icculus quake2 doxygen  1.0 dev
cvar_s Struct Reference

#include <q_shared.h>

Public Attributes

char * name
 
char * string
 
char * latched_string
 
int flags
 
qboolean modified
 
float value
 
struct cvar_snext
 

Detailed Description

Definition at line 317 of file q_shared.h.

Member Data Documentation

◆ flags

◆ latched_string

char* cvar_s::latched_string

Definition at line 321 of file q_shared.h.

Referenced by Cvar_GetLatchedVars(), and Cvar_Set2().

◆ modified

◆ name

◆ next

◆ string

◆ value

float cvar_s::value

Definition at line 324 of file q_shared.h.

Referenced by ai_run(), AppActivate(), ApplyChanges(), BeginIntermission(), berserk_pain(), bfg_think(), brain_pain(), brain_tentacle_attack(), CDAudio_RandomPlay(), Chaingun_Fire(), ChaseNext(), ChasePrev(), check_dodge(), CheckDMRules(), chick_pain(), CL_AddEntities(), CL_AddNetgraph(), CL_AddPacketEntities(), CL_AddPlayerBeams(), CL_AddViewWeapon(), CL_AdjustAngles(), CL_BaseMove(), CL_CalcViewValues(), CL_CheckPredictionError(), CL_Disconnect(), CL_EntityEvent(), CL_FinishMove(), CL_FixUpGender(), CL_Frame(), CL_Init(), CL_LoadClientinfo(), CL_ParseFrame(), CL_ParsePacketEntities(), CL_ParseServerMessage(), CL_Pause_f(), CL_PingServers_f(), CL_PredictMovement(), CL_ReadPackets(), CL_RequestNextDownload(), CL_SendCmd(), ClientBegin(), ClientBeginServerFrame(), ClientConnect(), ClientEndServerFrames(), ClientObituary(), ClientTeam(), ClientThink(), ClientUserinfoChanged(), CM_AreasConnected(), CM_WriteAreaBits(), Cmd_Give_f(), Cmd_God_f(), Cmd_Help_f(), Cmd_Noclip_f(), Cmd_Notarget_f(), Cmd_PlayerList_f(), Cmd_Players_f(), Cmd_Say_f(), Cmd_Score_f(), Com_DPrintf(), Com_MDPrintf(), Com_Printf(), Con_DrawNotify(), ControlsSetMenuItemValues(), CopyToBodyQue(), Cvar_FullSet(), Cvar_Get(), Cvar_GetLatchedVars(), Cvar_Set2(), D_BackgroundSurf(), D_DrawSurfaces(), D_ViewChanged(), DDRAW_Init(), Draw_BuildGammaTable(), drop_make_touchable(), Drop_Weapon(), DS_CreateBuffers(), EndDMLevel(), ExitLevel(), FetchClientEntData(), flipper_pain(), floater_pain(), flyer_pain(), FS_SetGamedir(), G_CheckChaseStats(), G_FreeEdict(), G_SetStats(), G_Spawn(), GetChaseTarget(), GL_Bind(), GL_DrawAliasFrameLerp(), GL_DrawAliasShadow(), GL_InitImages(), GL_RenderLightmappedPoly(), GL_SetDefaultState(), GL_SetTexturePalette(), GL_UpdateSwapInterval(), GL_Upload32(), GL_Upload8(), gladiator_pain(), GLimp_AppActivate(), GLimp_BeginFrame(), GLimp_InitGL(), GLimp_SetMode(), gunner_duck_down(), gunner_pain(), HelpComputer(), hover_pain(), IN_ActivateMouse(), IN_JoyMove(), IN_MLookUp(), IN_MouseMove(), IN_StartupJoystick(), IN_StartupMouse(), infantry_pain(), InitGame(), insane_pain(), InvertMouseFunc(), jorg_pain(), Joy_AdvancedUpdate_f(), Killed(), LookspringFunc(), LookstrafeFunc(), M_CheckAttack(), Machinegun_Fire(), MainWndProc(), makron_pain(), Master_Heartbeat(), Master_Shutdown(), medic_pain(), MegaHealth_think(), monster_start(), MoveClientToIntermission(), mutant_check_refire(), mutant_pain(), NET_Config(), NET_GetPacket(), NET_OpenIP(), NET_OpenIPX(), NET_SendPacket(), NET_Sleep(), Netchan_Process(), Netchan_Transmit(), OnSameTeam(), P_FallingDamage(), parasite_pain(), PF_centerprintf(), PF_cprintf(), PF_Unicast(), Pickup_Adrenaline(), Pickup_Ammo(), Pickup_AncientHead(), Pickup_Armor(), Pickup_Bandolier(), Pickup_Health(), Pickup_Key(), Pickup_Pack(), Pickup_PowerArmor(), Pickup_Powerup(), Pickup_Weapon(), player_die(), PlayerConfig_MenuInit(), PlayerNoise(), PlayersRangeFromSpot(), PlayerTrail_Init(), PutClientInServer(), Qcommon_Frame(), Qcommon_Init(), QGL_Init(), R_AliasDrawModel(), R_AliasPreparePoints(), R_AliasSetupLighting(), R_BeginEdgeFrame(), R_BeginFrame(), R_BeginRegistration(), R_BlendLightmaps(), R_BuildLightMap(), R_Clear(), R_ClipAndDrawPoly(), R_CullBox(), R_DrawAliasModel(), R_DrawBEntitiesOnList(), R_DrawEntitiesOnList(), R_DrawInlineBModel(), R_DrawParticles(), R_DrawTriangleOutlines(), R_DrawWorld(), R_EdgeDrawing(), R_Init(), R_InitCaches(), R_LightPoint(), R_MarkLeaves(), R_NewMap(), R_PolyBlend(), R_PushDlights(), R_RenderBrushPoly(), R_RenderDlights(), R_RenderFrame(), R_RenderView(), R_RenderWorld(), R_SetLightLevel(), R_SetMode(), R_SetSky(), R_SetupFrame(), R_SetupGL(), ReadLevel(), RecursiveLightPoint(), ResampleSfx(), respawn(), rocket_touch(), S_AddLoopSounds(), S_Init(), S_InitScaletable(), S_IssuePlaysound(), S_PaintChannels(), S_TransferPaintBuffer(), S_Update(), S_Update_(), SaveClientData(), SCR_BeginLoadingPlaque(), SCR_CalcVrect(), SCR_CenterPrint(), SCR_DrawCrosshair(), SCR_DrawDebugGraph(), SCR_DrawPause(), SCR_RunConsole(), SCR_SizeDown_f(), SCR_SizeUp_f(), SCR_TileClear(), SCR_TouchPics(), SCR_UpdateScreen(), SelectDeathmatchSpawnPoint(), SelectSpawnPoint(), SHOWNET(), SNDDMA_Init(), SNDDMA_InitDirect(), SNDDMA_InitWav(), soldier_attack1_refire1(), soldier_attack1_refire2(), soldier_attack2_refire1(), soldier_attack2_refire2(), soldier_attack6_refire(), soldier_dodge(), soldier_pain(), soldier_sight(), SP_func_door(), SP_func_explosive(), SP_info_player_coop(), SP_info_player_deathmatch(), SP_info_player_start(), SP_item_health(), SP_item_health_large(), SP_item_health_mega(), SP_item_health_small(), SP_light(), SP_misc_actor(), SP_misc_deadsoldier(), SP_misc_explobox(), SP_misc_insane(), SP_monster_berserk(), SP_monster_boss2(), SP_monster_boss3_stand(), SP_monster_brain(), SP_monster_chick(), SP_monster_flipper(), SP_monster_floater(), SP_monster_flyer(), SP_monster_gladiator(), SP_monster_gunner(), SP_monster_hover(), SP_monster_infantry(), SP_monster_jorg(), SP_monster_makron(), SP_monster_medic(), SP_monster_mutant(), SP_monster_parasite(), SP_monster_soldier(), SP_monster_soldier_light(), SP_monster_soldier_ss(), SP_monster_supertank(), SP_monster_tank(), SP_point_combat(), SP_target_goal(), SP_target_help(), SP_target_lightramp(), SP_target_secret(), SP_turret_driver(), SP_worldspawn(), SpawnEntities(), SpawnItem(), spectator_respawn(), supertank_pain(), SV_AddGravity(), SV_BeginDownload_f(), SV_BroadcastPrintf(), SV_CalcGunOffset(), SV_CalcPings(), SV_CalcRoll(), SV_CalcViewOffset(), SV_CheckForSavegame(), SV_CheckTimeouts(), SV_CheckVelocity(), SV_ClientThink(), SV_EmitPacketEntities(), SV_ExecuteClientMessage(), SV_FilterPacket(), SV_Frame(), SV_GameMap_f(), SV_GiveMsec(), SV_InitGame(), SV_InitOperatorCommands(), SV_Physics_Step(), SV_ReadPackets(), SV_RunGameFrame(), SV_Savegame_f(), SV_SendClientMessages(), SV_SetMaster_f(), SV_SetPlayer(), SV_SpawnServer(), SV_StatusString(), SVC_DirectConnect(), SVC_Info(), SVCmd_WriteIP_f(), SWimp_AppActivate(), Sys_ConsoleInput(), Sys_ConsoleOutput(), Sys_Init(), Sys_Quit(), T_Damage(), tank_pain(), tank_reattack_blaster(), tank_refire_rocket(), TossClientWeapon(), Touch_Item(), trigger_key_use(), turret_breach_fire(), turret_driver_think(), use_target_changelevel(), Use_Weapon(), V_RenderView(), V_TestParticles(), VID_CheckChanges(), VID_CreateWindow(), VID_MenuInit(), VID_UpdateWindowPosAndSize(), weapon_bfg_fire(), Weapon_Blaster_Fire(), weapon_grenade_fire(), weapon_grenadelauncher_fire(), Weapon_HyperBlaster_Fire(), weapon_railgun_fire(), Weapon_RocketLauncher_Fire(), weapon_shotgun_fire(), weapon_supershotgun_fire(), and WinMain().