File Index

Listed below are the filenames and the purpose that the file has to the over executable.  We suggest you print this page out, so that you can keep it for easy reference.

[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]

A -

Afont.c Handles fonts.
ahudgadg.cpp Control of the AlienHUD gadgets
AI_Sight.c NPCs' visual senses.
alt_tab.cpp Functions for saving and restoring information when ALT+TAB is pressed.
Animchnk.cpp Handles animated textures.
animobs.cpp  Handles animated objects.
AvP_EnvInfo.c Contain information for all retail singleplayer and multiplayer levels.
AvP_Intro.cpp Functions for drawing credits screen, credits scroll and starfield backdrop.
AvP_MenuData.c Structures for all game menus.
AvP_MenuGfx.cpp Handles drawing of graphics for game menus.
AvP_Menus.c Menu navigation functions
AvP_MP_Config.cpp Handles everything concerning storing and restoring saved Multiplayer Configs.
AvP_UserProfile.cpp Handles everything concerning writing to and reading from User Profiles.
Avpchunk.cpp Functions for all possible datachunks that are handled by the game.
AvpReg.cpp How the game looks for registry entries for AvP are handled here.
Avpview.c Tells the game where to place the player's camera (the view).
awBmpLd.cpp Functions for loading Bitmaps.
awIffLd.cpp Functions for loading Iff graphics.
awPnmLd.cpp Functions for loading some strange kinds of textures.
awTexLd.cpp Functions for loading textures.

B -

bh_agun.c Behaviors for Sentry Guns.
bh_ais.c General behaviors for NPCs.
Bh_alien.c Behaviors for NPC Aliens and Praetorians.
Bh_binsw.c Behaviors for Binary Switches.
bh_cable.c Behaviors for Predator Grappling Hook
bh_corpse.c Behaviors for corpses.
bh_deathvol.c Behaviors for Death Volumes.
Bh_debri.c Behaviors for debris.
bh_dummy.c Behaviors for dummies (static NPCs).
bh_fan.c Behaviors for fans (those that spin and suck you in or blow you out).
bh_far.c Behaviors for NPCs that are Far from the player (in another module).
Bh_fhug.c Behaviors for Facehugger.
Bh_gener.c Behaviors for NPC generators.
bh_ldoor.c Behaviors for doors classified as Lift Doors.
bh_lift.c Behaviors for lifts.
bh_light.c Behaviors for lights.
Bh_lnksw.c Behaviors for Linked Switches.
bh_ltfx.c Behaviors for light effects.
Bh_marin.c Behaviors for NPC Marines.
bh_mission.c Behaviors for Mission Objectives.
Bh_near.c Behaviors for NPCs that are Near the player (in visual contact).
bh_pargen.c Behaviors for particle generators (flame, smoke, etc.).
bh_plachier.c Behaviors for Placed Hierarchies.
bh_plift.c Behaviors for Platform Lifts.
Bh_pred.c Behaviors for NPC Predators.
bh_queen.c Behaviors for Queens and Predaliens.
bh_RubberDuck.c Behaviors for objects floating in water.
bh_selfdest.c Behaviors for NPC Predators' self-destruction.
bh_snds.c Behaviors for placed sounds.
bh_spcl.c Behaviors for special effect explosions and their interaction with the enviorment.
Bh_swdor.c Behaviors for doors activated by switches.
bh_track.c Behaviors for Tracks.
Bh_types.c General behaviors for various behaviorblocks.
bh_videoscreen.c Behaviors for Video Screens.
bh_waypt.c  Behaviors for Waypoints.
bh_weap.c Special behaviors for weapons.
Bh_xeno.c Behaviors for Xenoborgs.
Bmpnames.cpp Various functions for handling Bitmap names.
BonusAbilities.c Functions for Jetpack and Grappling Hook.

C -

cconvars.cpp Game-specific console variables.
CD_player.c Handles the CD-ROM functions.
CDTrackSelection.cpp  Checks for CD music and plays the right music track dependant on level.
Cheat.c Cheat commands are taken up here.
CheatModes.c  Main routines for cheat modes.
chnkload.cpp Routines for loading datachunks.
Chnktexi.cpp  Routines for handling texture loading and storing.
Chnktype.cpp Routines for handling datachunks and checking they are valid.
chtcodes.cpp Functions for setting up cheatcode structures and handling immortality system.
Chunk.cpp  Routines for structuring chunks.
Chunkpal.cpp Chunkpalettes.
comp_map.c Functions for computing level map (unused).
Comp_shp.c  Content unknown.
consbind.cpp Routines for binding console commands.
consbtch.cpp Routines for handling the config.cfg file.
conscmnd.cpp  Functions for initializing and structuring console commands.
ConsoleLog.cpp Functions for writing debugging info to consolelog.txt.
conssym.cpp  Functions for console symbols.
consvar.cpp  Routines for new console variables.
Coordstr.cpp Routines for coordination.
Cube.c Functions for drawing explosion cubes.

