanderHud * swayAnimator physicsObject idAngles * animHandle * blendDuration [ 64 ] minNumShots int evaluates * idDeclGameStateInt int idSoundShader idGolem::attackAction_t idAnimator_DragJoints activator events int idAnimator_FaceTracks velocity * handsMountAnim controllerShakeLowMag reuseDelay int idDeclInventory bool idStrId times unsigned char testPath * idAnimAliasRef blockRisingShambler idVec3 int viewAngles bool idQuat float float count int gameStateDecl roarSound leftArmStairAttack num dragJointsAnimator bool idAction_SetPlayerEnemy idVec3 faceAnimator unsigned long bool idColor decl forcePainOnAnyDamage subtitleName float memTag float float animation bool offset int idEntityPtr < idEntity > * idList < int , TAG_IDLIST > float * surfTypes_t * idPlayerControlledFaust::flipAnimState_t * hideModelWhenPropAttached int idSpring < idVec3 > float bool * idCinematicCamera::trigFade_t idAngles facing log disturbanceAmount * iterationVariance float * disableAllOnUse actionSetPlayerEnemy phaseTime int allowFireStamp flags predictedTargetPos bool * unsignedlong canLasercutterActivate editorUp rotate int currentTime int validZRange bar headShotted * triggerOnFakeDeath float int idAIEditable::idAIActionSettings::idAICoverSettings * grenadeNodes idDeclMD6 [5] idRenderModel rollLinearVolume num playerWeakSpotSurfaceType int curFlipAnimState * legsFwdDirSpring int blendBack int getPlayerLookFromView fade goalForTurning idAnimator_Channel bool bool int scatter idVec3 idList < idSpawnId , TAG_IDLIST > * idClipQuery idStr [2] idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * hasOverride bool int enemyDashMinRange cover decl int chainLinkModel idPhysics_Player * idEntityPtr < idActor > animator cycle int maxNumShots global int idGolem::attackAction_t idAnimator_FreezeJoints idealDir * forcedLatches idAnimator_RollBones moveQuery int handsMountAnimAlias * controllerShakeLowTime nextActivationTime bool bool int idAnimator_AnimWeb float int testName * canDieInWater idVec3 physicsObj * idDamageParms::damageType_t int userPtr float idDynamicWaterEntity::waveParms_t float [ 64 ] * nextSpawnTime gameStateValue vulnerabilityTime int rightArmStairAttack int freezeJointsAnimator idList < idStr , TAG_IDLIST > idAction_SetEnemy * idDeclVoiceOver aiFireMode_t idIndex < short , idDeclAnimWeb::invalidNodeIndex_t > rollBoneAnim float float idColor seen groupAlarm * animWeb idVec4 values unsigned char float blendTime bool * worldPos int idDeclEntityDef idList < int , TAG_IDLIST > * idClipModel [3] idPlayerControlledFaust::fireAnimState_t int ignoreDamageType int idSpring < idVec2 > float bool * idCinematicCamera::trigTimeScale_t float int actualDetonationHeight waveParms int chancePerIteration float int lockOnUseAnims actionSetEnemy idleVo savedMode int nextCloseMeleeTime int nodeIndex idJointName float_ health editorDown float idList < idAnimatedSimple::hitDetection_t::healthTrigger_t , TAG_IDLIST > int rowColCtrl listStatic int pushUseTime ent validXYRange isObstacleAvoiding_Player shamblerDef idAIEditable::idAIActionSettings::idAIMeleeSettings * rechargeNodes curFireAnimState * idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idRenderModel activateTime armSphereClip bodyRotationPos blendRight * overridePlayerHandsPosition int timeScale * turnToGoalSpeed float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idEntityPtr < idEntity > * fireDuration idMat3 idBlockAlloc < aiLatchedState_t , 256 , TAG_AI_GAMESTATE > * idDeferredShadow int idEntityPtr < idEntity > float cameraJointName idEntityPtr < idVolume > * healthTriggers bool short minDashPeriod melee aliases chainMD6 idVec3 float int explodeDelayTime int animationHandle numShotsFired target idDeclGameStateInt fov idList < idDamageGroup , TAG_IDLIST > idAnimator_Proxy axis int stateAllocator idVec3 deferredDropShadow int usedByEntity controllerAxisMoveScale speakerVolume bool idAnimator_Channel dot fastExit bool int dropState * aiMeleeManagerPrio_t cameraViewOrigin int idEntityPtr < idProp_ExplosivePlunger > usedState int idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > idRenderModelWaterSurface bool * numPendingSpawns * gameStateDecl enemyCondition damageGroups eventAnimator idList < idStr , TAG_IDLIST > idAction_SearchToTarget aiFireMode_t overrideAnim_t double idDeclEntityDef float page disableStun int channelAnimators float int idSpring < idVec1 > int loopAnimation prio idAtomicString idList < int , TAG_IDLIST > float ms idStaticList < idPresentablePtr < idPresentableProjectile > , 8 > * idClipModel * idPlayerControlledFaust::fireAnimState_t int detonator int idSpring < idVec1 > bool * idCinematicCamera::trigFovZoom_t float int eventHandle * waterModel int startActive float unlockOnUseAnims actionSearchToTarget successCount fireMode int nextMediumMeleeTime overrideAnim idStr double_ attackerDef int editorEast * idList < idDamageGroup , TAG_IDLIST > frameTime numKnots idXMLElement speedSpring safeTimePerStage * waterDeathClipJoint float idAIEditable::idAIActionSettings::idAISearchSettings suppressionFireNodes idStaticList < idEntityTreeManager::anim_t , 8 > * idFuncChain::chaindef_t spawnedTorpedos expandedClip curFireAnimStateSecondary int bodyRotationAlpha int blendAngle int aimAtCamera int fovZoom autoCenterSpringK bool idStr idStr * burstDuration float idBlockAlloc < aiLatchedEvent_t , 64 , TAG_AI_GAMESTATE > * idRecycledTraceModel idAnimator_Channel int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int cameraFovChannel float int damageGroups list bool short maxDashPeriod search animators ** chainDef idMat3 float int useTeamColor idTarget_Spawn::idSpawnSettings idDeclJob idDamageParms::damageType_t idList < idDamageGroup , TAG_IDLIST > idAnimator_Channel lastTurnDelta eventAllocator idStr dropShadowTrm interactableAnimator animEnter * minTimeInCombat float idAnimator_Paused * testFailed aas numActionNodes cameraViewAxis idProp_Explosive::bombState_t waitTimeIfDamaged float bool int spawnEditable jobDecl damageTypes teethGroups partsAnimator idAISyncedAnim::SyncedAnimAvailability_t idAction_SetPlayerFocus walkState_t bool idIndex < short , invalidJointIndex_t > groupName int idBoundedInt < 0 , 4 > idDeclEntityDef float maxHealth int pausedAnimator pauseFrame int takeTimestamp idClipQuery rnd idClipModel idSpring < idVec2 > state float float bool * idCinematicCamera::trigActivateEnt_t bool nextSmokeTime angleX doVoiceOver float int availability actionSetPlayerFocus lastWalkState freeAmmo key nextLongMeleeTime * jointIndex idStr int boundedInt int inflictorDef editorWest int idEntityPtr < idEntity > * shotFrame int lastActiveId removeTime float int idAIEditable::idAIActionSettings::idAIRoamSettings num hintNodeIndex idList < int , TAG_IDLIST > * idEntityPtr < idEntity > stepOffQueries expandedMonsterClip viewAngleSpring bodyRotationAnimWeights blendRotatePlayer int enableBobWhenBlendingOut int activate bindPlayerToCamera bool idDeclEntityDef burstPause float float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int cameraDofChannel float int callTargetWhenDead int currentIndex idAI2::idVisibilityObscurity minSpottedDuration roam [2] handles chainGroup [5] idFaction * idList < idEntityPtr < idEntity > , TAG_IDLIST > bool * friendlyCanTrigger int entityDef index val idList < idSpawnerEntityDef , TAG_IDLIST > bool float int idList < idGolem::damageValue_t , TAG_IDLIST > idEntityPtr < idAnimatedSimple > int lastTurnRate gameTime emitTime onAnim animMH int maximumRange float idFaceMgr int imageNum bool int visibilityObscurity num currentFaction idEntityPtr < idProp_Moveable > triggerSuccess inhibitUse float int idSoundShader entityDefs top giveJob tweakValue damageValues eventMaster int idAISyncedAnim::SyncedAnimDirection_t idAction_SetActionNodeGroup walkState_t bool bool groupId idBoundedFloat < 0 , 0 , 1 , 0 > * idDeclDamage float health faceMgr pause timeout float float idVec3 idDeclWeapon::WeaponSlot_t int idSpring < idVec2 > * containedExplosivePtr float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool * idCinematicCamera::trigSounds_t bool nextSparkTime angleY firstAnnouncement float * useDirection actionSetActionNodeGroup * lastWalkState allowReloads nextMoveTime useMuzzleForLaunch int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > gui boundedFloat damageDef * editorNorth * idEntityPtr < idEntity > * rightMove int fadeOutTime bool int idAIEditable::idAIActionSettings::idAILookSettings int searchDist idDeclEnv int idMaterial exitPositions origWeaponType viewAngleSpring2 bodyRotationLegsAnimAliasHandles * walkRate applyRecoilAngles sounds int useLocalPlayer idEntityPtr < idEntity > idStr int idTarget_Combine::action_t * blockedFireDuration float float int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * animationName idList < idVec3 , TAG_IDLIST > onIgnoredDamageTrigger bool char idMeleeTrace dashDodges look * envEffectsDecl morphMaterial idList < idEntityPtr < idEntity > , TAG_IDLIST > bool int ignoreEntity entityName action int idEntityPtr < idEntity > bool int idList < idDeclDamage * , TAG_IDLIST > tagData_t int tolerance * gameFrame int nextSoundTime offAnim animFire entryPoints bool int idAttachmentCollection changed imageNumStr bool int meleeTrace infoPropIndex triggerFail useEllipticLimits idEntityPtr < idScenePoint_UserGroup > float idList < const idSoundShader * , TAG_IDLIST > lastSpawned int treatAsDebug eventNum * senseShooterDamages int viewTagData float int idAction_Trigger int idMoveNoFailStatus int idEntityPtr < const idEntity > belongsToId idVec2 bool float * affectsOverallHealth attachments size queuePause iPositions float bool int idAnimator_Channel * idPlayerControlledFaust::armState_t int impulseCount bool float bool idCinematicCamera::trigDof_t bool userGroup int frequency int announcements float useDirectionAngleOffset actionTrigger moveNoFailStatus [2] forceFireTimeStamp int lastMoveFailedTime target idStr vec2 int passAttackerToActivatedTargets editorSouth idStr pad forwardMove * bodyFadeTime dodgeFlags_t idAIEditable::idAIActionSettings::idAIFireSettings visited idVec3 idList < idFuncChain::sphere_t , TAG_IDLIST > exitPositionResult * rightHandAnimator int armStates bEnabled int runRate constrainSquare depthOfField autoCenter int idDeclMD6 int idEntity * minTargetTime unsigned char idEntityParticle::idEntityParticleState idDeclJobRef idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int guiName idAnimWebPath callWhenDead idClipQuery * dodgeFlags fire int lightRadius collisions int idList < idEntityPtr < idEntity > , TAG_IDLIST > bool int ignoreTimeout glassTarget idTarget_Job::targetJob_t idFaction aiMelee_t int currentTurnDir numEvents mgTimelineController::tlTrack_t state availableJobDecl turnAnims * deathAnimation idList < idDamageGroupEffectThreshold , TAG_IDLIST > idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > int idCatmullRomSpline < float >::boundary_t int testCount int idEntityPtr < idVolume_Restriction > dropToGroundQuery * idMeleeManager::idMeleeData * handsInfoPropIndex triggerInstant initFromView [15] float idDynamicWaterEntity::waterIlluminationTest_t idDeclVoiceOver maxCount action int faction meleeFlags *[4] float int idAction_EnableDamage walkState_t * idTrajectory::parms_t track idVec3 bool float damageThresholds * equipSlots int boundaryType short restrictionVolume links float * idPlayerControlledTunnelGlider::waterState_t idAnimator_Channel int idMeleeTrace preExplodeSndLength bool float bool int idCinematicCamera::trigShakeView_t bool int duration int waterIllumination int firstAnnouncementVO float int useAngle * actionEnableDamage * lastWalkState missTimeEnd * nextDodgeTime linearParms vec3 * onlyActivateWhenNoHealth int editorUp * idSimpleHealth granularity * shamblerProbability float [5] idAIEditable::idAIActionSettings::idAICloseSettings int idEntityPtr < idInfoEnvNugget > idList < idFuncChain::plane_t , TAG_IDLIST > waterState * leftArmAnimator meleeTrace int playLoopingSlideSound deathAnimIndex usePlayerProxy shakeView isActive idStr int maxTargetTime unsigned char idVec3 missionStatus_t idAtomicString numLoops int deathStumble_t health idDeclInventory::itemTypes_t idClipQuery int dodgeMinRange close envNugget * collisionPlanes float explodeTimer lwoName glassInstance bool void float aiMelee_t * previousTurnDir garbageIndex mgTimelineController::tlEvent_t availableJobStatus * handsAnimEnter deathStumble bool idInventoryCollection from float grappleQuery idAnimWebPath cameraTagIndex triggerInstantMaxTime float idList < const idDeclVoiceOver * , TAG_IDLIST > spawnAtOnce * playerOnly int userPtr minTimeBetweenAttacks crouchMeleeFlags * idAISyncedAnim::SyncedAnimWielding_t idAction_EnableAutoFocus int walkState_t * idEntityPtr < idEntity > int idTrajectory_Parabolic::parabolicParms_t event idVec4 [2] idEntityPtr < idEntity > float * resetHealth * inventory float delay [4] webPath bool idQuat idAnimator_Channel * idClipQuery useTime idSoundShader float idSpringCamera::calculateViewStage_t idCinematicCamera::trigRenderParms_t bool reuseDelay int nextWaterIlluminationTest int announcementsVO bool wielding actionEnableAutoFocus lastWalkState missTimeTarget nextDodgeAnimTime int parabolicParms float vec4 lastAttacker editorDown int closeTime int unsigned char allowShamblerFromRagdoll float idAIEditable::idAIActionSettings::idAIDashSettings idVec3 ** idList < idEntityPtr < idEntity > , TAG_IDLIST > [3] startWaterOrientation rightArmAnimator int sightTrace * loopingSlideSound * walkRunAlpha forceCalculateViewStage renderParms int playerWasNoTarget bool int idAnimAliasRef float idRenderModel targetsInOrder float idVec3 idVec3 idDeclJobRef idAtomicString initialFov float animstateWhenKilled memTag idDeclInventory::itemTypes_t idAngles * idClipQuery [3] dodgeMaxRange dash specularOrigin animCollisions float armed animation ai fadeDistance newModel bool float * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idAI2::idAIVolatile::idAIAnimationInfo::idSyncedAnimationInfo turnVelocity origin idEntity int rotationAxis notAvailableJobDecl int handsAnimMH * parallelDist float idList < idAnimEventHandler , TAG_IDLIST > int minLookAngles float grapplePlayerBoxQuery idList < idAtomicString , TAG_IDLIST > handsCameraTagIndex int idRandom2 * rateOfIncrease float bool idStrId minSpawnInterval * clearJobStateFirst int newPhaseAnimation * maxTimeBetweenAttacks syncedAnim idStr idAction_EnableBodyRotation idMoveNoFailStatus int idAIPos entity idMat3 idEntityPtr < idEntity > num idStrRenderModel int armorDestroyedDamage attachmentAnimEventHandlers [6] duration int activeLayers bool idVec3 idAnimator_Channel idGatherQuery random idPlayer::idPlayerBehaviorLeanState_t float idInterpolate < idAngles > * idCinematicCamera::trigMisc_t idAngles radius * allowDormancy talkerName float int damageGroup int actionEnableBodyRotation moveNoFailStatus int missTimeDisappearPos nextDodgeGrenadeTime waitTimeMS bool mat3 entityToDamage exportedModelName int idKeyValue * bAvoidDangerZone float [2] idAIEditable::idAIActionSettings::idAIDodgeSettings * idColor idSoundShader startWaterTransition cameraAdditiveAnimator pickupArmorQuery state int stopTransAlpha clampedMinAngles misc currentUserAngles int idPhysics_RigidBody float int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool trackingTime aiMoveReason_t idVec3 float missionStatus_t idAtomicString hidePlayer int idEntityPtr < idAI2 > additiveAnimStateWhenHurt list unsigned char idAngles tauntMinRange dodge specularTint soundBreak float int physicsObj int animationHandle distance * setVisibleImmediately bool float float moveReason * velocity int idPlayer int rotationSpeed notAvailableJobStatus handsAnimFire previewAI * fxCondition_t bool listStatic prefix [4] maxLookAngles idTarget_InhibitControl::inhibitType_t lastGrappleCheck bool int lastKnockBack bool rateOfDecrease scenePointFlags_t float bool * maxSpawnInterval int thought healthRatio