AI_DrawAliasShadow	tech.c	/^void AI_DrawAliasShadow (aliashdr_t *paliashdr, in/
BOX_ON_PLANE_SIDE	mathlib.h	/^#define BOX_ON_PLANE_SIDE(emins, emaxs, p)	\\$/
C	asm_i386.h	/^#define C(label) label$/
CoFactor	matrixFunc.c	/^void CoFactor(float *a, float *b)$/
Determinant	matrixFunc.c	/^float Determinant(float *a, int n)$/
DotProduct	mathlib.h	/^#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*/
DrawGLPoly	tech.c	/^EXPORT void DrawGLPoly (glpoly_t *p)$/
DrawGLWaterPoly	tech.c	/^EXPORT void DrawGLWaterPoly (glpoly_t *p, double r/
DrawGLWaterPolyLightmap	tech.c	/^EXPORT void DrawGLWaterPolyLightmap (glpoly_t *p, /
DrawSilhouettes	tech.c	/^void DrawSilhouettes(aliashdr_t *paliashdr, int po/
DrawSilsCreases	tech.c	/^void DrawSilsCreases (aliashdr_t *paliashdr, entry/
EDICT_FROM_AREA	progs.h	/^#define	EDICT_FROM_AREA(l) STRUCT_FROM_LINK(l,edic/
EDICT_TO_PROG	progs.h	/^#define	EDICT_TO_PROG(e) ((byte *)e - (byte *)sv.e/
E_FLOAT	progs.h	/^#define	E_FLOAT(e,o) (((float*)&e->v)[o])$/
E_INT	progs.h	/^#define	E_INT(e,o) (*(int *)&((float*)&e->v)[o])$/
E_STRING	progs.h	/^#define	E_STRING(e,o) (pr_strings + *(string_t *)&/
E_VECTOR	progs.h	/^#define	E_VECTOR(e,o) (&((float*)&e->v)[o])$/
EmitSkyPolys	tech.c	/^EXPORT void EmitSkyPolys (msurface_t *fa, float sp/
EmitWaterPolys	tech.c	/^EXPORT void EmitWaterPolys (msurface_t *fa, double/
FD_CLR	mpdosock.h	/^#define FD_CLR(fd, set) do { \\$/
FD_ISSET	mpdosock.h	/^#define FD_ISSET(fd, set) __WSAFDIsSet((SOCKET)(fd/
FD_SET	mpdosock.h	/^#define FD_SET(fd, set) do { \\$/
FD_ZERO	mpdosock.h	/^#define FD_ZERO(set) (((fd_set FAR *)(set))->fd_co/
GL_DrawAliasFrame	tech.c	/^EXPORT void GL_DrawAliasFrame (aliashdr_t *paliash/
GL_DrawAliasShadow	tech.c	/^EXPORT void GL_DrawAliasShadow (aliashdr_t *palias/
GL_SelectTexture	tech.c	/^EXPORT void GL_SelectTexture (GLenum target, qbool/
G_EDICT	progs.h	/^#define	G_EDICT(o) ((edict_t *)((byte *)sv.edicts+/
G_EDICTNUM	progs.h	/^#define G_EDICTNUM(o) NUM_FOR_EDICT(G_EDICT(o))$/
G_FLOAT	progs.h	/^#define	G_FLOAT(o) (pr_globals[o])$/
G_FUNCTION	progs.h	/^#define	G_FUNCTION(o) (*(func_t *)&pr_globals[o])$/
G_INT	progs.h	/^#define	G_INT(o) (*(int *)&pr_globals[o])$/
G_STRING	progs.h	/^#define	G_STRING(o) (pr_strings + *(string_t *)&pr/
G_VECTOR	progs.h	/^#define	G_VECTOR(o) (&pr_globals[o])$/
IN_CLASSA	mpdosock.h	/^#define IN_CLASSA(i)            (((long)(i) & 0x80/
IN_CLASSB	mpdosock.h	/^#define IN_CLASSB(i)            (((long)(i) & 0xc0/
IN_CLASSC	mpdosock.h	/^#define IN_CLASSC(i)            (((long)(i) & 0xe0/
IS_NAN	mathlib.h	/^#define	IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask/
Invert	matrixFunc.c	/^void Invert(float b[][4], float a[][4])$/
Invert2	matrixFunc.c	/^void Invert2(float *mat, float *dst)$/
NEXT_EDICT	progs.h	/^#define	NEXT_EDICT(e) ((edict_t *)( (byte *)e + pr/
PROG_TO_EDICT	progs.h	/^#define PROG_TO_EDICT(e) ((edict_t *)((byte *)sv.e/
Q_atof	tech.c	/^float Q_atof (char *str) {$/