D -

d3_func.cpp  Direct3D immediate mode system.
d3d_hud.cpp  Direct3D HUD-related code.
d3d_render.cpp Direct3D rendering.
Daemon.cpp  Handles things that need to be updated on a per-frame basis.
davehook.cpp Contains a few console commands and other strange stuff.
db.c Debugging functions.
Dd_func.cpp DirectDraw routines.
Ddplat.cpp  DirectDraw routines, platform specific.

deaths.c

Routines for handling death sequences.

Debugloc.cpp

Functions for writing debug logs.

decal.c

Handles all decals (blood, scorchmarks, etc.).

DetailLevels.c

Handles the different detail levels.

Di_func.cpp

Interface functions for Direct3D immediate mode system.

DirectPlay.c

Routines for directplay netcode.

Dp_func.c

DirectPlay functions.

dplayext.c

DirectPlay multiplayer code extensions.

DummyObjectChunk.cpp

Routines for handling datachunks for dummy objects.

dx_proj.cpp

Project specific DirectX routines.

Dxlog.c

Routines for generating a DirectX log.

Dynamics.c

Functions for dynamic routines, handling of physics.

Dynblock.c

Routines for DynamicBlocks.

E -

endianio.c 

  Obsolete Saturn Code, but is required for compile.

Enumchnk.cpp 

  Structures for enums chunks.

Enumsch.cpp 

  Obsolete Code?? Any comments?

Envchunk.cpp 

  Structure for RIF files.

Equipmnt.c 

  Weapon and Ammo definitions.

equiputl.cpp 

  Functions for drawing "Magazines" and "Rounds" textstrings to HUD.

extents.c 

  Contains collision extents for game characters.

F -

fail.c

 Error handling functions.

Ffread.cpp  Fastfile reading/writing functions.
Ffstdio.cpp  Fastfile handling
fragchnk.cpp  Structures for fragment chunks.
frustrum.c  Functions for setting up frustrums (field of view).

G -

gadget.cpp 

  Root class of in game console

Game.c 

  The backbone of the game.

game_statistics.c 

  Routines for checking statistics (time cloaked, favourite weapon, etc.).

gamecmds.cpp 

  Console commands.

gameflow.c 

 Obsolete Code?? Any comments?

gamevars.cpp 

 Game specific console variables.

GammaControl.cpp 

  Controls gamma.

gflwplat.c 

  Unused mission objectives.

Gsprchnk.cp 

  Structures for sprite chunks.

H -

hierchnk.cpp 

  Structures for hierarchy chunks.

hierplace.cpp 

  Structures for placed hierarchy chunks.

HModel.c 

  Handles all game models.

Hud.c 

  Handles everything for HUDs.

hudgadg.cpp 

 marine and predator HUDs

huffman.cpp 

  Huffman compression/decompression routines.

I -

iff.cpp 

 decoder of iff textures (rims)

iff_ILBM.cpp 

 parsing of iff textures (rims)

ILBM_ext.cpp 

 extensions and flags of iff textures

indexfnt.cpp 

 Handles indexing of fonts.

intro.cpp 

 Handles intro sequences (credits, presentation, etc.).

Inventry.c 

 Functions for pickups and the player's inventory.

io.c 

 manages input/output controls (keyboard, mouse, joystick)

iofocus.cpp 

 Handles routing of I/O controls

J -

jsndsup.cpp

 Routines for handling game sounds.

K -

Kshape.c

 routine that draws & manages rifs, and their contents

Kzsort.c

 render engine sorting (z buffer)

L -

Langplat.c 

 Language handling.

Language.c 

 Routines for reading language file and importing text strings.

Lighting.c 

 Routines for lighting.

list_tem.cpp 

 Manages linked string lists.

load_shp.c 

 Handles shapeloading.

los.c 

 Line Of Sight code.

Ltchunk.cpp 

 Structure for light chunk.

M -

Map.c 

 Necessary code from older engine versions.

Maps.c 

 Names of retail maps

Maths.c 

 Mathematic routines.

md5.c 

 Functions to compute MD5 message digest of files or memory blocks.

media.cpp 

 CD audio information (redbox)

mem3dc.c 

 Simply keeps a record of all memory allocations called by AllocateMem().

Mem3dcpp.cpp 

 Model memory allocation

mempool.c 

 loading of level memory manager and load/release of level data

MessageHistory.c 

  Stores messages for Message History key.