int upperGalleryHeight * ikEnableTime float idAction_EnableWalkIK walkState_t bool player * idAngles float idStr * popOffArmorFXCondition lightFromJointPositions inhibit enabled bool idVec3 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idPlayerControlledFaust::modelOffsetTrace_t ai primerReady * idInterpolate < idAngles > * idCinematicCamera::trigMovement_t int idAngles int scenepointFlags maxMagnitude active idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > maxHeightDiff actionEnableWalkIK lastWalkState missTimeTargetVisible nextTauntTime endFramesFromEnd bool angles int lastDamage text * bReportDangerZone float [6] idAIEditable::idAIActionSettings::idAITauntSettings idVec2 int idSoundShader targetWaterTransition playerAnimAliasDeathOneHanded modelOffsetTraces * leanDirection lastRunTime int clampedMaxAngles * movement int currentOffsetAngles float * idDeclTable idVec3 * legsAnimationHandle bool int trackTargetEndTime idVec3 idQuat idVec3 idStrId idAtomicString abortable idVec3 minTimeBetweenHurts idList < idDeclInventory::itemTypes_t , TAG_IDLIST > float dodgePeriod taunt specularPowers soundRattle int usercmdButton_t mpTriggerHalfWidth megaMorphTable offset hasBeenActivated idEntityPtr < idEntity > idEntityPtr < idPlayerStart > fxCondition_t float startOrigin * rotation lastCollisionPos * displayText [4] handsAnimPlayerKilled deathRefPos int idDeclDamage idJointName int idXMLWriter::stackXMLTag_t * tradeIns int leanSpringK bool lastOkGrappleCheck * idClipQuery int handsAttachTagIndex bool int useButtonOverride scenePointScriptFlags_t float bool spawnAt playerSpawnSpot startFXCondition * lowerGalleryHeight syncedAnimTimestamp idAction_EnableHeadTracking * idMoveNoFailStatus time testEnum_t idColor radiusDamage skipJointForLighting first toggleOnActivate int clipQuery float bool int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idPlayerControlledFaust::modelOffsetTrace_t usedPrimer float idInterpolate < float > idCinematicCamera::trigFocus_t idAngles scriptFlags int maxRadius * playedFirst int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idVec3 blendTime int actionEnableHeadTracking int moveNoFailStatus * barrelSpinTime nextDodgeReason numFrames bool enum_ * lastDamageTime textColor int idDamageParms::damageType_t dangerZoneFactor_Death float idAIEditable::idAIActionSettings::idAISquadSettings idVec2 int idDamageParms::damageType_t * waterTransitionStartTime playerAnimAliasDeathTwoHanded backOffsetTrace wasCrouching lastRunVal applyRotOffsetScale focus red currentReactionAngles float idAnimator_Channel * idMaterial int handsAnimationHandle bool trackTargetStartPos idVec3 idBoundsShort idVec3 bool idAtomicString useDebugPlayerIfNeeded float ignoreDamageTypes idEntityPtr < idEntity > dodgeAnimPeriod squad specularScales damageTypes idPlayerControlled::moveLoopSoundState_t idStrId idEntityPtr < idEntity > int mpTriggerHeight channelAnimator material int localLighting bool idStr float overrideAnim_t goalOrigin bounds int lastCollisionNormal isOn * handTurnAnims metaSliderPos idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > * idList < idStr , TAG_IDLIST > prefix correctStep1Trigger bool num meleeCountBetweenGrappleChecks idArray < idAI2::idVisibilityObscurity::obscurity_t , 7 > * curMoveLoopSoundState iconText int activateEntity idEntityPtr < idEntity > float mutantAttractorRange persistToStorage * showMeshKit int sweepVsAttackScale int overrideAnim float idAction_ForceAwarenessByDistance aiIdleTurn_t equipSlot_t int deltaTime idTestEntity::testFlags_t int idList < const idDeclDamage * , TAG_IDLIST > float damageTypeScales hideMeshes size idXMLWriter::stackXMLTag_t activated visibilityObscurity bool float int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int idAngles [4] numPrimed int idSpring < idVec3 > float * idCinematicCamera::trigFade_t idAngles * OnTakeEntity explosionRadiusScale nextPlayTime useAngleCos * actionForceAwarenessByDistance idleTurnType slot nextDashTime frameRate bool int testFlags * alternativeDamageDefs textScale bool last int bCorpseDetection bool * idAIEditable::idAIActionSettings::idAIOutOfReachSettings bool float int waterTransitionEndTime playerAnimAliasCamera offsetAngles leanOffset adsPct * constraintConeDegs fade int currentTurningAngles idPhysics_RigidBody bool * stateStarted bool trackTargetStartPosTime idEntityPtr < idEntity > idVec3 float bool * idAtomicString forceVirtualMaterialLoad num shouldGetHit idEntityPtr < idEntity > int idAI2::idAIVolatile::shamblerSoundState_t [2] detectGrenadesInAir * outOfReach * playerInRange maxHealth int idSpring < idVec1 > bool * idDeclInventory physicsObj int totalAnimMilliseconds saveOnCheckpoint int privateLighting bool float float idEntityPtr < idEntity > * goalEntity * viewfwd bool fovScale int playing handBumpAnims stopThinkTime idList < damageGroupGoreLevelInfo_t , TAG_IDLIST > * idList < idStr , TAG_IDLIST > bool flags correctStep2Trigger float * shamblerSoundState int modelOffset int idList < idEntityPtr < idProp_Explosive > , TAG_IDLIST > int finishes lastWeapon idEntityPtr < idEntity > float bool int copyTargets delay int minTeethDestroyed [5] attackVsSmashScale target float * idAction_SetAIVar bool * idAIFireControl_Human::fcWeaponState_t bool surroundTrigger eventTime idStr bool bool * goreLevelInfo showMeshes gui ignoreAIDamage short impulse lastSubmitFrame bool idClipQuery * idAngles int explosivePacks bool idSpring < idVec1 > float float * idCinematicCamera::trigTimeScale_t int OnReleaseEntity explosionMagnitudeScale startOn lastAnnouncement int idEntityPtr < idEntity > bool * useDirSin * actionSetAIVar allowTurns num weaponStates isDashing int startAnimTime bool string allCanActivate depthTest bool granularity idXMLWriter::stackXMLTag_t int bKilledByAi float idAIEditable::idAIActionSettings::idAICustomRobot bool float wantToGoUnderWaterTimer climbOffQuery turnLookDeltas onlyIcon * rollOffset adsPctTarget autoCenterSpringK int timeScale previousThinkTime idDeclInventory bool originRef float useLastKnownTargetPos idQuat idVec3 perfectAim float bool * idAtomicString initialBlendTime * ignorePlayerDamage next int idEntityPtr < idEntity > int tauntMinInterval int customRobot * haveBeenActivated * defaultBreakFraction idVec3 idAngles int inventoryItem animStartMilliseconds isAutomapObject fadeFrom idList < idEntityPtr < idEntity > , TAG_IDLIST > idStrId bool float goalOrientation eyePos bool bool modelDepthHack usableByAI * legsAnimEnter lastDeathTime idDamageParms::damageType_t equipSlot_t bool prefix int correctStep3Trigger idVec3 lastAbortTime bool modelOffsetDir idList < idEntityPtr < idEntity > , TAG_IDLIST > * useRotation waitingForEquipTime int scenePointType_t float float bool * additionalTargets desc used [6] meleeBoundRadius * cachedValidActivatorNumber float int idAction_SetScriptFlag idVec3 infiniteAmmo eventStop int idColor float bool skipGoreForDamageType equipSlot int removeCollisionWhenDead angular anyCover bool * idSpring < idVec1 > idVec3 int activateList float float float idCinematicCamera::trigFovZoom_t idVec3 type int explosionRadiusDecay useFocus used int idEntityPtr < idEntity > idVec3 * useDirCos actionSetScriptFlag int turnTime nextPullTriggerTime nextDashPos startingAnimFrameOn bool bool color health int permanent bool * unsigned char bkilledByFakeGrenade float idAIEditable::idAIActionSettings::idAIRobotBlind bool bool int wantToGoOverWaterTimer bodyDeltaYawSpring ** movementAnimBlends maxLeanDist firePoseAlpha angleMoveOffsetScale fovZoom lastPosition idVec2 triggerEnter float lastKnownTargetPos idEntityPtr < const idScenePoint > short allFireFromCover idMat3 bool int idAtomicString startCamAnimImmediately idAnimWebPath stopFXWhenDead memTag idSimpleJSONWriter::Scope * idEntityPtr < idEntity > [2] idArray < float , 16 > tauntMaxInterval robotBlinding activeFromStart canBreakAtEnds float idSoundShader idUCmdInhibit::inhibitFlags_t stickChance int boundScale fadeTo idStr float float goalScenePoint crouchChangeDelta bool bool axis locked [4] legsAnimMH set deathAnimation idMeshKitName idStr list prefix incorrectSequenceTrigger float int playerDamageTaken bool int overrideHealthHud int soundProgressing int savedInhibitFlags idAI2 float int idMaterial int idGuiEntity::idGuiEntityInitialState groupName sortID int gunnerStartingHitPoints avoidStairsAngle int cachedValidIndex idAction_ClearScriptFlag bool bool * voiceMsg_t * maxHoldTrigger eventStart [2] idCollisionModel [4] idDamageParms::damageType_t float * armorDestroyedMeshKit breakableRadius anyClearLanes idAnimWebPath idQuat idSpring < idVec2 > idVec3 * activationStartTime float bool * idCinematicCamera::trigDof_t idQuat currentUser * explosionMagnitudeDecay automapMaterial initialState idEntityPtr < idEntity > bool damageGroupIndex int actionClearScriptFlag isTurning endBurstTime bNextDashPosSet voiceMsgType float collisionModel damageTypes [4] lookTime int gameStat_t int deathAnim int idEntityPtr < idActor > idAIEditable::idAIActionSettings::idAIStun bool bool int currentOrientation int leanSpring int specialAttackStartPos maxLeanOffsetFwd lastFireTime clipTestMovement depthOfField lastMoveAxis float triggerLeave float useDifficultyDamageScale float short * damageScale idVec3 [4] idStrId idJointName [6] exitBlendTime float killStat * unsigned char idDeclTutorialEvent * idArray < int , 16 > squadLeader stun * ignoreLocationCulling breakAnchorsBoundToSameEnd * idPlayerControlled::moveMode_t idSoundShader bool reflectionCosine int fadeTimeSec num idEntityPtr < idEntity > float float int idAICamera_Control [3] goalTolerance entFlags bool offset int lockedString pitchMeterJointName int deathChance idMat3 idDeclEntityDef listStatic triggerValue tutorialDecl float playerMeleeTime bool curMoveMode idDeclEntityDef soundRegressing activatePipeClimb idDeclParticle bool idGuiEntity::idGuiEntityInitialState deathTrigger score bonusDamageWhenTaunting noSmashUntilHealthRatio camera bool idAction_SetPerceptionFlag bool * idDeclVoiceOver eventResume * idRenderModel idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > float * lastHitAxis * entityDef idLockpickEvent::pickSoundEvent_t int breakableImpulse valid idList < idAIDeathSound , TAG_IDLIST > idAngles idVec3 int breakable bool bool float float int idCinematicCamera::trigShakeView_t idQuat requestTime explosionParticle int isSecretObject activeState idAnimAliasRef idList < idEntityPtr < idTarget_DummyFire > , TAG_IDLIST > isCheapAI actionSetPerceptionFlag checkForGestureTime [2] fireAtLastKnownDuration bZombieOutOfReach int declVoiceOver idEntityPtr < idEntity > int idEntityPtr < idEntity > * renderModel damageTypeScales * lookDelay int leftHandPickSounds * deathSounds bool * idAIEditable::idAIActionSettings::idAISleeping bool chainEnd_t strafeStartTime lookOffset aiAttackStartPos int needDualWield leanTraceChecked runJumpAlpha clipTestRadius shakeView int averageAxis int idDeclEntityDef legsAnimation idTarget_ModifyShadows::shadowState_t slaves float unsigned char target float bool idJointName triggerWhenDone bool lastPlayerHurtAnimTime idDeclTutorialEvent float * playerIsLeader sleeping int rainVolume unanchoredEnd idEntityPtr < idPlayer > idSoundShader bool breakable modify bool float float [2] idEntityPtr < idPlayer > int intermediateTolerance stimScale bool * degreesPerSec canKickOpen int yawMeterJointName killOnTouch idStr float link [4] tutorialDeclCrouch float int globalAggro idAI2::idAIConstant::idAIPhysics playerUser [1] idSoundShader soundReset int lastDualWieldState float bool bool idGuiEntity::idGuiEntityInitialState useTraversalClassA time int damageScaleFromTank noSwimUntilHealthRatio player float idAction_ClearPerceptionFlag bool idBackStand_Default aiVoicePriority_t int timeLeap int idDeclTable idDeclDamage float currentGoreLevel entityName list idLockpickEvent::pickSoundEvent_t * breakableFalloff physics idDeclGore float idQuat breakableSound bool bool bool float idCinematicCamera::trigRenderParms_t idMat3 prioFitness [6] useWave ignoreSafeFadeDistance nextState idAnimAliasRef idWeapon customAICost actionClearPerceptionFlag int isPerformingGesture stateDefault nextZombieOutOfReachTime int priority bool table int damageDef int maxDist size rightHandPickSounds goreDef float idAIEditable::idAIActionSettings::idRobotDeath idParticleVolume::distributionType_t float verticalStrafeStartTime leanUpDownMod aiAttackStartRotation lastDualWieldStateNeededWeapon endLean doRunJump int clipTestHeight renderParms int cameraAxis handsAnimation idTarget_DemoRelay::relayMode_t weapon posture_t unsigned char frame bool bool idList < idJointName , TAG_IDLIST > key shouldPauseOnStart int idEntityPtr < idEntity > int idSpring < idVec1 > float * leaderRange int robotDeath distributionType gravity bool idProp_ContinuallyUsed::useState_t bool int breakChance int relayMode bool int idList < const idDeclLayer * , TAG_IDLIST > float float float arrivalPosture lightScale bool startActive kickUnlocks sc heatMeterJointNames triggerOnKillOnTouch bool idDeclInventory link leanSpring float * cachedActiveAICost int idAI2::idAIConstant::idAIMovement int okToPlayStartMove idDeclParticle enumUseState hadInhibitControl * idList < idScenePoint * , TAG_IDLIST > float idEntityPtr < idVolume > bool int useTraversalClassB activateDeactiveLayers visibleSightTime forceSweepDistance val minHealth * playerKillType_t idAction_IgnorePlayerApproach bool idBackStand_Moving idActor updateVisibility idMaterial bool bool * enabled declInventory idAtomicString breakableAngular movement bool char idVec3 * impactParticle bool idVec3 idInterpolate < float > idVec3 idCinematicCamera::trigMisc_t idVec3 relatedScenePoints int amplitude * markerVolume usable idFirstPersonEvent::exitCondition_t int idDeclProjectile * playerKillType actionIgnorePlayerApproach int alreadyCrouched stateMoving int outOfReachStateStartedTime focusTarget idList < idEncounterGroup , TAG_IDLIST > bool material int stopProjectiles short handsPoseAnimNameDown usesDeathNodes float idAIEditable::idAIActionSettings::idAITesla bool * strafeDirection emptyEntityNumber int specialAttackTargetPos hadInhibitFreeGamePlay forwardDir * adsInterpolate clipTestResult misc playerStartPos idEntityPtr < idEntity > exitCondition idTarget_GoreRelay::relayMode_t projDecl aiArrivalAction_t idSpring < idVec3 > groups bool bool * idAtomicString fadeInOnStart float granularity char idCementMixerEvent::animState_t bool scenePointRange tesla internalState nonSolid bool int idContents bool * stuckIn relayMode bool int idList < const idDeclLayer * , TAG_IDLIST > float float int arrivalAction confirmedOriginSpring idPlayer::tensionType_t visible kickOffHinges fovUserChannel killTime int idDeclMD6 int linkValue prevCorrectState float num sprayFireStartTime int idAI2::idAIConstant::idAIAnimation * removeHealthWhenDamaged hasPlayedEnterAnim int idPonytail contents int hadInhibitChangeWeapon idList < idScenePoint * , TAG_IDLIST > float bool idSWF useTraversalClassC removeLayersFromPlayer minTriggerDownDuration crouchMaxLevelUpper int endControlTime idAIEditable::idAIPerception idAction_NoticePlayerApproach bool idBackStand_OutOfReach bool idAIStateTransition::aiTransCode_t [3] maxTension idSoundShader bool idInfoLookTarget::lookerInfo_t idAtomicString breakableDelay animation bool char idQuat * ponyTail int idDeclInventory idVec3 idAnimWebPlayer::stopTransitionInfo_t bool idDeclCameraTrigger float int exclusiveRouteSPs * waveLength int showUpdatedOnce guiSwf idFirstPersonEvent::exitConditionMoveType_t int idEntityPtr < idEntity > [4] perception * actionNoticePlayerApproach int alreadyCrouched stateOutOfReach shouldCoverPostureChange int transCode idList < idEncounterGroup , TAG_IDLIST > bool soundShader int autoResetHealth lookerInfo int handsPoseAnimNameUp * shouldDropLootBox bool bool bool int verticalStrafeDirection usedButtonState specialAttackTargetRotation invDecl