R_BlendLightmaps	tech.c	/^EXPORT void R_BlendLightmaps ( glpoly_t ** lightma/
R_DrawParticles	tech.c	/^EXPORT void R_DrawParticles (particle_t ** active_/
R_DrawSequentialPoly	tech.c	/^EXPORT void R_DrawSequentialPoly (msurface_t *s, i/
R_DrawSpriteModel	tech.c	/^EXPORT void R_DrawSpriteModel (entity_t *e, entity/
R_GetSpriteFrame	tech.c	/^mspriteframe_t *R_GetSpriteFrame (entity_t *curren/
R_PolyBlend	tech.c	/^EXPORT void R_PolyBlend (float * v_blend, cvar_t */
STRUCT_FROM_LINK	common.h	/^#define	STRUCT_FROM_LINK(l,t,m) ((t *)((byte *)l -/
Transpose	matrixFunc.c	/^void Transpose(float *a, int leng)$/
UNUSED	quakedef.h	/^#define UNUSED(x)	(x = x)	\/\/ for pesky compiler \/ /
VID_LockBuffer	quakedef.h	/^#define	VID_LockBuffer()$/
VID_UnlockBuffer	quakedef.h	/^#define	VID_UnlockBuffer()$/
VectorAdd	mathlib.h	/^#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]/
VectorCopy	mathlib.h	/^#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=/
VectorSubtract	mathlib.h	/^#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]/
_IO	mpdosock.h	/^#define _IO(x,y)        (IOC_VOID|((x)<<8)|(y))$/
_IOR	mpdosock.h	/^#define _IOR(x,y,t)     (IOC_OUT|(((long)sizeof(t)/
_IOW	mpdosock.h	/^#define _IOW(x,y,t)     (IOC_IN|(((long)sizeof(t)&/
add	hash3d.c	/^void add(entry_t **table, edge_t *e){$/
addnorm	hash3d.c	/^void addnorm(edge_t *e, float *n){$/
assertEdge	tech.c	/^int assertEdge(edge_t *e) {$/
build_edge_table	tech.c	/^void build_edge_table(entry_t **table, char *name,/
checkForSilCrease	tech.c	/^void checkForSilCrease (edge_t *e, float *eyePosit/
checkNorm	tech.c	/^int checkNorm(float *norm){$/
dr_Init	tech.c	/^EXPORT void dr_Init() {$/
dr_Set_AngleVectors	tech.c	/^EXPORT void dr_Set_AngleVectors( void (*f)( vec3_t/
dr_Set_ConPrintf	tech.c	/^EXPORT void dr_Set_ConPrintf( void (*f)( char * fm/
dr_Set_Cvar_RegisterVariable	tech.c	/^EXPORT void dr_Set_Cvar_RegisterVariable( void (*f/
dr_Set_Cvar_UnRegisterVariable	tech.c	/^EXPORT void dr_Set_Cvar_UnRegisterVariable( void (/
dr_Set_GL_Bind	tech.c	/^EXPORT void dr_Set_GL_Bind( void (*f)( int ) ) {$/
dr_Set_GL_DisableMultitexture	tech.c	/^EXPORT void dr_Set_GL_DisableMultitexture( void (*/
dr_Set_GL_EnableMultitexture	tech.c	/^EXPORT void dr_Set_GL_EnableMultitexture( void (*f/
dr_Set_R_TextureAnimation	tech.c	/^EXPORT void dr_Set_R_TextureAnimation( texture_t */
dr_Set_VectorMA	tech.c	/^EXPORT void dr_Set_VectorMA( void (*f)( vec3_t, fl/
dr_Set_VectorScale	tech.c	/^EXPORT void dr_Set_VectorScale( void (*f)( vec3_t,/
dr_Shutdown	tech.c	/^EXPORT void dr_Shutdown() {$/
findNearestVertex	tech.c	/^void findNearestVertex(aliashdr_t *paliashdr, int /
get	hash3d.c	/^edge_t *get(entry_t **table, float *v1, float *v2)/
getColor	tech.c	/^void getColor(float color, float *l) {$/
getColorIndex	tech.c	/^int getColorIndex(char *name) {$/
getColorValue	tech.c	/^float getColorValue(char *name) {$/
get_table	hash3d.c	/^int get_table(char *name, int pose, entry_t ***eta/