Mischnk.c 

  Structure for mission chunk.

missions.cpp 

  Functions for Mission Objectives.

modcmds.cpp 

  Module console commands.

Module.c 

  Everything about module routines.

Morph.c 

  Routines for morphs.

MouseCentreing.cpp 

  Moves the mouse to the center of the window.

movement.c 

  Movement speeds for NPCs.

mp_launch.c 

  Multiplayer launching routines.

Mslhand.c 

 obsolete ?? Any comments?

N - 

Npcsetup.cpp 

  Functions for initializing NPCs.

O -

Obchunk.cpp 

  Structure for placed items.

Object.c 

  Routines for handling placed items.

Objsetup.cpp 

  Routines for setting up placed items, generators and more.

OEChunk.cpp 

  enviroment object chunk (wind, sliding, gravity)

Our_mem.c 

  Memory allocation/deallocation procedures.

P -

Paintball.c 

 Procedures for Paintball Mode (when placing preloaded decals).

particle.c 

 Functions for handling particles (blood, bulletholes, etc).

PathChnk.cpp 

 Structure for Paths.

Pcmenus.cpp 

 PC specific menus such as video mode, options, etc.

Pfarlocs.c 

 Handles Far AI alien module locations.

Pheromon.c 

 Pheromone system.

plat_shp.c 

 Platform specific shape handling.

Platsup.c 

 Platform specific project specific C functions.

Player.c 

 Every routine handling the player, such as player updates per frame, etc.

Pldghost.c 

 Procedures for processing netghosts.

Pldnet.c 

 Multiplayer networking procedures.

plspecfn.c 

 Platform specific functions.

Pmove.c 

 Movement system and input reciever (control management).

progress_bar.cpp 

 Routines for drawing the progress bar when loading a level.

Projload.cpp 

 Project specific loading procedures.

Psnd.c 

 Sound management.

Psndplat.c 

 Platform specific sound management.

Psndproj.c 

 Aliens versus Predator sound source.

Pvisible.c 

 Object visibility system.

Q -

R -

r2base.cpp 

 No idea ?? Any comments?

r2pos666.cpp 

  Daemonic r2 positions.

reflist.cpp 

 regions generators

refobj.cpp 

 object generators

rentrntq.cpp 

 precaching of events

rootgadg.cpp 

 root class of objects

S -

savegame.c 

  Functions for saving and loading games.

scream.cpp 

  Handles screams and taunting for the different species.

Scrshot.cpp 

  Procedures for generating a screenshot.

scstring.cpp 

  Procedures for managing localized text (english.txt)

SecStats.c 

  Assigns health and armor to bodyparts for all species and NPCs.

sfx.c 

  Special Effects.

shpanim.c 

  Functions for processing animated shapes.

Shpchunk.cpp 

  Structure for shapes.

Sndchunk.cpp 

  Structure for placed sounds.

sphere.c 

  Procedures for processing spherical explosions.

Sprchunk.cpp 

  Structure for sprites.

Strachnk.cpp 

  Structure for strategies.

Stratdef.c 

  Routines for handling strategies.

String.cpp 

  Basic string class.

strtab.cpp 

  Function for managing strings.

strutil.c 

  String Utilities

system.c 

  Initializing of system, environment control and player loading.

T -

t_ingadg.cpp 

  Input text manager on console

Tables.c 

  SIN and COS tables.

tallfont.cpp 

  Menu system text glow effects

targeting.c 

  Weapon targeting code.

teletype.cpp 

  Managing of console drop down text lines.

Texio.c 

 Text file input/output routine (debug info, error logs)

textexp.cpp 

 Command line processor for bindings

texin.cpp 

 Managing of Direct 3d textures

Toolchnk.cpp 

  Structure for camera chunks.

track.c 

  Handles tracks.

trepgadg.cpp 

  Text report gadget.

trig666.cpp 

  Manages timed events for gadgets

Triggers.c 

  Functions for manipulating the environment through Operate, virtual objects and similar.

Txioctrl.cpp 

  Manages Direct3d input & Output of textures.

U -

Usr_io.c 

  Controls management.

V -

Vdb.c 

  Virtual Database for video buffer

version.c 

  Processes Version command output.

VideoModes.cpp 

  Video Mode management.

Vision.c 

  Vision mode system.

Vramtime.c 

  DirectX Vram initializing

W -

Weapons.c 

  Central management for weapon effects.

win_func.cpp 

  Windows functionality.

win_proj.cpp 

  Project specific Windows functionality.

winmain.c 

  Specific Windows95 functions.

wpchunk.cpp 

  Structure for Waypoints.

wrapstr.cpp 

  String wrapping code (word wrap)

 

X -

Y -

Z -

Zsp.cpp

  Obsolete?? Any comments?