playerDir * stopTrans [5] inhibitControl triggerGroup suppressMovement bool [3] exitConditionMoveType bool currentTarget groups bool idList < idEntityPtr < idEntity > , TAG_IDLIST > int drawPlayerGUIS float idEntityPtr < idEntity > size int unsigned char char bool squadActive int usesCombatScenePoints frameCounter saveOnCheckpoint bool int idContents int forceStick * inverted bool [3] idList < const idDeclLayer * , TAG_IDLIST > float float flags int eventTime * startTime opensWhenUnlocked triggerEnterAnimDone periodicity idStr int trigger memTag triggerValue correctSequenceCount float sprayFireEndTime int idAI2::idAIConstant::idAIOnlineScoring useArmorSurfTypeOnDG playerDead float int clipMask idStr bool float float int idRenderModelGui * useTraversalClassD int removeLayersFromGame maxTriggerDownDuration crouchMaxLevelLower int startControlTime int idAIEditable::idAiHudInfo * idAction_SetSubWeb idVec3 [4] idBackStand_Rising * idEntityPtr < const idEntity > delayedSave idDeclEntityDef bool lwoName idAtomicString breakableDuration int onlineScoring bool bool idVec3 shotImpulse bool bool float float speed * idList < idDeclCameraTrigger::idCameraTriggerParms , TAG_IDLIST > int idSpring < idVec2 > int bRouteCallBlocked * materialWidth guiModel * usercmdButton_t bool hudInfo actionSetSubWeb dodgePoint int stateRising * movementStartTime int currentEnemy bool testEntityDef pipeDamageToPlayer int nextLookerInfo jointOuterRing noBodyRemoval float bool bool applyingThrust canNextSweepAttack int aiAttackTargetPos * dualWield int forceEndLean lastTime int camAmountForPartialHeading int triggers int offsetAnglesSpring bool int exitConditionButton bool bSlave idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > nextThinkTime bool float showLetterboxView idList < idEntityPtr < idEntity > , TAG_IDLIST > short int idList < idGameRule_Spawn * , TAG_IDLIST > bool idVec3 bool * distance int usesClose * prevState * manualBuild bool [3] idDeclParticle indicateTarget bool idList < const idDeclLayer * , TAG_IDLIST > float int sourceSubWeb eventHandle idStr stopTime * forcedUnusable bumpYawClamp removeEntitiesIfFound idStrClipModel health granularity int unsigned char spawnRules int isCrouched float int sprayFireStartPos * idAI2::idAIConstant::idAIStats allowRemoveOutsideWorld overrideSpringCamera idAnimator_Channel particleWater idDeclEntityDef bool float float idEntityPtr < idEntity > int useTraversalClassE int activateLayers minFireInterval consecutiveDamageInterval nextBeatTime idAIEditable::idAITargeting idAction_GiveItem idVec3 idBackStand_Standing bool demoName int idDeclFX * idList < idEntityPtr < idEntity > , TAG_IDLIST > int idEntityPtr < const idEntity > collisionModel idDeclTrackingParms int listStatic bool * idAtomicString impulse stats bool idQuat channelAnimator idEntity idSpringCamera::calculateViewStage_t float idAlignedEntity::loopingSound_t bool idEntityPtr < idEntity > entityDef int bActivated angle int materialHeight target float targeting int actionGiveItem idealDir int stateStanding movementMaxDuration int currentEnemyIsMelee idHashIndex float onDamageTargets looker triggered int trackingParms hasThrownPlate jointInnerRing useRagdoll bool bool idVec3 canNextSmashAttack [3] aiAttackTargetRotation activateEnt springCamForceCalculateViewStageSave lastValue int loopingSound hidePlayer targetEnt idVec3 timeScale bool * minTimeShots idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idVec3 hashIndex float bool float int targetAspect idList < idEntityPtr < idEntity > , TAG_IDLIST > int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > [3] idList < idGameRule_Switch * , TAG_IDLIST > bool idVec3 bool int usesRobot * usesDash numberOfActiveParticles breakPosition bool float originOffset playerShouldLowerWeapon idAICombatHint::combatHintClass_t int idList < const idDeclLayer * , TAG_IDLIST > float bool int sourceState origin idStr int interval int forceUnusableWhenOpened bumpPitchClamp activateEntitiesIfFound idVec3 animation * unsigned char switchRules int hasCrouched idVec3 int sprayFireEndPos idVec3 manuallyStartedRagdoll skipNextClimbOn minVelocity bool * aasType_t float bool bool combatHintClass deactivateActiveLayers maxFireInterval consecutiveDamageBigHurtCount heartBeatLub idAIEditable::idAIActionSettings int idAction_TakeItem idVec3 * idBackStand_Attacking demoName * idDeclParticle float collisionBounds idEntityPtr < idEntity > memTag int unsigned char bool idAtomicString angular playerCollisionSize bool * idEntityPtr < idAI2 > nextIdleTime bool float idAnimator_Channel bool bool * hideOnSpawn int aasType exponent aas canShowMapUpdate int initializedGuis [16] actionSettings actionTakeItem diveDir stateAttacking movementFailedTime ai meleeManagerIndex short int idList < idInputListener::conditionEvent_t , TAG_IDLIST > bool int particle int maxHealth * nextLookTime focusEntity int staticList int hasBrokenMachine int jointPistons useDeadPhys bool bool bool int canPlayNextHonkSound specialAttackTarget * pipeClimb int leanStartTime alpha baseAnimator hidePlayerHands useViewOffset idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > exitParameters bool currentShotsLeft * idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idSpawnId int curHandle int conditions float bool bool useHighQualityMipGeneration * idSoundShader float idList < idGameRule_Flags * , TAG_IDLIST > bool isBoss canSetUseDash roundRobinIndex generatedPhysics * idDeclWeapon float spawnTime int attachmentHandle targetActivator idList < idScriptAction , TAG_IDLIST > idList < const idDeclLayer * , TAG_IDLIST > float bool destSubWeb int creatorId idStr * distance int playerUsable delayShowHandsLegs int sound_pickup idStr timeScale flagRules start * idTypesafeNumber < float , SphereUnique_t > int timedReloadTime float slideAwayFromCollision weaponDecl idVec3 * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int duration bool * idSoundShader actionScript addDeactiveLayersToPlayer int minPostTauntWaitToFire maxKeepPlayerTargetTime popping idAIEditable::idAISound idAction_ClearWorldState int turnToResult_t idBackStand_Lowering idEntityPtr < const idEntity > outputName int idDeclAF idDeclFX float idStr int unsigned char idEntityPtr < idAnimatedSimple > radius heightCrouched bool float idleAnimAlias idAAS2 float idAnimator_Synced bool idVec3 isAutomapIconVisible triggeredSound sounds actionClearWorldState turnToResult stateLowering lastChargeTime ambushTarget idAI2 bool bool fxDecl radius headTrackGroup listStatic int polytopeEdge_t boxEntity [5] instantRagdoll idAtomicString bool idList < idFuncChain::anchoredPoint_t , TAG_IDLIST > minNextTurningSound * speedBlend int cameraJointIndex rate int syncedAnimator fadeInOnReturn viewOffset idClipQuery int idSoundShader exitStateSucceded bool nextProjectileTime idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idSpawnId triggerOnce bool bool * adaptiveGlare idDeclInventory list idList < idGameRule_Think * , TAG_IDLIST > bool bool * stageGroup int usesIdle sleepRemaining anchoredPoints idSoundShader float trace sndPainSmall targetPlayer float idList < const idDeclLayer * , TAG_IDLIST > float int idSimpleHealth idVec3 destState int relevantId idStr int idEntityPtr < idPlayer > * nextChangeTime progression * instaBlendEnterCamera inventoryDecl idJointName [5] blendTime thinkRules int beingPushed float dontAllowDeath dryFireSound maxRippleMagnitude int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float idCheckpointSaveComponent_idInteractiveMarker bool coverRadius removeLayersMarkActiveNextMapLoad maxPostTauntWaitToFire health bodyHitNormal idAIEditable::idAIAccuracy * idAction_ShowAttachment turnToResult_t idEntityPtr < const idEntity > extraParam player * idDeclRenderParm * idDeclDamage float joint idAtomicString idEntityPtr < idEntity > bool * aiPathfindRadius bool def useOnAnimAlias idVec3 bool float idAnimator_Synced bool idVec3 radius int saveComponent disableSaves skill actionShowAttachment turnToResult hideTime int nextChargeTime currentAggroTarget int idCoverQuery::coverTarget_t bool * renderParm int damageDecl height * referenceTagOverride idPLog::treeEntry_t useEntity int isRadial noRagdollDamageImpulses float bool canSwitchSteeringMode specialAttackIndex * intersectionPoint int bEnabled alphaScale * syncedAnimator2 setPlayerAnglesOnReturn lastEntityOrigin tag idSoundShader exitStateFailed idTarget_Push::pushType_t int nextBurstChange idEntityPtr < const idEntity > unsigned char target idVec3 bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > [4] hasActivated idDeclTutorialEvent bool list idVec3 int idPhysics_AI float stageHealth int usesEmergencyExit * maxNumberOfParticles brokenLink * idAtomicString idDeclInventory target sndPainMedium pushType float int idList < const idDeclLayer * , TAG_IDLIST > * idASTracker int idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > firstObstacle priority int idAngles point int dontShowIcons handsAnimAliasEnter int tutorialDecl idContents loop [6] miscRules offset object * idContents int disintigrateDuration muzzleTagNames idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > decl int idDeclFX int idStrRenderModel_Preview int maxEnemyCoverDistance removeLayersMarkDeactiveNextMapLoad int maxLivingMinions int headTracker * possessionEvent idAIEditable::idAIUsability idAction_HideAttachment turnToResult_t idEntityPtr < const idEntity > framerate * curAngles idDeclRenderProg bool int splineLocation_t [4] clipMask aimPoint_t idEntityPtr < idEntity > int idDeclDamage contents int idPlayerControlledPowerLoader::turningSoundState_t int useOffAnimAlias idVec3 idClipQuery bool int idAnimator_Channel bool * usercmd_t int startTime fxDecl int shadowModelName bool usability int actionHideAttachment turnToResult attackTime * retryCombatTime currentFriendly idAICover bool * renderProg pushFromCenter splineLoc int aimPoint int highLightEntity damageDecl float bool float float int turningSoundState int specialAttackStartTime wallNormal leanCQ int showForVehicles additiveAnimator setPlayerPositionOnReturn prevCmd idEntityPtr < idEntity > idSoundShader maxLoopTime bool [4] bIsFiring idEntityPtr < const idEntity > unsigned char excludeCover idRotationTracker * idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > int shouldPause * idMaterial idMat3 int aiExtendedClipModelStatus_t curStageHealth dodgeMovingToScenepoint spreadRadius flexibilityCos idWeapon * ignoreEntity sndPainLarge pushByActivator bool bool idSoundShader idEntityPtr < idEntity > * idAngles int startObstacle flags idStr idList < idEntityPtr < idEntity > , TAG_IDLIST > int tracker triggerWhenOpenedCount handsAnimAliasMH * poiIcon idContents oa selectedRow axis * extendedClipModelStatus idContents int deadEffectDuration weapon int idEntityPtr < idVolume > count int idStrRenderModel * idDeclJob safeSpawnFlag saveCheckpoint startTurretSound onDeathTrigger viewAngle [4] idAIEditable::idAIDeath idAction_DropAttachment idEntity idEntityPtr < const idEntity > outputName * activates * idDeclDamage fxCondition_t idVec3 contents int idAngles size int idSoundShader float clipMask int idGatherQuery idAngles int useVolume int playerCoverPoint_t trace_t bool idAnimator_Synced float * endTime brokenModel * jobDecl bool death actionDropAttachment targetEntity coverTime int nextClosePeriodicVoice currentNeutral bool damageDef int enableCondition trackerLimits correctPositionSound damageScale float int scenePointSelectionFlags_t float int idSoundEmitter attachShamblerQuery * specialAttackStartAngles * coverPoints leanTR int requireKeyForVehicle additiveSyncedAnimator startTime * idDeclFaction idSoundShader blendTime float int bFireBlocked idEntityPtr < const idEntity > idAIEvent::aiEventClass_t [2] debugLevel md6 idSectorPitch idMaterial idStr [4] idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * waitingForKey idEntityPtr < idInteractiveMarker > * idEntityPtr < idLedge > awDamageResponseFlags_t bossHealth int scenePointSelectionFlags int spreadAngle int emitter1 int toFactionDecl sndPainHuge int pushSpeed * idEntityPtr < idPlayerStart > idSoundShader idEntityPtr < idEntity > int idInterpolate < float > endObstacle eventClass idInputListener::condition_t sectorPitch displayIcon handsAnimAliasPlayerKilled marker bool int selectedColumn ledge extendedClipModelEndTime * idContents int deathAnimAWResponseFlags int weaponTagIndex bool randCount bool * idMaterial bool int groupName playerSpawnSpot endTurretSound firstAttackTrigger * introInterp idAIEditable::idAIPain idAction_SetMoveMode float idCombatScenePoint_Find idEntityPtr < const idEntity > idEntityPtr < idEntity > int framerate [4] condition * idDeclInventory fxCondition_t bool clipBounds bool size short * idSoundShader float playerClipMask bool idAngles int shouldLockCamera idAAS2 bool bool int idAlignedEntity::animInfo_t float * startOff int heatMaterial endJob bool pain actionSetMoveMode range int stateCombatSPFind int avoidEntity * currentFriendlyBlocker idEntityPtr < idAnimated_AnimWeb > int inventoryDef disableCondition bValid enable int granularity outOfCorrectPositionSound * pushPlayerScale float aiCoverFlags_t float idSoundEmitter meleeHasCheckedDouble specialAttackTargetAngles bDisabled * showForPlayer baseAnimInfo endTime xyzSpeed idSoundShader float frameOffset float * bBulletsFly idVec3 int idSpawnId int queryFlags int idSectorYaw int idMaterial idMD6Anim * cinematicHands idChapterSecret bool idAngles idClipModel bool int chargeHealthFract int coverFlags minimumSpawnRange emitter2 *[4] bool pulseIntervalMS sndFoliage int pieceHealthOverride int pushDuration idEncounterState bool int idEntityPtr < idEntity > int idStaticList < idGolem::trackedEvent_t , 32 > idClipQuery int startPos * spawnId idInputListener::conditionMoveType_t sectorYaw int displayIconLocked handBumpAnim secret bool useTrackingGroupAsRef selectedTab * minLookAngles extendedClipModel int idContents canOnlyBeKilledByPlayer nextLaunchSlot idVec3 forceCount bool bool bool * ownGroupAlertState * persistToStorage * deathTrigger trackedAnimEvents int attackQuery int idAIEditable::idAIMovement * idAction_SetAccuracy bool idCombatScenePoint_MoveTo idVec3 int idEntityPtr < idEntity > width conditionMoveType * idDeclWeapon bool idAnimWebPath push bool short idDeclInventory idGatherQuery extendedClipMask int idList < idStr , TAG_IDLIST > bool idAngles int playerPos int idEntityPtr < idEntity > bool bool int idAlignedEntity::animInfo_t float int cycleTrigger rigidBody * forceActivateOnPlayer bool movement int actionSetAccuracy int waitUntilFinished int stateCombatSPMoveTo int avoidPoint * currentFriendlyWeBlock idAngles * weaponDef requireAllPlayers int scenePointAnimation aiming granularity unsigned char pickerDecl int explosionBoundsQuery canOnlyBeKilledDamageGroups float float idVec3 int idVerletChain meleeNoMovement specialAttackStartOffsetAngles objective * bDetectedLadder deactivateOnUse additiveAnimInfo * totalTime int rotationSpeed idDeclAiEvent idDeclAiEvent float loop float fireDurationEnd idVec3 idSpawnId [2] minTravelTimeIndex float * idDeclInventory idMD6Anim int blendAngleOffset int bonus_t bool memTag idAngles int idAIMoveState chargeTime * coverMinRange closestPointOnVolume verlet idList < const idDeclInventory * , TAG_IDLIST > eventClassDecl landEventDecl scriptBreakPercentage bool chainFraction idEncounterState endPos int curEnemyId * usercmdButton_t range requiredKey * handsFireAnim secretType bool * useExperimentalMode tabNum int maxLookAngles moveState * visAmmoCount idVec3 randomLootPool idWaterRippleEmitter::waterRippleType_t idEntitySimpleCuttable::rigidBodyProperties_t useTimeControl otherGroupAlertState orderingIndex spawnerOn int lastTrackedEventTime flags idAIEditable::idInteractions idAction_ScriptedAnimWeb int idEntityPtr < const idEntity > idCombatScenePoint_StayAt idVec3 height [2] conditionButton idDeclProjectile bool * idEntityPtr < idEntity > crush bool int idDeclInventory idSpawnFocusWithRequirement bool idVec3 int playerLookAtPos idVec3 bool idDeclJobRef idStr float rippleType int rigidBodyProperties int stallActivateTimer bool * triggerAchievementId_t interactions actionScriptedAnimWeb trackEntity int stateCombatSPStayAt * avoidanceDir currentFriendlyBlockerTime float * idAnimStack int projectileDef ignoreIncapacitatedPlayers * animatedEntity enableTracking unsigned char wrenchDecl focusOverride float float idList < int , TAG_IDLIST > int idCheckpointSaveComponent_FuncChain int isInSteeringMode modelPivot int lastValidPosition int bDetectedLadderTop availableJobDecl alignNodeName currentTime int dutchAngle log idDeclFaction idDeclAiEvent float allowWeaponControl float [4] nextTargetTime triggerAchievementId float minTravelTime idTypesafeNumber < float , DegreesUnique_t > bool idIndex < short , invalidJointIndex_t > animStack bool * idAnimator_TorsoTracker memTag unsigned char idList < widget_t * , TAG_IDLIST > float int shootHealthDrain * coverMaxRange markedForRepositioning saveComponent idLootBox int targetFactionDecl int sneakEventDecl totalBreakHealthPercentage bool * gravity idStr idTarget_PlayerCheckpoint * idLaserSight idLookupTable idThread * updatedTime * combatTimeoutInterval bool idAngles fovYaw num removeKeyOnUse pitchMeterJointIndex poiVisible * idClipModel * tracker listStatic cells int playerWidth int movePushEndTime idDeclInventory loot float idDamageParms::damageType_t * useAnimationOrigin int groupName * checkpointEnt laserBeam * golemGlowTable thread idStr idAIEditable::idAICoverInfo int idAction_ScriptedEvent float idCombatScenePoint_EnterScenePoint float preview conditionLookMin idEntityPtr < idEntity > int idEntityPtr < idEntity > idVec3 * clipModel * gameDificulty_t idDeclEntityDef bool itemToPickUp idList < idVec3 , TAG_IDLIST > bool missionStatus_t bool float idList < idCinematicCamera::trigger_t , TAG_IDLIST > rippleAmplitude damageTypes int reminderTimer bool idDeclInventory aasName cover actionScriptedEvent int maxDistance * stateCombatSPEnter lastAvoidTime friendlyFireCosAngleOff idAnimator_Channel int otherEntity clientCollision arcDir lockpickDifficulty on deathSpawnEntityDef bool float int idList < const idDeclParticle * , TAG_IDLIST > idEntityPtr < idEntity > * toggleSteeringModeQueued num animStartFrame path pipeClimb int availableJobStatus tag isAlive timeScale * triggers idSoundShader idDeclAiEvent float onlyHideWeapon nextTargetIndex achievementInventory idVec3 float maxTravelTimeIndex * idSoundShader idIndex < short , invalidJointIndex_t > channelAnimator idProp_Secret::idSaveComponent idAimTracker unsigned char float autoRecharge coverTargetMinRange int particleSystems bindToObject bool startPulseSound walkEventDecl noClipHealthPercentage bool pieceIndex bool int idEntityPtr < idTarget_LayerStateChange > * idClipQuery * idSpring < idVec1 > int idStaticList < idHandle < int , invalidThreadHandle_t , INVALID_THREAD > , 4 > newDest searchTimeoutInterval bool idAngles op idTest_MetaData_Circle::foo_t locked_sound yawMeterJointIndex * saveComponentSecret idIndex < short , invalidJointIndex_t > aimTracker listStatic int polytopeVertex_t * itemIndex int normalOffset restoreSolidCollisionTime * idEntityPtr < idCombiner > [4] hasBeenLooted float float bool allowWeaponControlRT enable targetLayerStateChange trace vulnerabilityGlowSpring threads idRange < float > int idAIEditable::idAISpawn idLegsFSM bool * idCombatScenePoint_ThrowGrenade float float usePNG conditionLookMax * idEntityPtr < idInfo_Trigger_Facing_Target > idVec3 jointIndex list float bus idDeclEntityDef idEntityPtr < idScenePoint > combiner [10] int idDeclTable idVec3 * idDeclJobRef idStr bool bool rippleWavelength health * forceSeen * idEntityPtr < idEntity > int idPlayerProgress::nightmareCompleted_t moveSpeed int spawnSettings legsFSM abortScript * stateCombatSPThrowGrenade * avoidRadius * firedAtCosAngleOff float idVec3 * intArray * facingTarget arcLeft maxTurnWhileLockpicking spawnDeathClip bool float idList < idParticleVolume::particleInfo_t , TAG_IDLIST > idStr * scenePoint int animUpdatedFrame * directionTable point unAvailableJobDecl * soundTagName active hidePlayer int idDeclAiEvent idDeclDestructiblePieceInfo pos bindParent fxCondition_t fireChannel int nightmareLevel float bool maxTravelTime idSoundShader camPos idList < idIndex < jointIndexType_t , invalidJointIndex_t > , TAG_IDLIST > float idMat3 float float * aiFSMReactions_t int useRechargeAnim coverRandomWeight models int bindToJoint int pulseEffectDuration * runEventDecl destructiblePieceDef condition idStr bool float [3] idMD6Anim * idStaticList < idHandle < int , invalidFiberId_t , INVALID_FIBER > , 4 > length [3] isRelaxed bool int idList < idInputListener_AnimationControl::control_t , TAG_IDLIST > es unlock_sound heatMeterJointIndexes radius idQuat wsReferenceAxis idPLog::logEntry_t * ticksToMS int ledgeMoveTimeScale [4] pendingReactions int idSoundShader maxItemsToGive float bool groupName saveCheckpoint yawOffset [3] mouthOpenAnimation fibers * idRange < float > * idAIEditable::idAiFlareEffect idList < idAIAction * , TAG_IDLIST > bool idCombatScenePoint_TacticalAttack bool * oldFullscreen animationControls int idList < int , TAG_IDLIST > float idList < idEntityPtr < idInfo_Trigger_Facing_Target > , TAG_IDLIST > rOffset list float idEntityPtr < idAnimatedSimple > skipMe int hoverSound int idInterpolate < float > idVec3 missionStatus_t idAttachmentCollection bool bool ripplePhase int brokenTimestamp showNotificationOnEnd idAngles * idTarget_DummyFire::blockFlags_t * gameStat_t * bodyTurnRate aiFlareEffect actionStates holdFire * stateCombatSPTacticalAttack aas avoidFinishedTime int currentFriendlyLOSBlocker float idMat3 ent intList facingTargets arcCosAngle idFirstPersonEvent::bindInfo_t turnKeySpring bool float idRenderModel idStr dashAS aimTagIndexPrimary * direction normal * unAvailableJobStatus attachmentCollection suspended int hidePlayerHands idDeclAiEvent idDamageParms::damageType_t bindOffset bool blockFlags * statToIncrement idEntityPtr < const idEntity > bool travelTimeRange idDeclAiEvent camAxis idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * idTypesafeNumber < float , DegreesUnique_t > fpBindinfo idVec3 idPLog int idEntityPtr < idEntity > * aiFSMReactions_t int isCharging coverHistoryWeight model * bindToTag * idSoundShader nextPulseTime sprintEventDecl instantBreakDamageTypes sendsStopFx int aiGroupMessage_t bool float int idMD6Anim int idAIEvent ignore * isSearching idEntityPtr < idPlayer > motionEventDecl legsAnimAliasEnter angle idVec3 lastFocusPos destRefExit1 forbiddenReactions float idSoundShader lootedSound float int idStrId message persistToStorage pitchOffset mouthCloseAnimation int currentAIEvent idRange < float > idList < idAISyncedAnim , TAG_IDLIST > idHashTableT < int , idAIAction * > bool * idCombatScenePoint_TacticalCover idVec3 idVec3 * oldWidth player idList < idStr , TAG_IDLIST > idDeclWeapon float tOffset float idDeclEntityDef combineIconSound * idInterpolate < float > bool idVolume_ShowGui_Leveltransition::volumeLevelTransitionSpecificVariables_t * idList < idAlignedEntity::addedAttachment_t , TAG_IDLIST > bool int rippleSpeed cooldownTimestamp message idStr idDeclWeapon bool moveTurnRate syncedAnims * actionsHash int holdFire stateCombatSPTacticalCover * miscVec3 * currentFriendlyLOSBlockerDir idAASPosition idIndex < short , invalidJointIndex_t > strList weaponDecl minRange idList < idFirstPersonEvent::animEntry_t , TAG_IDLIST > innerRingSpring float float shamblerDecl aimTagIndexSecondary digits surfaceFlags guiSpecifics attachmentInfos guiNotificationPending looping idDeclProjectileImpactEffect bool bindToJoint float * weaponDecl * targetActivator idVec3 bool aiaiPos idList < idEntityPtr < idEntity > , TAG_IDLIST > int idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > * camJointIdx int extraAnimations size idGuiLogTreeView::treeData_t idEntityPtr < idEntity > * overrideAnim_t chargeStartTime coverVerticalWeight offset id fraction idSoundShader lifeTime delay linked * leftFoot float entity hackHeavyBluntBehavior idEntityPtr < idEntity > idEntityPtr < idPlayerStart > idEntityPtr < idEntity > wallCorners slowIdleSpot idEntityPtr < idAnimatedSimple > legsAnimAliasMH float idList < idAnimated_AnimWeb::collisionPieceStage_t , TAG_IDLIST > currentItem destRefExit2 reactionAnim idSectorPitch idDeclInventory useSound float float idMaterial playerSpawnSpot curPitchAngle currentDynamicClip lastAIEventClass float bool float idCombatScenePoint_Strafe idVec3 oldHeight targetEntity idList < const idSoundShader * , TAG_IDLIST > float stages float idPlayerControlled::weapon_t sector inventoryDecl radius bool idMaterial idSoundShader bool bool bool rippleRadius cooldownHealth customIcon idStr idDeclFX bool relaxedTurnRateScale syncedAnimsRandomPick actionEventTransCode maxDist stateCombatSPStrafe nextLeapAttackTime currentEnemyDir idAASPosition idMD6Anim soundList ammoIndex maxRange idAnimAliasRef maxInnerRingAngle float idVec3 minAttackDelay minNextPodTurnSound secondaryWeapon useCompass pipeClimbDisplayIcon useSound manualUpdate showPlayerHud fadeInOnReturn float idDeclProjectileImpactEffect bool bindToTag idDeclTable effectsDecl targetPlayer idEntityPtr < const idEntity > bool aivcPos idList < idEntityPtr < idEntity > , TAG_IDLIST > idAnimator_Channel camAnim legsAnimation idMD6Node size short idStaticList < idGuiLogTreeView::treeData_t , 2048 > idAnimAliasRef chargeDoneTime coverTacticalWeight lifeTime offset idList < idProp_AmmoRefill::caseItem_t , TAG_IDLIST > propSpeed rightFoot breakAllOnInstaBreak table idList < idEncounterGroupExpr , TAG_IDLIST > idList < idTarget_LayerChange2::layerChange_t2 , TAG_IDLIST > float idGolem::idleAnimation_t idVec3 obstacleEntity pausePerception triggerClosed eventAnimator idPhysics_Static lastValidNode granularity nodes legsTorsoTwistLeft nextReactionTime idSectorYaw bool caseContents idTypesafeNumber < float , DegreesUnique_t > float float float expressions layerChanges timeScale currentIdleAnim lastAIEventOrigin float idVec3 idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > idCombatScenePoint_UseTurret idVec3 idVec3 oldHz targetAnimState idList < idSpawnRenderParm , TAG_IDLIST > float physicsObj float idVec3 sector giveItem pitchFoV idEntityPtr < idEntity > idPlayer::idPlayerBehaviorContextualLadderState_t bool bool idDeclCameraTrigger::idCameraTriggerState bool rippleFade1 lastCooldownHealth radiusInner bool bool accelRate syncedAnimsUseCount error swiWhenFinished stateCombatSPUseTurret leapTarget currentEnemyAimDir idList < idCoverQuery::coverCache_t , TAG_IDLIST > idInterpolate < float > spawnRenderParmBlock numShots arcAngle idAnimAliasRef pistonOffset float idFuncChain::binddef_t maxAttackDelay minNextTurnAnimTime speedScale state showIfUnavailable okToShow current setPlayerAnglesOnReturn idBounds idDeclProjectileImpactEffect bool additionalPickup float ammoIndex retainVelocities float idEncounterGroup relevantCover idList < idEntityPtr < idEntity > , TAG_IDLIST > idAnimator_Proxy camFov handsAnimation idEntityPtr < idAI2 > short char idAnimAliasRef float numStages coverTargetTimeout maxLifeTime bindInfo idDeclInventory mineBounds leftRearFoot obstacle duration idStr idDeclLayer float idGolem::idleAnimation_t idEntityPtr < idEntity > obstacleEntityThreshold encounterGroup idInputListener::conditionMoveType_t triggerOpened turnAnimator aiTarget granularity unsigned char label legsTorsoTwistRight fovDot idFieldOfView idEntityPtr < idCombiner > itemDecl bool float idPhysics_RigidBody float groupName layerDecl trackSpeed usePostAttackIdle lastAIEventOriginator float idAIBehaviors idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idCombatScenePoint_Close idAIProjectileInfo float oldDofMode moveTypeFwd idSpawnRenderParm bool float pushFlags memTag idEntityPtr < idAnimatedSimple_Gore > idVec3 ownerPtr [10] idTypesafeNumber < float , DegreesUnique_t > float idPlayer::idPlayerBehaviorContextualLadderState_t idEntityPtr < idInfo_Trigger_Facing_Target > bool idDeclCameraTrigger::idCameraTriggerState bool playerClip rippleFade2 physicsRigidBody radiusOuter float idList < idTarget_TeleportByVolume::teleportVolumePosition_t , TAG_IDLIST > decelRate behaviors lastTime siWhenFinished stateCombatSPClose projectileInfo currentEnemyRange idIndex < short , invalidUserChannelIndex_t > spawnRenderParmArray shouldReset arcOffset idEntityPtr < idEntity > bumpKeyWindowLength idEntityPtr < idEntity > float bool idVec3 shambler minNextStopLookSound sprintSpeedScale yawFoV prevState facingTarget updateCamera previous setPlayerPositionOnReturn idAtomicString idDeclProjectileImpactEffect bool additionalPickupState duration teleportVolumes float idFaction index idSoundDoor idAnimator_Paused camFovChannel alignNodeRef float bool triggerOnPowerOut returnToCoverDelay shouldFlock startPosition propJoint rightRearFoot playerClipPieces timestamp idDeclAiEvent idTarget_LayerChange2::targetLayerChange_t2 float idGolem::newPhase_t idEntityPtr < idEntity > moveFrustrationThreshold faction idInputListener::conditionMoveType_t soundDoor turretFireAnimator positionBlendTime unsigned char canPeek flags idTypesafeNumber < float , DegreesUnique_t > idSoundShader count bool idEntityPtr < idDynamicWaterEntity > idLookupTable float eventDecl action blendSpeedChangeK queueNewPhase lastAIEventInstigator idTypesafeNumber < float , DegreesUnique_t > idStr bool idCombatScenePoint_Dash idAILoopAnimExitAtEnd oldPostProcessHQ moveTypeBwd idList < idTestEntity::test_t , TAG_IDLIST > bool float curStage memTag unsigned char idDeclTutorialEvent idEntityPtr < idAI2 > float fovPitch combineIconSound bool idPlayer::idPlayerBehaviorContextualLadderDismountType_t idEntityPtr < idEntity > bool idPlayerHud::hudState_t bool playerClipBase waterSurface cooldownTable maxAngle alignmentTolerance idList < idFirstPersonPickup::additionalPickup_t , TAG_IDLIST > idEntityPtr < idVolume > groupName convergeTime returnToIdle stateCombatSPDash loopAnimExitAtEnd lastIdleTalkTime idAASPosition idIndex < short , invalidUserChannelIndex_t > structList resetTime maxAbove bool idEntityPtr < idEntity > listStatic tutorialDecl idEntityPtr < idEntity > float idVec3 idVec3 attachedEntity minNextMoveSound movementAnimTimescale valid dismountType traceTarget isAnimatingOverride prevHudState doTimeScale idGatherQuery idDeclProjectileImpactEffect bool additionalPickups hitInterval volume bool aiPos float idAnimator_Proxy camDofChannel aiCanUse perfectOriginRef bool float triggerOnChargingDone idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > tagData_t meleeMaxRange areaOrigin endPosition idStr gatherQuery scratchFoot saveOnCheckPoint fadeTime idHandle < int , invalidAIEvent_t , INVALID_AIEVENT > idList < idTarget_LayerChange::layerChange_t , TAG_IDLIST > idEntityPtr < idSplinePath > idGolem::bestAttackLocation_t idArray < idRenderModel * , 6 > idDeclTwitchPain minFrustratedTime senseUpdatesOnNonEnemies idStr float kicked turnHandsAnimator idDeclAnimWeb disableIK msPeak legsTorsoTwistLeftAlias eyeTagData idUseConstraints tagName idSoundShader float float eventHandle layerChanges turretTrack leftTarget debugModels declTwitchPain idMaterial idWanderingAim idCombatScenePoint_Idle videoFileName normalizedStartTime float webDecl bool unsigned char idLockpickEvent::controllerFeedback_t bool float useConstraints bool bool bool bool sndRipple density dampingAngle idEntityPtr < idEntity > idEntityPtr < idEntity > idEntityPtr < idEntity > aiMovementMode_t aiPortrait wanderingAim stateCombatSPIdle waitExpireTime delayedVoiceTime idAASPosition idTypesafeNumber < float , DegreesUnique_t > idPlayerHud::hudState_t test1 minResetTime maxBelow idBounds idEntityPtr < idEntity > disableWorldCollsion listStatic polytopePolygon_t controllerShakeInCorrectPos idList < idEntityPtr < idEntity > , TAG_IDLIST > float idVec3 float nextAttackTime weaponPodSoundMoving rocketReloadTimeScale targetPlayer bEnabled disabledUntilUntouch deferredInactivate currentTrigger playerInvulnerableDuringCine idAnimator_JointMod idActor::idActorConstant::idActorModel float pickupItem float target position defaultMovementMode idClipQuery vcPos fovYaw bool idAnimator_Paused prevHudState bounds perfectDestinationRef bool list idList < idGuiLogTreeView::treeData_t * , TAG_IDLIST > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idAAS2 stageTriggers meleeLongMaxRange areaSecondaryOrigin extraLength bool bool propAnimator modelInfo playerDamageScale playerHealth ai_Tension_t idDeclLayer bool idGolem::bestAttackLocation_t idArray < const idSoundShader * , 6 > bool maxFrustratedTime eyeQuery bool float dataSetFromCheckpoint bumpYawHandsAnimator idAnimWebPath disableSolid children legsTorsoTwistRightAlias specialAttackHasBoundAI idEntityPtr < idAnimatedSimple > inplaceModel idRandom2 float float curTension layerDecl stayAtLastTarget rightTarget debugSounds canBecomeInjured idList < idPonytail , TAG_IDLIST > idEntityPtr < const idEntity > idCombatScenePoint_ApplyRestriction short voiceMsg_t skippable inputScale float idEntityPtr < idVolume > initialWebNode bool idLockpickEvent::controllerFeedback_t bool bool idSimpleHealth animatedBox idStr bool idList < idDeclCameraTrigger::idSplineCurve , TAG_IDLIST > bouncyness gravity idEntityPtr < idEntity > idWeapon bool idEntityInfluenceTrail bool ponytails focusEntity stateCombatSPApplyRestriction numShotsThisPullBlockedConsecutive delayedVoiceType idVec3 idVec3 test2 maxResetTime arcVolume idEntityPtr < idProp_Secret > idList < idEntityPtr < idEntity > , TAG_IDLIST > setCollisionContinously syncLogEntry_t controllerShakeOutCorrectPos float idList < idBuildArea::buildVar_t , TAG_IDLIST > idFuncChain::binddef_t taken inSecondaryMode health initiateInputTime coverIndex blockAllDeltaButUp splines startTime float idActor::idActorConstant::idActorPerception idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > putdownItem float weapon complexVolume influence hasLongPainAnims idClipQuery delta idDoor_Base::doorState_t idAnimator_Paused offset secret triggerEnter bool list idGuiLogTreeView::treeData_t idSpring < idVec1 > curStage playerTakedownRange buildVars startBindInfo bool float bool curPropAngle perception damageTypeScales playerArmor ai_Tension_t idTarget_LayerChange::targetLayerChange_t idCurve_Spline < idVec3 > idAI2::aiDebugLevel_t bool nextFrustratedAllowTime boundsQuery float state bumpPitchHandsAnimator idList < idAnimWebPath , TAG_IDLIST > keepIKState parent bodyRotation travelFlags primaryPressed radius idEntityPtr < idFirstPersonEvent > manuallyPlaced bool float float lastPeriodicTension action currentSpline lastLookPointDir modelLevel hasLongPainAnimsWithHands bool aimPoint_t idCombatScenePoint_Reload short inhibitControlRelease controlSpringK idVec3 bool ambientAnims bool bool float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > fpEvent bool bool idPlayer hidden linearFriction stiffness idEntityPtr < idEntity > idDeclProjectile bool bool usesDrone aimPoint stateCombatSPReload numShotsThisPullBlocked delayedStandDownTime float idAnimEventHandler test3 minTargetTime complexArcVolume float idList < idEntityPtr < idEntity > , TAG_IDLIST > enableHeadTracking canExitWithoutCompleting float idVec3 idFuncChain::binddef_t gasAnimAlias pounceAnimation displayHealth forcedExit coverState autoDetachItems activatingPlayer endTime idIndex < short , invalidJointIndex_t > idActorSounds idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > pickupEndPosition bool projDecl focusIndex useMoveFSM onlyForcedLongPainAnims idVec3 linearDistance idBounds idAnimator_Paused animEventHandler fadeInDuration triggerLeave bool idColor idVec3 idAngles noFireTime playerTakedownMaxHealth lightRadius endBindInfo float idVec3 propJointIndex actorSounds damageTypeRadiusScales isActive bool idVec3 idAI2::aiDebugLevel_t bool frustrationOverTime delta float bounds fireHandsAnimator idAnimWebPath aiTargetFromScenepoint color currentOnLedgePos targetKickOffset idEntityPtr < idPlayer > physicsOrigin float float float curTensionTimestamp startEncounterGroup splineDir lastLookPointChange soundLevel hasAdditivePainAnims idAnimator_Drone idDeclTrackingParms idCombatScenePoint_Pounce short bool syncGameTime animLength idVec3 destAnimRef bool size idMD6Anim activatingPlayer idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > idList < graphicsProfileQualityEntry_t , TAG_IDLIST > idPlayer::idPlayerContextualLadderTestInfo float idPlayer idSWF rippleFrequency angularFriction damping idStr idLaserCutter idEntityPtr < idAI2 > bool awDamageResponseFlags_t droneAnimator declTrackingParms stateCombatSPPounce numShotsThisPull bPostCombat float idAnimCamera::idScreenFade maxTargetTime arcBaseOffset float idEntityPtr < idEntity > wasSolid handsPoseAnimDown idDeclEntityDef idStr idList < idFuncChain::anchordef_t , TAG_IDLIST > fireAnimAlias pounceDeflectAnimation damageTypeScales entries testForward standingScore owner totalTime idDeclEnv bool attachTag cutter idList < idEntityPtr < idWorldDestructibleEntity > , TAG_IDLIST > idEntityPtr < idEntity > queueVOTarget allowStrafing painAnimAWResponseFlags unsigned char float travelTime idSoundShader idArray < idMD6Branch * , 3 > screenFade fadeInDelay targetLookEntity idAnimAliasRef bool idLedge::ledgeEdgeType_t idAngles immuneDoneTime playerTakedownDecl varName anchorPoints float idMat3 envEffectsDecl useCombatBox totalBreakSecondaryTargets bindParentEntity idEntityPtr < idPlayerStart > idSpring < idVec1 > idVec3 idStr moveReason fovWeight idStr float locked_sound turnBranches idAnimWebPath animation renderedOnce currentEdgeType curKickOffset bottom modelLocalAxis float float float periodicTimestamp playerSpawnSpot curSplineTime lastLookPoint debugText idDeclEntityDef idCombatScenePoint_Tesla bool idAIPos finalVideoFileName currentTime idEntityPtr < idEntity > float viaAnimRef size short idMD6Anim idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idAtomicString idMeleeTrace::meleeBounds_t prevStage idTypesafeNumber < float , SphereUnique_t > idPlayer::idPlayerContextualLadderTestInfo float idVec3 rippleDecay1 contactFriction restLength idStr idDeclVoiceOver bool float spriteAnimatorDecl trackingParmsIndex stateCombatSPTesla muzzleInSolid currentEnemySuspectedPos float fromPosition deathFitness idStr idStr granularity handsPoseAnimUp idSoundShader idMeleeTrace::meleeDamage_t idStr bool detonateAnimAlias pounceHandsAnimation meleeTraceBoundsType radius testBackward firePointScore lastAnimBlendFrame startPos lastTrigTime bool idActor::idActorConstant::idFootstepEffects bool idList < idWorldDestructibleEntity::destructiblePiece_t , TAG_IDLIST > alignedJoint durationEnd voToPlay allowHostileStance longPainDamageThreshold idAIScriptedAnimWeb::animState_t unsigned char score idStrId idArray < idMD6Branch * , 3 > remainingFrames aasName cameraJoint idAngles turnfastSound meleeTraceType varValue randomRotate float idVec3 excludeFromBake footstepEffectTables destructiblePieces bind bool float idAIWorldState idAI2::aiDebugLevel_t stateInfo moveStatus entityNum idEntityPtr < idEntity > idSpring < idVec1 > displayString turnHandsBranches idAnimWebPath beginFrame selectedRow currentLedgeBit kickAccelRate radius idMinigame::minigameType_t modelLocalOrigin float float float bCombatSpottedReported time splineLength worldState textLevel idEntityPtr < idEntitySpriteAnimator > idCombatScenePoint_Melee bool idAIPos playbackActivatorPtr speedSpring idWeapon destAnimRef short idAnimator_Paused idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idMeleeTrace::meleeDamage_t gameType idPlayer::idPlayerContextualLadderTestInfo idMaterial idVec3 rippleDecay2 gravityScale diagonalRestLength aiVoicePriority_t bool float spriteAnimator focusTimeout stateCombatSPMelee temporaryHoldFire lastSafeEnemyPos idSpawnId idRenderParmLerp weapon deathTimestamp idInfoPath::plugAnim_t idStr granularity unsigned char poseAnimatorLeft idVec3 bool idQuat bool baseMHAnimAlias pounceBlendInTime meleeTraceDamageType [11] bool testRight material attachToOwnerBlend focusPos currentTime idVec3 idDeclFootstepEvents idList < idWorldDestructibleEntity::spawnableProp_t , TAG_IDLIST > endAnimState idAngles deferredNextTime voPriority requireWeaponForSearchCombat longPainMinInterval unsigned char bool spawnId bool idArray < idMD6LeafPlay * , 4 > renderParms plugAnim fovUserChannel memTag idAngles lastBodyDir instantHitExcludeFromTrace orientation smoothSkinning float idProp_Breakable::breakableState_t doVerticleTest lightTarget footstepEvents idAnimatedSimple::bakeParms_t spawnableProps bindOffset idTarget_PlayerViewEffect::viewEffectType_t float idMeleeTrace aiModeRestricFlag_t currentScriptState closeEnough idRenderModelCuttable idPonytail isActuallyUseable turnLeaf idEntityPtr < idAnimatedEntity > endFrame selectedRowChange nextLedgeBit kickDecelRate height idMinigame::levelType_t state bakeParms float idVec3 float spawnersActiveTimestamp viewEffectType splineTimeUnitsPerFrame meleeTraceLeftArm errorFlags modeRestricFlags idDeclRollBones idVec3 idCombatScenePoint_Grapple bool bool renderModel ponytail idEntityPtr < idEntity > idEntityPtr < idProp_WeaponStatic > reservingEntity idAnimator_Paused idDeclDamage idRenderModel idVec3 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > gameLevel idPlayer::idPlayerContextualLadderTestInfo startTime inertiaScale clampedAngle idVec3 bool float rollBonesDecl idealFocusPoint stateCombatSPGrapple shouldCrouch enemyPosInsideAAS idVec3 currentTarget scenePointTurret idList < idScriptAction , TAG_IDLIST > idVec3 unsigned char poseAnimatorRight float idVec3 float tunnelGliderEnterAnimAlias pounceDeflectWindowStart declMeleeDamage testLeft model attachToOwnerStart goalPos lastThinkTime idVec3 idActor::idActorConstant::waterInteraction_t float attachToPlayerBlend idAtomicString hitPos queueVO additivePainMinInterval idTypesafeNumber < int , gameTimeUnique_t > idClipQuery origin bool idArray < idMD6LeafPlay * , 4 > blendStartTime actionScript playerStartOffset bool memTag unsigned char bool idHandle < unsigned short , invalidEyeInfo_t , INVALID_EYE_GROUP > nextTurnfastTime longAttackOutsideAASRange position startRotation idBounds float lightRight waterInteraction idAnimatedSimple::aiTargetOptions_t maxHealth bindToJoint idEntityPtr < idEntity > bool float idMeleeTrace char currentLoopCount failureTime lastSeenPosQuery idPhysics dontShowIconOnActuallyUseable turnHandsLeaf idStr useAnimationPosition listStatic didActionRow ledgeDirFlipped eyeInfoHandle bounds1 bool health aiTargetOptions float idDeclFX idVec3 changeTension_Safe canUseDefaultPlayer trackSpeed meleeTraceLeftArmSecondary modelIndex idDeclDragJoints idVec3 idCombatScenePoint_Dodge physics streamArea idList < idScenePoint_Combat::idScenePoint_ExtraArcs_t , TAG_IDLIST > groupName idAnimator_JointMod idSoundShader idDeclProjectileImpactEffect showHelp idPlayer::idPlayerContextualLadderTestInfo idList < idPlayer::lightDebugHelperModel_t , TAG_IDLIST > bool float restartTime fxDecl anchor bool idTarget_DummyFireLaser::LaserState_t idSoundShader float dragJointsDecl curFocusPoint stateCombatSPDodge coveringFireTime boundsReachableAreaNumCallTime idVec3 currentShotsLeft extraArcs idEntityPtr < idEntity > idVec3 boxAnimMods bool loopMoveSound2 pounceDeflectWindowEnd declMeleeImpactEffects testTop helperModels bumpKeyWindowsOpened findValidGoalPos timeScale idVec3 actorClass_t removePickupItem idAtomicString laserState soundToPlay additivePainMinAlphaBlend aiSense_t eyePoint idSoundShader idSpring < idVec2 > startTime focus playerEndOffset unsigned char idEntityPtr < idLedge > idArray < idFocusInfo , 2 > lastShootTime longAttackCheckBlockingFriend activeEntityNumber numIterations idBounds bool lightUp actorClass idAnimatedSimple::hitDetection_t numPiecesBroken bindToTag idEntityPtr < idEntity > idTarget_PlayerViewEffect::screenEffect_t idEntityPtr < idSplinePath > idMeleeTrace char loopInterval sense Contour float useSound turnSpring idList < idScriptAction , TAG_IDLIST > listStatic idBlockAlloc < polytopeVertex_t , 32 , TAG_COMPILER >::idBlock didActionTimer ledge foci bounds2 idDeclChapter onlyMeleeDamage hitDetectionOptions float idDeclElectricBolt idVec3 exitTension_Safe screenEffect startTrack meleeTraceRightArm soundIndex idDeclFreezeJoints idVec3 idCombatScenePoint_DodgeGrenade short idAIPos outerContour forwardRunIndex scenePointTacFlags_t actionScript blocks idIndex < short , invalidJointIndex_t > idSoundShader idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > sideChapter idPlayer::idPlayerContextualLadderTestInfo idAtomicString idVec3 idAngles bool maxDist boltDecl particleOld bool bool idList < idAIDamageEffectThreshold , TAG_IDLIST > freezeJointsDecl offset stateCombatSPDodgeGrenades pathBlockedCounter lEnemyTrailPos idAASPosition nextFireTime tacFlags float idStr jointIndexOuterRing bool idEntity float loopIdleSound2 pounceHandsAnimAlias animMH testBottom name deltaTransExternalWorld focusAngles playerTakesDamageState idVec3 float giveItemToPlayer bool fadeTime smartAISelection damageEffectsHealthThresholds aiAwareness_t aiPos idDeclJobRef idMat3 endTime stopTime animAlignStartOffsetJoint idDevGuiPage idAngles idAIOrientation nextMTSPCheck attackRecentlyHeard activeEntity stiffness idPlane idDeclEntityDef lightStart aimAssistRadiusOverrideScale idList < idAnimatedSimple::animEntry_t , TAG_IDLIST > numPiecesBrokenThisFrame bindOrientated idEntityPtr < idEntity > idTarget_PlayerViewEffect::damageEffect_t idList < idEntityPtr < idSplinePath > , TAG_IDLIST > idMeleeTrace encounterGroupRole_t stateStartTime awareness Contour float availableJobDecl baseYawMeterAxis standState_t syncLogEntry_t parent minLookAngles bodyOrientation plane idRenderModel replacement animList idMaterial idList < idEntityPtr < idEntity > , TAG_IDLIST > idVec3 [16] periodicTension_Safe damageEffect plannedPath meleeTraceRightArmSecondary currentRole idAIEditable::partsAnimInfo_t idVec3 idCombatScenePoint_OutOfReach equipSlot_t innerContour leftRunIndex idVec3 standState staticList idBlockAlloc < polytopeVertex_t , 32 , TAG_COMPILER >::element_t idIndex < short , invalidJointIndex_t > idSoundShader idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > completedModel float idDeclEntityDef idVec3 idMat3 bool material boltTargets particleCur idVec3 bool float aiWalkModifier_t partsAnimInfo explicitOffset stateCombatSPOutOfReach reloadSlot nextEnemyTrailTime idAASPosition idVec3 nextResetTime strafePoints float idStr free jointIndexInnerRing bool bool idAtomicString float rudderStartTurnSound pounceStartTime animMovement groundDist eventDef deltaTransScale camersAxis active idVec3 bool idList < decalHandle_t , TAG_IDLIST > startOrigin bool hideHands minRangePlayerSmartAI walkMod idIndex < short , idDeclAnimWeb::invalidSubWebIndex_t > bool vcPos missionStatus_t idMat3 startPos alignmentTolerance animAlignEndOffsetJoint bool idAngles idEntityPtr < idProxyMoveAI > bUsesBlindness usesMeleeManager atomicName stiffnessAdditional idEntityPtr < idAI2 > idList < const idDeclEntityDef * , TAG_IDLIST > lightEnd alwaysUsePlayerClip idList < idAnimatedSimple::additiveAnim_t , TAG_IDLIST > activeDecals snapToParent float idTarget_PlayerViewEffect::damageImpulse_t encounterGroupRole_t currentSubWebTarget trigger idStr float availableJobStatus basePitchMeterAxis bool sitState_t childActive maxLookAngles proxyMove target bool parts additiveStates idOceanParams_t float idVec3 period_Safe damageImpulse plannedPathIndex meleeTraceSkipFrameMod pendingRole name idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idAngles idCombatScenePoint_SharedWaitForAnimation rightRunIndex flag1 float sitState char idIndex < short , invalidJointIndex_t > idSoundShader idVec3 hasBeenCompleted idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float idGrappleEvent idVec3 idVec3 bool waveGenParams minDuration forwardOld idMat3 bool float aiWalkModifier_t additivePreSpotAnimation explicitOffsetAngles stateCombatSPSharedWaitForAnimation lastActuallySeenEnemyTime enemyTrailUpdatePeriod idQuat bool nextTargetTime turretMaxRange bool float list jointIndexPistons float bool aasType_t rudderStopTurnSound pounceTargetOrigin animTurnLeft ceilingDist event startBlendOrigin cameraPos suspended float idStr idList < idScenePoint * , TAG_IDLIST > startAxis idList < idTarget_WaveSpawner::idWave , TAG_AI_FSM > useDebugPlayer maxRangePlayerSmartAI runMod idIndex < short , idDeclAnimWeb::invalidStateIndex_t > idAI2 confirmedTime bool idVec2 startQuat flag2 turnEarly cameraAngleMoveOffsetScale total bool idSubLedgeEvent::handLedgeState_t bool blindedDuration usesSearchScenePoints mAASType additionalLinkStep idAnimWebPath idList < const idDeclEntityDef * , TAG_IDLIST > lightConeLength soundJoint idList < idAnimatedSimple::attachment_t , TAG_IDLIST > scenePoints waves idEntityPtr < idEntity > idTarget_PlayerViewEffect::healthEffect_t idCurve_Spline < idVec3 > bool idAI2::aiCondition_t currentStateTarget bool float uniquelyRemoveable deltaAHistory bool posture_t childrenSetup curState enableHeadTracking webPath splinters startingAttachments idDeclParticle float idVec3 changeTension_Idle healthEffect startSpline okToStartLeftTrace condition idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idAimTracker idCombatScenePoint_SharedFinished bool graphValid backRunIndex flag3 bool posture idSoundShader idQuat idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > fromVariationID idVec3 idDeclEntityDef idQuat bool explosionParticle maxDuration forwardCur idVec3 idDeclWeapon idStrId walkState_t additiveAlarmAnimation aimTracker stateCombatSPSharedFinished painFailed iEnemyTrailFinger idList < idAICover , TAG_IDLIST > idQuat bool fireChannel gradeScenepoint bool float jointModIndexOuterRing float float idAASTraversalChainData::localClass_t float rollSound pounceTargetAxis animTurnRight ladderNormal scriptedAnimWebDef startBlendRot startTime guiNotificationPending float idStr idList < int , TAG_IDLIST > endOrigin idTarget_WaveSpawner::idEnemyContainer weaponDecl fromWho minWalkState idVec3 float knownCover bool destQuat flag4 lookAtNextPoint playerDamageScale idList < idDevGuiMainPage::childPages_t , TAG_IDLIST > idVec3 bool reblindCooldown searchMinRange mClass linkSize idTest_MetaData_String::metaDataStringEnum_t lightConeSize customSkin idStrId removedIndexes usableEnemies idEntityPtr < idEntity > idMaterial idCurve_Spline < idVec3 > bool bool nextTargetPosition bodyTurnDot idList < cuttableInfo_t , TAG_IDLIST > float hasCheckedForRemove deltaHistorySlot bool idList < idActionNode::anim_t , TAG_IDLIST > active childPages exitPoint enableBodyRotation testEnum minSplinters displayName bool float idConeConstraint_Vec3 exitTension_Idle material currentSpline okToStartRightTrace roleChangeResponseRequired idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > aiFoci_t bool idAIPos infoCuttables injuredRunOffset flag5 idList < idScriptAction , TAG_IDLIST > bool anims idAnimatedSimpleCharacter::idFacialOptions_t idSoundShader idVec3 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > fromPartIndex idVec3 idAIScriptedAnimWeb idVec3 idVec3 bool envEffectActive maxTargetYaw coneConstraint idMat3 idComponentTimeLine bool walkState_t additiveCustomAnimation fociType stayTime killedHeavily lastSafePos bool bool actionScript grenadeOnce bool idFirstPersonEvent::attachMode_t facialOptions jointModIndexInnerRing float idAASTraversalChainData::localFlags_t float startThrustSound1 pounceFromOrigin armLookAdditive ladderUp scriptedAnimWeb endBlendOrigin startingOrigin showPlayerHud float idVec3 idPhysics_StaticMulti endAxis idEntityPtr < idTarget_ShowAI > componentTimeLine randomizeTarget maxWalkState idQuat turnDirection_t lastUpdateTime bool idEntityPtr < idAlignedEntity > isBlendingIn flag6 alignToNode attachMode idAngles bool endBlindedTime searchMaxRange mFlags flexibilityAngle idStr lightWidthRatio modelOffset idVec2 physicsObj spawner idEntityPtr < idEntity > float idEntityPtr < idSplinePath > bool bool nextTargetRotation bodyTurnDir idList < idStr , TAG_IDLIST > float hasBeenUsed handsEntity idVec3 aasType_t size bool rowNum minLookAngles enableAutoFocus testString idStr maxSplinters boundScale idRenderModelOcean float idDeclParticle periodicTension_Idle width currentSplinePath okToStartLeftTraceSecondary voChainAudible bool aiFocus_t idEntityPtr < idScenePoint_Backstand > nameCuttables injuredIdle vector bool bool aasType idASTracker allowAllocs idVec3i idSoundShader idQuat idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > fromLayers idVec3 idDeclAnimWeb idQuat float idCinematicCamera::state_t waterModel maxTargetPitch particle idFirstPersonPickup::pickupState_t bool bool bOnlyPlayerTriggersOnSpot focusType lookTime backstandSP nextVoiceVolumeCheckTime float onTouching forceGrenade bool headTracker jointModIndexPistons bool idVec3 bool startThrustSound2 pounceFromAxis flipAnim ladderRight declAnimWeb endBlendRot distToTarget current float idVec3 idClipModel pickupState count globalSound suppressBodyRotation aiMovementMode_t idAI2 float lastTravelFlags idDevGuiChildPage idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idEntityPtr < idAlignedEntity > cameraFOV keepFocusInView blendInTime idAngles bool endReblindCooldown usesRoamScenePoints mExtrusionEndpoint stretchToFit idDeclEntityDef idSoundShader lightHeightRatio eyeOffset bool staticBaseClipModel spawnTimeTotal float float bool voChainState_t movementMode movementTurnDot idList < idVertexBuffer * , TAG_IDLIST > float handle legsEntity idAngles bool short childPage maxLookAngles enableGreetings testEntityDef idProp_MissionPin::idProp_MissionPin_NextMapInfo sound_break applyAnimTransform idStaticList < idSpawnablePropManager::spawnables_t , 16 > float float period_Idle height count okToStartRightTraceSecondary voChainCategory idEntityPtr < idEntity > idAnimWebPath idMat3 vertexBuffers runCycleBlend angles bool bool shouldCheckAAS idAnimatedSimpleCharacter::afProperties_t granularity bool float idSoundShader bool spawn idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idVec3 idDeclMD6 idVec3 idCinematicCamera::state_t bool spawnable minTargetRange spacing idStr idStr idEntityPtr < idEntity > bool onSpotEnemyTrigger defaultHeadTrackGroup curEnterAnimation backstandAlignment nextHuhTick idVec3 float onSprinting underhandGrenade bool afProperties clearAllocs prevJointModAngleInner idDamageGroup bool idDeclAnimWeb idEntityPtr < idEntity > stopThrustSound1 pounceForked fireAnim handsAlignPos opponentReactionMD6Decl attachedModelOrigin cameraEndTime previous idSoundShader idVec3 applyAnimTransformLocal idEffectPhysicsBreakable attachTag call donePlayingTrigger useTraversalClassA bool turnDirection_t lastUpdatePos idAnimAliasRef idQuat cameraDOF interactionPoint blendOutTime bool idCheckSurroundingsState blindedDamageGroup usesAvoid mAnimWeb bindMaster float float shader crouchedEyeOffset bool breakablePhysics nextWaveTotal float float float bool voChainState_t isDone lastUpdateMS movementTurnDir idList < idVertexBuffer * , TAG_IDLIST > float animation exitRotLocal idAnimator_BlendEq bool firstDraw cutFallEndMoveFrame checkSurroundingsState testFloat idStr delaySoundAfterBreak ignoreMovement idStaticList < idProp_Spawnable * , 4 > float float radius_Idle screenX delay isDoingSweepLeft voChainState idEntityPtr < idEntity > idAnimator_TrackerBase bool idVec3 idVec3 stBuffers previousRunIndex blendEqAnimator bool idEntityPtr < idEntity > canBeBlockedByAI idDeclRollBones unsigned char float *[2] idSoundShader bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > spawnPoint idVec3 idSoundShader idMat3 idList < idCaptureController::trigInfo_t , TAG_IDLIST > idPlayerHud::hudState_t bool entity maxTargetRange edgeFadeCurve idEntityPtr < idEntity > bool float bool onDetectEnemyTrigger animators wasIKEnabled curEnterPos backstandRisePosition partiallySensedTime bool onShooting grenadeTarget bool rollbonesDecl memTag polytopeVertex_t prevJointModAngleOuter bool bool tagData_t stopThrustSound2 pounceDeflected weaponPodFlipAnim legsAlignPos startBlockSound attachedModelAxis startTriggers prevHudState bool idActor::idFootTable isOkWithoutModel idRenderModelDiscreteAnimation pickupItem repeat donePlayingTriggerTimeOffset useTraversalClassB bool idAIMoveParms float forceUpdate idDoor_Animated::animDoorState_t oldSkipAdaptiveGlare abortForCombat bool cameraBlendOutTime data bool idVec3 idAIWorldState isRudi usesGestures gameFlag bindTag bool idDeclParticle waitForTrigger normal bool breakableModel startingWave idEntityPtr < idEntity > float idStr bool idAI2::aiCondition_t keepIKState moveParms forwardRunIndex idList < idIndexBuffer * , TAG_IDLIST > float doorStateWhenUsed exitTime idList < idAnimator_BlendEq::idNamedAnim , TAG_IDLIST > aiCanActivate bool initialized cutFallStartPoint worldState testBool idStr smokeParticle sceneModel idElectricBolt idBounds changeTension_Search screenY call isDoingSweepRight preventativeCondition idEntityPtr < idTarget_AlarmSystem > bool idMat3 idVec3 indexBuffers forwardRunBlend namedAnims bool idList < idEntityPtr < idEntity > , TAG_IDLIST > bool startOff idDeclWeapon idVec3 float bool layers idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idVec3 idDeclTutorialEvent idInventoryCollection idList < idEntityPtr < idEntity > , TAG_IDLIST > bool next bolt fullAlphaVolume float idEntityPtr < idTarget_FadeSoundBus > bool onAlarmTrigger curAnimatorIndex wasReleaseAI customCoverTime pounceAlignment lastProxyPos idDeclAIBehavior onLeaving grenadeTargetList bool playerCanActivate weaponDecl unsigned char prevJointModPistons idDamageParms::damageType_t float idIndex < short , invalidJointIndex_t > idleToMoveFadeTime pounceDeflectMissed machineGunFireLoopAnim prevPlayerMovementPos tutorialDecl inventory cameras lastDrawTime idDeclTable idActor::idFootTable noDeferredPositon idCheckpointSaveComponent_WorldDestructibleEntity animState idEntityPtr < idEntity > waitInterval fadeSoundBusTrigger useTraversalClassC bool aiMovementMode_t float decl idList < idEntityPtr < idEntity > , TAG_IDLIST > fadeTime abortForSearch bool deathAnimState listStatic idBlockAlloc < polytopeVertex_t , 32 , TAG_COMPILER >::element_t bool float idEntityPtr < idEntity > stunDamageTypes gesturePeriod aasFlag bindJoint idList < idTest_MetaData_Line::line_t , TAG_IDLIST > bool slowWalk bool saveObject triggerOnStart idEntityPtr < idEntity > float bool bool wasHeadTrackingEnabled movementMode leftRunIndex idEffectPhysicsCuttable float triggerEnter enterTime idList < idAnimWebScalar , TAG_IDLIST > individualTriggers bool next runningTool animDropDropLength fakeEnemy lines idStr breakFromTrigger saveOnCheckPoint idPhysics_RigidBody idList < idEntityPtr < idEntity > , TAG_IDLIST > idBounds exitTension_Search startBlur repeat isDoingSweepUpper minCloseMeleeInterval idEntityPtr < idEntity > idMat3 bool idVec3 idVec3 effectPhysics forwardRunBlendLinear blendVariables idStr idScenePoint_Combat::scenePointCustomSet_t bool isActive equipSlot_t idSpring < idVec1 > float idEntityPtr < idAI2 > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > mapName idAngles idDeclWeapon idList < idEntityAttachmentDef , TAG_IDLIST > idList < idCaptureController::shotInfo_t , TAG_IDLIST > bool physicsObj controlTargets spawnVolume bool idTarget_PlayVideo::screenNumber_t bool onStealthKill wsReferenceAxis strafeInCover pouncePosition suspectedPosProxyOffset idDeclAIBehaviorVO idVec4 callOnSprinting customSet walkState_t enterTriggerOnce equipSlot poseSpringInnerRing float float idAASTraversalChainData idVec3 moveToIdleFadeTime pounceEnemy machineGunCoolDownAnim prevPlayerMovementAngles pipeWeapon animatedEntityAttachments shots currentTrigger idDeclTable idActor::idFootTable stopThinkingWhenHidden bool removePickupItem idEntityPtr < idAI2 > screenNumber useTraversalClassD bool aiVelocityType_t float declBehaviorVo idList < idEntityPtr < idEntity > , TAG_IDLIST > idProp_PlaneTurret::state_t fadeColor walkState bool deathBlendOutTime idStr bool stunDuration roamMinRange mData position idVec3 bool green crouchWalk bool alwaysActive linkedEnemy idEntityPtr < idEntity > float float bool wasSolid velocityType rightRunIndex float triggerLeave currentState idScalarMemBlock exitTriggerOnce float list unsigned char postExitSuppressInputTime chainDestroyed leftSide explodes pusher float dustParameters_t periodicTension_Search [(((sizeof(polytopeVertex_t))>(sizeof(idBlockAlloc<polytopeVertex_t,32,12>::element_t*))?(sizeof(polytopeVertex_t)):(sizeof(idBlockAlloc<polytopeVertex_t,32,12>::element_t*)))+(16-1))&~(16-1)] endBlur waitInterval isPlayingBigHurtAnim maxCloseMeleeInterval idEntityPtr < idEntity > bool idVec3 float idList < idVolume_LocationVoice * , TAG_IDLIST > freeBuffer deathAnimIndex scalarMem idStr bool bool reachedPointTolerance idAnimatedSimpleCharacter::weaponVars_t buffer idSpring < idVec1 > idAtomicString varID idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float idEntityPtr < idEntity > idAlignedEntity bool idPresentablePlayer::playerGuis_t idDeclProjectileImpactEffect startupSetAngleOverride endTimestamp dustParms bool bool onDamageTrigger enableTracking customSetSPDelta pounceStartHealth lpVoiceVolumes idDeclAIBehaviorVOChains bool callOnShooting bDualwieldCustomSet standState_t aiDeathTriggersExit weaponVars poseSpringOuterRing bool float idList < idInfo_TraversalChain::idLink , TAG_IDLIST > idFuncChain::bind_t handBumpAnims attackAnim rocketReloadAnim prevPlayerDeltaZ opponentOverride alignedEntity fixedTic playerGui idDeclTable idActor::idFootTable footstepTable float giveItemToPlayer savedCount timeOffset useTraversalClassE aiMoveStatus_t float declBehaviorVoChains idPhysics_ParametricDoor bool startActive standState idList < idEntityPtr < idEntity > , TAG_IDLIST > blockStepUpTime idDeclInventory canExtendStun roamMaxRange mLinks bind idVec3 idDeclEntityDef blue sprint health thresholdNextWave float float bool idGolem::attackAction_t moveStatus backRunIndex long float physicsObj hasStartedShellsFx idAnimator_Channel enterTargets idList < idEntityPtr < idEntity > , TAG_IDLIST > selectedColumn attachItem rightSide idDeclEntityDef explosionProjectile float float period_Search startDoubleVision gameMS leftAttackAction0 minMediumMeleeInterval idEntityPtr < idEntity > bool bool idEntityPtr < idActionNode > idEntityPtr < const idEntity > exclusive startTransitionIndex channelAnimator idStr float touching float idBlockAlloc < polytopeVertex_t , 32 , TAG_COMPILER >::element_t idSpring < idVec2 > idAtomicString idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > missionPinDef idSpring < idVec2 > idList < idAnimAliasRef , TAG_IDLIST > float bool idList < idCinematicCamera::splineCurve_t , TAG_IDLIST > idDeclProjectileImpactEffect moveSpeed cosMaxTargetYaw [32] idVec3 bool bool onIgnoredDamageTrigger suppressTracking DEBUG_SCENEPOINT_WARNED currentActionNode actionEntity idDeclAIBehaviorEvents idStateThread callOnLeaving pickupRadius sitState_t hudFlags_t lootHighlightDelay elements poseAlphaBlend float float idEntityPtr < idInfo_TraversalPoint > handsGasAnims attackMH rocketFireAnim averagedBodyRotationT handStabAnimNames directionSelect continous splines idDeclTable idDeclProjectileImpactEffect footstepRearTable startOrigin idTarget_WaveSpawner::waveState_t nextPermittedActivateTime looping ignoreFriendlyVehicles idVec3 float declBehaviorEvents idPhysics_RigidBody stateThread sitState idList < idEntityPtr < idEntity > , TAG_IDLIST > hudHideFlags float idAtomicString restunCooldown idleTalkPeriod mTarget link idList < idTest_MetaData_MoveableSpheres::sphere_t , TAG_IDLIST > idDeclAiEvent intensity land timeWhenBroken waveState float float bool idGolem::attackAction_t nextPoint injuredRunOffset long float rigidBodyPhysicsObj triggerTimeStamp idFaceMgr exitTargets idAnimWebPath oldGuiScale attachTag spheres explosionEventDecl float float radius_Search endDoubleVision resetOnActivate leftAttackAction1 maxMediumMeleeInterval float bool idSearchScenePoint_Find idEntityPtr < const idEntity > inclusive stopTransitionIndex faceMgr idEntityPtr < idProp_Moveable > animWebNode idEntityPtr < idEntity > idSpring < idVec3 > idAtomicString idList < idAnimAliasRef , TAG_IDLIST > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float idSWF idDeclProjectileImpactEffect moveSpeedVariancePercent cosMaxTargetPitch idMat3 bool bool bool maxDropSpeed keepFocusInView stateSearchSPFind actionNodeNum transitionEntity idDeclTrackingParms idPlayer::tensionType_t eventResponseFlags dualWieldPickup aiWalkModifier_t bool triggerOnLoot size idBlockAlloc < polytopeVertex_t , 32 , TAG_COMPILER >::idBlock pistonSprings bool float idAnimWebPath idFuncChain::origin_t handsAnimFire killAnim gripAnims canMountTime opponentPainAnimNames randomSelect currentCamera float idDeclProjectileImpactEffect footstepScratchTable idDeclDestructiblePieceInfo::destructiblePieceBreakBehavior_t startAxis crouch paused touchTriggers float float aimTrackingParms idDoor_Parametric::axis_t idList < idEntityPtr < idEntity > , TAG_IDLIST > maxTension walkMod idList < idEntityPtr < idEntity > , TAG_IDLIST > useAnimationOrigin next idList < idDevGuiMainPage * , TAG_IDLIST > idEntityPtr < idWallClimb > bUsesSleeping reactToPartiallySensedDuration mAnim origin idVec3 idDeclDamage duration jump behavior nextWaveTimer float float idGolem::attackAction_t maxMoveSpeed previousRunIndex long float heading_axis enterPlayerTargets idMat3 validTouchers bool idEntityPtr < idEntity > pages wallclimb center explodeDamage float float radius_Combat amount rightAttackAction0 minLongMeleeInterval bool bool idSearchScenePoint_MoveTo idEntityPtr < const idEntity > start aimAlpha crosshairIconTextMapper_t resetAxis idEntityPtr < idEntity > idScenePoint_Combat::scenePointEnterAnim_t useAnimationEndPos trigger bool float idAtomicString idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idSpring < idVec1 > idList < idAnimAliasRef , TAG_IDLIST > float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idStr minMoveSpeed drainTime idEntityPtr < idEntity > bool bool bool startInDropState hasExplicitFocusPoint stateSearchSPMoveTo actionNodeAnimIndex spottedEnemyTrigger idDeclTrackingParms overrideUseText bool activator enterAnimSet aiWalkModifier_t bool dropLoot short twitchTimescaleLeft float bool aasType_t idVec3 handsAnimDetonate throwAnim animAttacksLeft speedScaleSpring opponentPainBlockedAnimNames aliasHandle currentTrigger cameraDOF_farBegin float idDeferredLoadResource < idDeclParticle > customSkin bool proxyTarget instantCrouchChange startOn canSetCrouchPhysics float float lookTrackingParms idDoor_Parametric::axis_t idList < idEntityPtr < idEntity > , TAG_IDLIST > ignoreTension runMod float forceActivateOnPlayer bool granularity idBlockAlloc < polytopeVertex_t , 32 , TAG_COMPILER >::element_t idRenderModelGui idEntityPtr < idAnimatedSimple > sleepRadius usesLookScenePoints aasType prevPos float idDeclEntityDef diffuseScale waterPrtSlow obliteraded spawnTimer idEntityPtr < idEntity > idTarget_PlayerViewEffect::direction_t idGolem::attackAction_t accelRate forwardRunBlend float rotation_axis exitPlayerTargets idVec3 enterDelay bool float animEventDropsAttachment free guiModel pulley radius breakable float float changeTension_Combat_NoAlarm direction activateTime rightAttackAction1 maxLongMeleeInterval bool bool idSearchScenePoint_StayAt bool idEntityPtr < const idEntity > parent nextRunIndex bool resetOrigin idScenePoint_Combat::scenePointExitAnim_t shouldEndInCrouch minLoopTime bool float idStrId idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idAtomicString idClipQuery idStrId bool bool float idAnimator_Channel maxMoveSpeed rechargeTime float idInGameVideoFile bool ignoreDamageWhileDropping lockTracking stateSearchSPStayAt reachedActionNode detectedEnemyTrigger float showMaterialIcons idSaveGameUtility::saveMode_t lastTouchTime exitAnimSet aasType_t bool canRagDoll twitchTimeOffsetLeft bool float idAnimWebPath idFuncChain::binddef_t enterInfo failGrabAnim playerDeathAnimName ladderClipQuery counterInfo loop capturing cameraDOF_farAmount float idDeferredLoadResource < idDeclParticle > channelAnimator idEntity maxFocusTraceOverride videoFile noAdvanceIfStatic float float avoidRadius float idList < idEntityPtr < idEntity > , TAG_IDLIST > idSoundShader saveGameWhenUsed aasType float getPlayerCrouchState bool unsigned char idColor idSoundShader isSleeping lookMinRange traversalAnim bindInfo idDeclEntityDef specularScale waterPrtFast entity currentWave idEntityPtr < idEntity > bool idEntityPtr < idVolume > decelRate forwardRunBlendLinear float min_angle unmountPlayerTargets sound_use idTestModel2::translation_t exitDelay bool float canAutoShoot memTag channelLighting pressClimbButtonSound numSegments entityToSpawnOnBreak float float exitTension_Combat_NoAlarm heavyDamage nextPermittedActivateTime leftAttackPausedTime takedownRestrictionVolume bool ai_AlarmState_t aiMovementMode_t idSearchScenePoint_MoveToPos idAIGreetingParms idEntityPtr < idEntity > level nextIdleIndex translationMode float idList < idHandle < short , invalidEncounterGroup_t , INVALID_ENCOUNTER_GROUP > , TAG_IDLIST > makePlayerFollowAlong maxLoopTime idAnimator_FaceTracks freeCount float idStrId idStr idAtomicString bool idStrId idVec3 idAnimator_Paused currentMoveSpeed rollAmount bool bool aiMovePushStatus_t skipDamageTriggerOnFriendlyFire alarmState movementMode stateSearchSPMoveToPos greetingParms usedProp idAnimatedEntity idEntityPtr < idEntity > groupHandles minRange idList < idInfoPath::anim_t , TAG_IDLIST > bool faceAnimator twitchTimescaleRight float float overrideAnim_t idVec3 exitInfo attachJoint handsRecoilAnimName invertInput blockInfo durationMS currentShot cameraPos float idDeferredLoadResource < idDeclParticle > pausedAnimator teleportPlayerAtEnd idList < const idAI2 * , TAG_IDLIST > dormant movePushStatus idObstacleInfo float target float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idList < idLedge::idLedgeBit , TAG_IDLIST > playerSpawnSpot playerLeftAnims bool useShadows idColor idSoundShader timeToCritical lookMaxRange overrideAnim center idSegment environmentScale waterPrtSplash spawnedTimeMS bool spawnedAI idEntityPtr < idEntity > float idEntityPtr < idEntity > aiRenderParam_t obstacleInfo deathAnimIndex idAtomicString runIndexType_t max_angle animMount ledgeBits idAttachmentCollection enterTriggered bool float unsigned char primeLighting releaseClimbButtonSound segments smokeStartTime float idVec3 relativeTeleportAtBeginning periodicTension_Combat_NoAlarm health storedActivator rightAttackPausedTime renderParam bool ai_AlarmState_t bool idSearchScenePoint_PerformSearchAnimation idEntityPtr < idPlayer > idEntityPtr < const idEntity > name runIndexType attachments idList < idStr , TAG_IDLIST > float bool takeDamage timeBetween idFaceMgr listStatic idBlockAlloc < polytopeEdge_t , 32 , TAG_COMPILER >::idBlock float idStr idAnimAliasRef idAtomicString bool idStrId float idMat3 idAnimator_Channel health translationAmount idEntityPtr < idPlayer > float bool isMagnetic savedAlarmState isDone stateSearchSPPerformSearchAnimation interactionEntity nearbyPossessed bool bool groups maxRange idAnimWebPath exitTriggered bool faceMgr blocks twitchTimeOffsetRight float float bool float propJoints responseAnim handsSecondaryRecoilAnimName blockClimpOffAtTop killInfo rateScale shotStartTime cameraAxis float float additiveAnimator idStrRenderModel player bool duration bCanBeBlockedByFriends bool idAIOrientation float flying float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idLedge::ledgeType_t hasSavedGame animWebNode idCheckpointSaveComponent_VolumeEnterExit useSlowPlayerWeaponHide measureLighting_t idVec3 idAtomicString timeCriticalToExplode minLookSPPeriod classA radius idList < idEntityPtr < idEntity > , TAG_IDLIST > idList < idProgressionEntity::idProgressionParms , TAG_IDLIST > eyeDiffuseScale moveSpeedSlow brokenModel activeType float float idInterpolate < float > wasIKEnabled moveOrientation startTransitionIndex idList < idCuttablePerformanceEntry , TAG_IDLIST > runIndexType_t min_kick_angle animMH ledgeNormalHint saveComponent bool lighting pulleyOffset handPoseAnimName progressionParms spawnPartPtrs idList < idEntityPtr < idEntity > , TAG_IDLIST > bool period_Combat_NoAlarm fadeOut count deafEndTime interpolation bool bool idEntityPtr < idInteractionCamera > entries nextRunIndexType curLoopCount idList < idEntityPtr < class idDoor_Base > , TAG_IDLIST > float inhibitWeaponHud weight idAnimatedEntityPhysicsCallbacks idTypeInfoTools::readWrite_t idVec2 idStr idAnimAliasRef idAtomicString float idDeclDamage blendParms_t idEntityPtr < idEntity > idEntityPtr < idSplinePath > idAttachmentCollection popJointHits triggerOnCharged idClipModel toggle bool float bReportTension alarmResponseTime keepIKState stayTime interactionCamera endOpenCombatTime idVec3 idTypesafeNumber < float , DegreesUnique_t > doors arcAngle idEntityPtr < idEntity > bool afCallBacks list idBlockAlloc < polytopeEdge_t , 32 , TAG_COMPILER >::element_t correctPosition idDeclDamage float bool idFuncChain::origin_t finJoints responseAnimMH flipHandsAnim targetLadderHeight playerStabDamage blendParms trig splinePath float float attachments bool clipModelStanding idList < idTarget_WaveSpawner::idWave::idEnemySpawnType , TAG_IDLIST > float makeActivatable friendsStopHurtRadius bool idVec3 float flyTo float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float angleConstraintHorizontal trigger idBounds noPlayerTeleport free idStr idAngles idAtomicString explodeDamage combatTargetDelayLook classB origin idList < idEntityPtr < idEntity > , TAG_IDLIST > eyeSpecularScale splashTreshold rigidBody enemies speed idEntityPtr < idEntity > bool float idGolem::golemState_t idRotationTracker wasReleaseAI finalPoint stopTransitionIndex max_kick_angle animDismount maxDeltaYaw bounds bool bool folderName pulleyAngleOffset boxPoseAnimName defaultState spawnSplinterPtrs bool idList < idEntityPtr < idEntity > , TAG_IDLIST > changeTension_Combat_Alarm1 stay delay mainState tracker float bool idEntityPtr < const idInfoPath > current runIndexChangeFrame curAliasIndex contentsFlags_t float allowPrevious3PAnimToShow enableHeadTracking idAnimator_AF float idStr idList < idAnimAliasRef , TAG_IDLIST > idAtomicString bool float idDeclInventory float idCurve_Spline < idVec3 > idASPhysicsCallbacks solid triggerOnReset idClipModel idStr bool bool actorPerceptionRadius alarmVOResponseTime wasHeadTrackingEnabled lookTime interactionPoint openCombatCoverCheckTime idVec3 boundsCheckContents arcOffset float bool afAnimator engagedOffsetAngleRight float float bool idFuncChain::binddef_t meterJoints responseKillAnim fireHandsAnim validCorrection playerStabTimescale attachItemDecl delay curve float float boundPhysCallback idDynamicDestructableEntity::rigidBodyProperties_t clipModelCrouch _type_ idEntityPtr < idEntity > idEntityPtr < idPlayer > enableBlink usesSmoothAnimRelaxed idVec3 float camPos float idAtomicString float idTypesafeNumber < float , DegreesUnique_t > minLoopTime idVec3 inhibitShowUse bool idAtomicString idEntityPtr < idAnimatedSimple > stopEffectsDelay aimAngle classC bindInfo bool idEntityPtr < idEntity > eyeEnvironmentScale emissionRate rigidBodyProperties waveStartTrigger playerTarget idEntityPtr < idEntity > perkType_t float idGolem::golemState_t idVec3 lastFinalPoint aimAlpha float start_angle weaponAnimFire maxDeltaPitch angleConstraintVertical float center bool total saveRequested handLookPoses boxEntity changeStateWithinMap replacementPartPtr idVec3 idList < idEntityPtr < idEntity > , TAG_IDLIST > idSort_Str exitTension_Combat_Alarm1 perk delayMax leftArmState lastDir float idDeclVoiceOver bool scenePointSearchFlags_t idDeclJob idVec3 level blendBack curFrame idGatherQuery float enableCameraRecoil nextPlayTime idAnimator_RollBones float float idAnimAliasRef idAtomicString bool float idInventoryItem idCaptureController::camTags float idQuat lastOrigin triggerOnDrained _derived_ bool bool actorSearchPerceptionRadius preppedVO wasSolid performedSearches completeJobDecl spawnPosition idMat3 gatherQuery maxAbove float bool rollbonesAnimator lastRightControllerAngle idList < const idDeclEntityDef * , TAG_IDLIST > float bool idVec3 propSpeed responseThrowAnim handsFireAnimPrimary isPipeClimbing blockGrappleFor attachItem camTag length idEntityPtr < idEntity > float orgRotation idDynamicDestructableEntity::healthProperties_t idEntityPtr < idPlayerControlled > usable usesSmoothAnimSearch idQuat float camAxis float idAtomicString idVec3 float maxLoopTime float showPlayerImmediatelyOnEnd bool idAngles idEntityPtr < idEntity > spawnEntityDefs gangstaPoseFraction classD center bool activator maxRippleMagnitude healthProperties idStr amount playerControlledTarget idEntityPtr < idEntity > float idStr idGolem::golemState_t idAngles traversalOrientation nextRunIndex float rotationOffset attachJointName firstPoint distanceConstraint idAngles radius bool idAASPosition size persistToStorage minLookAngles useEntity forcePrespawnAll nextCollideTime idDeclAiEvent idList < idEntityPtr < idEntity > , TAG_IDLIST > _type_ periodicTension_Combat_Alarm1 radius call rightArmState rate float bool idRoamScenePoint_Idle idDeclJob blendRight rotationAngles idStaticList < idEntityPtr < idEntity > , 32 > float hideHeadItem aasPosition idWeapon active float float idDeclMD6 idAtomicString idDeclWeapon::WeaponSlot_t idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > idVec3 idVec3 idVec3 attachedEventDecl triggerOnRedrained bool idDeclAnimWeb bool actorIdlePerceptionRadius alarmShutdownTime wasHidden stateRoamSPIdle acceptJobDecl spawnTime idVec3 savedEntityList maxBelow float bool weapon lastRightAngle *[1] float bool idVec3 finMaxAngle responseDecl handsFireAnimSecondary weaponSlotEquippedBeforeActivation minTimeBetweenState attachHandle camOffset lastOrigin idVec3 posture_t orgOrigin bool idSort_PathStr idTarget_WaveSpawner::enemyType_t idList < idEntityPtr < idEntity > , TAG_IDLIST > disableLocks animWebs usesSmoothAnimCombat bool float interactionNormal float idAtomicString idVec3 timeBetween delayPlayAnim bool idAngles idSoundShader criticalTimestamp gangstaDuration classE normal bool weaponStatsTag_t viewOrigin bodyState dropToFloorOnSpawn _derived_ type focusTargets float float bool idGolem::golemState_t bool alignToTraversalOrientation idleIndex float angularspeed handsAnimGrip secondPoint useFlags idVec3 planeIndex bool short saveMapStartFile maxLookAngles ableToHotWireLoopSound idPhysics wrappable statsTag float bool period_Combat_Alarm1 magnitude repeat leftArmSubState startOn float idList < const idEventDef * , TAG_AI_FSM > idRoamScenePoint_Find idEntityPtr < idPlayer > float bool blendAngle accumulatedDeltaTrans idEntityPtr < idInfo > idVec3 usePlayerPosition lastUpdateFrame idHandle < int , invalidAttachment_t , INVALID_ATTACHMENT > granularity bool idLockpickEvent::touchState_t physicsObj float bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool bool idEntityPtr < idEntity > idEntityPtr < idSplinePath > idQuat maxWindSpeed isActive idStr bool idAI2::idAnimWebDefaults float obstaclePerceptionRadius nextPeriodicTime actionEvents stateRoamSPFind triggeredInteraction playerDot inControl idAngles endPoint arcBaseOffset bool weaponAttachmentHandle allowAllocs downtouchState float bool bool finDeltaScale blendMS flipHandsAnimAlias preActWeaponWasDw skipEntityAlign