hash	hash3d.c	/^int hash(float *v1, float *v2){$/
init_modelhash	hash3d.c	/^void init_modelhash(){$/
invertMatrix	matrixFunc.c	/^void invertMatrix(float *a) {$/
invertMatrixOld	matrixFunc.c	/^void invertMatrixOld(float *a) {$/
isNaNm	tech.c	/^#define isNaNm(v) (isnan(v[0]) || isnan(v[1]) || i/
loadColors	tech.c	/^void loadColors(char *fileName) {$/
loadRawFile	tech.c	/^unsigned int loadRawFile(char* texFileName) {$/
mat4Invert	matrixFunc.h	/^void mat4Invert(GLfloat mat[16], GLfloat imat[16])/
mat4Mult	matrixFunc.h	/^void mat4Mult(GLfloat a[16], GLfloat b[16], GLfloa/
mat4vec3Mult	matrixFunc.h	/^void mat4vec3Mult(GLfloat mat[16], GLfloat v[3], G/
matIdentity	matrixFunc.h	/^void matIdentity(GLfloat a[16])$/
matPrint	matrixFunc.h	/^void matPrint(GLfloat mat[16], char *name)$/
matTranspose	matrixFunc.h	/^void matTranspose(int size, GLfloat *mat, GLfloat /
printDist	tech.c	/^void printDist(u_char *v){$/
printEdge	tech.c	/^void printEdge(edge_t *e) {$/
printRolledArray	matrixFunc.c	/^void printRolledArray(float **a, int n) {$/
printVert	tech.c	/^void printVert(float *v){$/
printVertU	tech.c	/^void printVertU(u_char *v){$/
print_edge_table	tech.c	/^void print_edge_table(aliashdr_t *paliashdr, int p/
randFloat	tech.c	/^float randFloat (float min, float max)$/
rollUpArray	matrixFunc.c	/^void rollUpArray(float *a, int leng, float **b) {$/
scalarMatrixMult	matrixFunc.c	/^void scalarMatrixMult(float scale, float *a, int l/
setColor	tech.c	/^void setColor(float color) {$/
setColor2	tech.c	/^void setColor2(float color, float l) {$/
setTexture	tech.c	/^void setTexture(char *name) {$/
sqMatrixMult	matrixFunc.c	/^void sqMatrixMult(float **m1, float **m2, int n, f/
strhash	hash3d.c	/^int strhash(char *str){$/
texColor	tech.c	/^void texColor(float color, float *c) {$/
timerclear	mpdosock.h	/^#define timerclear(tvp)         (tvp)->tv_sec = (t/
timercmp	mpdosock.h	/^#define timercmp(tvp, uvp, cmp) \\$/
timerisset	mpdosock.h	/^#define timerisset(tvp)         ((tvp)->tv_sec || /
transposedScaledCoFactor	matrixFunc.c	/^void transposedScaledCoFactor(float *a, float *b, /
triNorm	tech.c	/^void triNorm (float *vert1, float *vert2, float *v/
unrollSqArray	matrixFunc.c	/^void unrollSqArray(float **a, int leng, float *b) /
vecAdd	matrixFunc.h	/^void vecAdd(GLfloat a[3], GLfloat b[3], GLfloat c[/
vecCross	matrixFunc.h	/^void vecCross (GLfloat a[3], GLfloat b[3], GLfloat/
vecDotProduct	matrixFunc.h	/^GLfloat vecDotProduct (GLfloat a[3], GLfloat b[3])/
vecMagn	matrixFunc.h	/^GLfloat vecMagn(GLfloat a[3]) {return (sqrt(a[0]*a/
vecNormalize	matrixFunc.h	/^void vecNormalize(GLfloat a[3]) {$/
vecPrint	matrixFunc.h	/^void vecPrint(GLfloat a[3], char *name) {$/
vecScale	matrixFunc.h	/^void vecScale(GLfloat a[3], GLfloat scale, GLfloat/
vecSub	matrixFunc.h	/^void vecSub(GLfloat a[3], GLfloat b[3], GLfloat c[/
vectorMatrixMult	matrixFunc.c	/^void vectorMatrixMult(float *v, float *m, float *o/