attachAutoDetach entFrom path idAngles standState_t nextRotation bool _type_ idEntityPtr < idTarget_ShowAI > aimPoint_t blockCoolDown animWebDefaults boundSearchRange bool float angles bool idAtomicString idVec3 weight bubiEventSpecialCase idStr float gameDificulty_t explodeTimestamp maxFireRange evasionTraversalOnly startSegment bool idList < const idDeclDamage * , TAG_IDLIST > viewAngles standState restOnSpawn overrideSpawner aimPoint idEntityPtr < idEntity > idList < idTarget_Cvar::keyVal_t , TAG_IDLIST > idGolem::golemState_t bool aligningToGoal nextIdleIndex float invertRotationDir handsAnimRelease direction idQuat numPlanes bool spawnSpot moveForwardSidewaysScale hotWireDifficulty idCollisionGrid reusable ammoDamage float bool idSort_NumberedStr changeTension_Combat_Alarm2 keyVals numToActivate rightArmSubState dynamicObstacle bool float idList < idEventArgs , TAG_AI_FSM > idRoamScenePoint_MoveTo bool float bool walkRate accumulatedDeltaRot float idVec3 useTakedownDof numAASPositions idEntityPtr < idEntity > unsigned char char collisionGrid float bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > bool bool idCaptureController::camTags float idVec3 maxHorizontalSplineDistance isDraining _derived_ idTarget_Door::setting_t idStr idStr bDeaf spawnerPeriod actionArgs stateRoamSPMoveTo interactionIsUsable playerRange isPlayingTraversalAnim float openTime arcDir bool bool droppedItem memTag bool lastForwardMoveWhenTouchActive bool bool bool minYawLookScale responseHandle fireHandsAnimAlias blockClimbingLeft skipKnife noClone camTagFrom dist idEntityPtr < idEntity > sitState_t nextOrigin idList < idDynamicDestructableEntity::piece_t , TAG_IDLIST > bool playerUsable eyeInfoName damageGroup bool float distance bool idAtomicString idVec3 enableHeadTracking preventAutomap idEntityPtr < idEntity > clearAllocs idStr float deadTimeStamp usesGrenades emergencyTraversalOnly endSegment bool target sitState statesOriginal idParser::indent_t spawned aiming idEntityPtr < idEntity > idStr bool aas2TravelFlag_t startedMovementAnim previousIdleIndex float slidingDoor handsAnimMount normal bool vertexIndex bool proxyTarget mapName moveJumpSidewaysScale validPressTime idRenderModelCuttable initiallyHideEntities float float _type_ exitTension_Combat_Alarm2 incrementalActivate nextLeftArmSafeAttackTime travelFlags bool float idAction_MoveToPoint idRoamScenePoint_StayAt idAAS2Path runRate ignoreFirstDelta float idVec3 usePlayerProxy velocityTime float cutModel float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idPlayerControlledFaust::armState_t bool bool idVec3 idVec3 maxVerticalSplineDistance charge idTarget_Door::setting_t idAtomicString idStrId bDeafToMovement delaySpawner actionMoveToPoint stateRoamSPStayAt actionNodeBlockedTime playerSpottedTime lastPath closeTime arcLeft bool curFireEndTime unsigned char lastTouchAngle bool idDeclMD6 bool idFuncChain::origin_t minPitchLookScale responseHandleMH currentArmState blockClimbingRight skipPlayerActivationCheck tagNameHash camFromOffsets bool turnState_t approxVelocity idList < idDynamicDestructableEntity::state_t , TAG_IDLIST > idList < idEntityPtr < idEntity > , TAG_IDLIST > bool forceUnusable viewTagName crosshairInfoText runIndexType_t idDoor_Parametric::slideDir_t idAtomicString float nextPlayTime enableBobWhenBlendingOut bool listStatic polytopeEdge_t idStr float deathSetup fakeGrenadeMD6 combatOnly origin idList < idList < idEntity * > , TAG_IDLIST > orbit turnState statesBroken models keepFocusInView idEntityPtr < idEntity > idStr float bool runIndexType float slideDir handsAnimDismount length numVertices bool float teleportAIAtEnd data layersParsed moveJumpUpScale numStagesToComplete idRenderModelCuttableBeams spawnedEntities float float periodicTension_Combat_Alarm2 incrementalDelayMin nextRightArmSafeAttackTime enabled idTypesafeNumber < float , DegreesUnique_t > float idAction_MoveToPointNoFail idRoamScenePoint_ReactToPartiallySensed idEntityPtr < idPlayer > idAICover idVec3 desiredTurn float float exitUnderWater slomoStart bool bool float beamModel float bool idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > bool idList < idPlayerControlledFaust::specialAttack_t , TAG_IDLIST > idSoundShader idEntityPtr < idEntity > idCinematicCamera::cam_move_t idList < unsigned short , TAG_IDLIST > maxSpinSpeed chargestamp idTarget_Door::setting_t bool idMaterial fieldOfView delayVO actionMoveToPointNoFail stateRoamSPReactToPartiallySensed controllingPlayer invalidCover stuckRefPoint distanceAdd arcCosAngle idList < idAIScriptedAnimWeb::animWebState_t , TAG_IDLIST > bool isFiring relativeTeleportAtBeginning touchAngleAcc bool idDeclEntityDef bool idMat3 rollBodyScale responseKillAnimHandle specialAttacks wasCrouchedPreLadder forcePipes shader entFromLookAt moveType idVec3 mentalState_t randomStates idRenderModel bool open useMoods crossHairInfoIcon runIndexType_t float idAtomicString plugAnims idHeapArray < idVolume::volumePolytopeEntry_t > hide3PEntitiesOnExit bool idParser::idDependency idStr float deathOnWater fakeGrenadeExplosion aasTraversal localAxis bool orbitOffset mentalState modelBroken activeIndex randomForEachTarget float idList < idTarget_InventoryCheck::requiredInventoryItem_t , TAG_IDLIST > float idVec3 bool nextRunIndexType float slideDist handsAnimMH flags polyData bool float enemyRidesWithProxy _type_ idBlockAlloc < polytopeEdge_t , 32 , TAG_COMPILER >::element_t desc moveJumpDownScale sparkTimePerStage idClipModel preSpawnAll idProp_BreakableLoot::effectsDef_t float period_Combat_Alarm2 requiredItemList incrementalDelayMax nextSafeSplashDamageTime referenceDir useLipsync idEntityPtr < idEntity > idAction_MoveToEntity idRoamScenePoint_SharedWaitForAnimation idEntityPtr < idAIInteraction > idAICover sync8index1 bool idAnimWebPath dropHeavyWeapon slomoEnd bool idList < idEntityPtr < idAI2 > , TAG_IDLIST > next float clipModel float effectsDef idAnimator_Paused idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idList < idPlayerControlledFaust::worldInteraction_t , TAG_IDLIST > bool idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idEntityPtr < idEntity > idCinematicCamera::splineMove_t float deltaRotationSpeed timestamp idTarget_Door::setting_t bool idDeclInventory float firstAlarmTrigger actionMoveToEntity stateRoamSPSharedWaitForAnimation currentInteraction currentCover stuckTime startOpen customCoverSet alertCycle_t bool hasDroppedWeapon aiList forwardMoveSecAcc bool float bool idVec3 rollBodyLimit responseThrowAnimHandle worldInteractions handsLeanAnimatorUp noClearFocus aliasHandle entTo spline bool bool externalTime idRenderModelDiscreteAnimation idTarget_WaveSpawner::enemyType_t idHands::deathAnimIndex_t locked useGestures armorDecl exposedSightTime idAISenseState_Hearing float idAtomicString idEntityPtr < idEntity > priority idHeapArray < idPlane > endUnderWater bool usesTesla secondaryFireRange enabled localOrigin bool highSpeed forceBodyState modelDiscreteOriginal type deathAnimIndex bool bool bool bool runIndexChangeFrame hearingSense float slideSpeed handsAnimFire anchorPoint volumePlanes bool float sortID useAnimationOriginOnClimbOff holdOffsetTimePerStage idClipModel waitUntilNextMapLoad idProp_BreakableLoot::inventoryDef_t float idStr bNoCombatUntilSpotted anyItemActivates vulnerabilityEndTime unidirectional useEyeTracking idEntityPtr < idTarget_ShowAI > idAction_MoveToEntityNoFail idRoamScenePoint_SharedFinished float idAICover sync8index2 bool updateAlignNodeRef jointFrictionDent bool unsigned char float idList < idPlayerHealthSoundTrigger::soundSlot_t , TAG_IDLIST > gridClipModel idIndex < short , invalidJointIndex_t > idPlayerControlledFaust::sprinting_t inventoryDef idSpring < idVec2 > idGrappleEvent::timeWindow_t idVec3 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idCaptureController::camTags rotationFriction name [(((sizeof(polytopeEdge_t))>(sizeof(idBlockAlloc<polytopeEdge_t,32,12>::element_t*))?(sizeof(polytopeEdge_t)):(sizeof(idBlockAlloc<polytopeEdge_t,32,12>::element_t*)))+(16-1))&~(16-1)] float bool idSoundShader float firstAlarmSpawner actionMoveToEntityNoFail stateRoamSPSharedFinished scriptedAggro lastCover lastStuckTime doorNum usesCover float bool hasBeenLooted soundSlots buffer currentStage bool bool bool waterFriction attachJointIndex sprinting leanSpring counterTimeWindows curAliasHandle camTagTo position float bool animStartFrame idRenderModelDiscreteAnimation idXMLStackTag idPlayerControlledPowerLoader::shamblerSlot_t delay useFaceSetupEyeTracking pickupSound hearingStimulus float idAISenseState_Sight idVec3 idAtomicString idVec3 minLoopTime idList < idVec3 , TAG_IDLIST > wineTraySpecialCase bool idDeclTutorialEvent useTeslaAnim skipReloadAnims runWhenDone startTime orbitAdjust isInteracting modelDiscreteBroken type slot activateTime idEntityPtr < idEntity > bool bool bool runSpeedScale sightSense float rotate_axis handTurnPoses ropeOffset volumeVertices bool float spawnIndex alternateHands tutorialDecl idCollisionModel spawnedState idProp_BreakableLoot::idClipOverride float idStr firstAlarmTriggered useOnce activateTime lastHadActionTime makeRagdollTouchTriggers useBlinking idDeclVoiceOver idAction_MoveToPathPoint idAICover float sync8blendAngle bool idAtomicString deactivatePrevCamera jointFrictionStart bool soundChannel_t collisionModel float idVec3 idStr clipOverride float idEntityPtr < idEntity > idVec3 idEntityPtr < idEntity > bottomWeightPercent text idXMLAttribute float bool float firstAlarmVO actionMoveToPathPoint stayTime scriptedAggroEndTime lCoverHistory accumulatedDeltaLen isOpen coverStates float idEntityPtr < idAlignedEntity > hasActivatedLoot soundChannel idBlockAlloc < polytopeEdge_t , 32 , TAG_COMPILER >::element_t updateInnerRingTime bool bool bool waterAcceleration attachOffset weaponPitchJoint enterPCEndStartTime opponent animDurationMS camToOffsets entity float idList < idStr , TAG_IDLIST > animUpdatedFrame idPhysics_RigidBody _type_ [32] bool diversity useLidDeformation damageGroupIndex hearingRangeFactor float idArray < aiSenseState_t * , 2 > idVec3 idAtomicString float maxLoopTime idList < unsigned short , TAG_IDLIST > legsEntity elements dangerHUDEntry_t bool float isHeavyGuardGun useReloadAnimWhenMoving deltaCorrect endTime idEntityRetainedState startingAngle disableDamageGroups physicsRigidBody load nextEvent idEntityPtr < idEntity > idStr idEntityPtr < idEntity > float bool blendBack senses float default_axis handLeanPoses maxMoveAngle volumeIndices float hudType switchPlayerWeaponLeftRight controllerShakeHighMag idCollisionModel retainedState idList < const idDeclEntityDef * , TAG_IDLIST > float secondAlarmTriggered haveItemsMessage storedActivator lastHurtTime killDuration useFaceManager idEntityPtr < idEntity > idAction_MoveToPathPointNoFail idStr select01 idInterpolate < float > bool jointFrictionEnd idEntityPtr < idPlayer > idXMLElement gridCollisionModel idVec2 idMat3 idStr entitiesSpawnedOnBreak bool idGrappleEvent::alignJoint_t idList < idAlignedEntity::queuedAnim_t , TAG_IDLIST > idEntityPtr < idEntity > float windRotationAmount spawnRate float bool idList < idEntityPtr < idInteractionCamera > , TAG_IDLIST > bool secondAlarmTrigger actionMoveToPathPointNoFail lookTime varName nextCoverActionTime numZeroVelocityFrames idDeclTrackingParms lerp forced idAIScriptedAnimWeb::animState_t idEntityPtr < idAlignedEntity > maxBurstTime player _type_ lastCorrectTime float bool bool float moveScale attachAxis weaponYawJoint isInInitialPosition alignJoints queuedAnims entToLookAt moveTime float idList < idDamageGroup , TAG_IDLIST > physicsContent idEffectPhysicsBreakable shake idList < idTarget_TimedEvents::idTarget_TimedEvents_Event , TAG_IDLIST > useFacialAnims interactionCameras slowIdleSpot float idSpawnId idSoundShader idList < idProp_MG60Turret::specialMount_t , TAG_IDLIST > float trackingParms stateInfo idList < unsigned short , TAG_IDLIST > handsEntity idBlockAlloc < polytopeEdge_t , 32 , TAG_COMPILER >::idBlock bool teslaMeleeRange useSniperSpotFX longTraversal diversity float orbitRadius damageGroups physicsBreakableOriginal cacheID events idEntityPtr < idEntity > idStr bool idDeclDamage bool blendRight spawnId float start_sound specialMounts maxMoveAngleLeft volumeIndexCount float next lastUpdated useLookPoses controllerShakeHighTime idDeclImpactSound timeAtState bool bool idList < spawnerEntityDef_t , TAG_IDLIST > idXMLWriter::stackXMLTag_t stealthKillRegular dontHaveItemsMessage repeat currentHurtSequence damageDecl useCombatWebOnly idEntityPtr < idTarget_ShowAI > idAction_MoveToCover aiVarOp_t traversalAttack idList < idTarget_MultiSound::idMultiSounds , TAG_IDLIST > bool contactFrictionDent impactTable idVec2 bool idStr uniqueInWorld idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idEntityPtr < idAI2 > bool float float useSplineRotation entityDefs type bool interactiveCameraVars_t bool secondAlarmSpawner actionMoveToCover startAnimPathTime varOp endCoverActionTime startMoveFrame idAngles sounds playOnce idStr idEntityPtr < idPlayer > [41] burstWaitTime nextSoundTime lastStageChangeTime float float idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > bool lookScale initialized pitchJoint bool legsAliases aiTarget startBlendOut duration transTime bool idList < idDamageParms::damageTypeScale_t , TAG_IDLIST > currentState idEffectPhysicsBreakable bool bool activateTime useRelaxedWebOnly interactiveCameraVars bReactAnims float idSoundShader idAtomicString idMaterial trackerLimits comment idList < int , TAG_IDLIST > playerActivator idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > float teslaAASRange additiveFireAnims defaultEndpointOffset free bool hasCheckedUniqueInWorld returnToSavedControl damageTypeScales physicsBreakableBroken idXMLWriter::stackXMLTag_t dontRaiseWeapon reusable idEntityPtr < idEntity > idPlayerProgress::Upgrades idTarget_Logic::Target_LogicParam_t idAnimWebPath bool blendAngle initTime float close_sound fovUserChannel ropeMaterial volumeIndexMap float idBlockAlloc < polytopeEdge_t , 32 , TAG_COMPILER >::element_t terminatedTimer handsAnimAliasLookPoses controllerShakeLowMag float changeStateInView idList < idEntityPtr < idEntity > , TAG_IDLIST > idDeclParticle idList < idEntityPtr < idEntity > , TAG_IDLIST > type stealthKillCommander upgradeIndex param deadTime animFacingRefFwd useHandsRelaxed idDeclVoiceOver idAction_UseZipline idAlertCycle_Default idStr gestureIndex bool idAnimWebPath contactFrictionStart *[2] bool free bool minCuttingDamage idVec2 idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idStr spawnPartPtrs float idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > idList < const idMD6Anim * , TAG_IDLIST > float balloonPopParticle entities float bool bool bool secondAlarmVO actionUseZipline stateDefault varValue endBurstTime lastMoveTime idAnimator_TorsoTracker cycle enterAnim idColor idVec3 [41] randomness nextBreatheIn anyTouchHasBeenActive float idList < idHandle < unsigned short , invalidAliasHandle_t , INVALID_ALIAS_HANDLE > , TAG_IDLIST > idVec3 idSoundShader finTurnScale interactionAnim aimTagPrimary armsAliases handStabAnimations startTime wait easeInTime bool idList < idStr , TAG_IDLIST > queuedAnimState idList < idClipModel * , TAG_IDLIST > idSimpleJSONWriter::Scope idChapterIntro bool scale canUseTurret playerMustLeaveBeforeIdleTracking perceptionWhenScripted float idSoundShader float tracker textColor idStrId orgPosLegs float idAnimator_EndAdditiveChannels bool teslaMinRange additiveFireAnimsCrouch traversalEndpoint soundExplosion bool forcePlayerNoFade radiusDamageJoints clipModelsOriginal _type_ chapterIntro requireActivator idTarget_ModifyScenepoint::aiScenepointManipulatorFlags_t bool idTarget_Logic::Target_LogicComparison_t playerKillType_t idAnimWebPath bool fusionMoveAngle visChangeTime float kick_open_sound playerBlend
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