!_TAG_FILE_FORMAT	2	/extended format; --format=1 will not append ;" to lines/
!_TAG_FILE_SORTED	1	/0=unsorted, 1=sorted, 2=foldcase/
!_TAG_PROGRAM_AUTHOR	Darren Hiebert	/dhiebert@users.sourceforge.net/
!_TAG_PROGRAM_NAME	Exuberant Ctags	//
!_TAG_PROGRAM_URL	http://ctags.sourceforge.net	/official site/
!_TAG_PROGRAM_VERSION	5.8	//
ACTION_TYPE_BAD_INPUT	.\game\explore_phase.h	/^    ACTION_TYPE_BAD_INPUT$/;"	e	enum:action_type
ACTION_TYPE_CHECK_INVENTORY	.\game\explore_phase.h	/^    ACTION_TYPE_CHECK_INVENTORY, $/;"	e	enum:action_type
ACTION_TYPE_EQUIP	.\game\explore_phase.h	/^    ACTION_TYPE_EQUIP,$/;"	e	enum:action_type
ACTION_TYPE_EXAMINE_ITEM	.\game\explore_phase.h	/^    ACTION_TYPE_EXAMINE_ITEM, \/\/ TODO$/;"	e	enum:action_type
ACTION_TYPE_LOOK	.\game\explore_phase.h	/^    ACTION_TYPE_LOOK,$/;"	e	enum:action_type
ACTION_TYPE_MOVE	.\game\explore_phase.h	/^    ACTION_TYPE_MOVE,$/;"	e	enum:action_type
ACTION_TYPE_OPEN_CHEST	.\game\explore_phase.h	/^    ACTION_TYPE_OPEN_CHEST, \/\/ TODO$/;"	e	enum:action_type
ACTION_TYPE_READ	.\game\explore_phase.h	/^    ACTION_TYPE_READ, \/\/ TODO$/;"	e	enum:action_type
ACTION_TYPE_TAKE_ITEM	.\game\explore_phase.h	/^    ACTION_TYPE_TAKE_ITEM,$/;"	e	enum:action_type
ANIMATION_DATA_KEY_LEGS	.\game\quickmake_assets.h	/^    ANIMATION_DATA_KEY_LEGS,$/;"	e	enum:animation_data_key
ANIMATION_DATA_KEY_MULTI_ELBOW	.\game\quickmake_assets.h	/^    ANIMATION_DATA_KEY_MULTI_ELBOW$/;"	e	enum:animation_data_key
ANIMATION_DATA_KEY_SNAKE	.\game\quickmake_assets.h	/^    ANIMATION_DATA_KEY_SNAKE,$/;"	e	enum:animation_data_key
ANIM_MESH_KEY_TUBE_SNAKE	.\game\quickmake_assets.h	/^    ANIM_MESH_KEY_TUBE_SNAKE$/;"	e	enum:animated_mesh_key
ASSET_TYPE_ANIMATION_DATA	.\game\quickmake_platform.h	/^    ASSET_TYPE_ANIMATION_DATA,$/;"	e	enum:asset_type
ASSET_TYPE_ATLAS_DATA	.\game\quickmake_platform.h	/^    ASSET_TYPE_ATLAS_DATA,$/;"	e	enum:asset_type
ASSET_TYPE_ATLAS_TEXTURE	.\game\quickmake_platform.h	/^    ASSET_TYPE_ATLAS_TEXTURE,$/;"	e	enum:asset_type
ASSET_TYPE_BMP	.\game\quickmake_platform.h	/^    ASSET_TYPE_BMP,$/;"	e	enum:asset_type
ASSET_TYPE_DATA	.\game\quickmake_platform.h	/^    ASSET_TYPE_DATA$/;"	e	enum:asset_type
ASSET_TYPE_MIDI	.\game\quickmake_platform.h	/^    ASSET_TYPE_MIDI,$/;"	e	enum:asset_type
ASSET_TYPE_OBJ	.\game\quickmake_platform.h	/^    ASSET_TYPE_OBJ,$/;"	e	enum:asset_type
ASSET_TYPE_QMM	.\game\quickmake_platform.h	/^    ASSET_TYPE_QMM,$/;"	e	enum:asset_type
ASSET_TYPE_WAV	.\game\quickmake_platform.h	/^    ASSET_TYPE_WAV,$/;"	e	enum:asset_type
COMBAT_ARENA_HEIGHT	.\game\combat_game.h	5;"	d
COMBAT_ARENA_WIDTH	.\game\combat_game.h	4;"	d
COMBAT_GAME_H	.\game\combat_game.h	2;"	d
COMBAT_TYPES_H	.\game\combat_types.h	2;"	d
CONSOLE_COLOR_BLUE	.\game\quickmake_platform.h	12;"	d
CONSOLE_COLOR_CYAN	.\game\quickmake_platform.h	14;"	d
CONSOLE_COLOR_GREEN	.\game\quickmake_platform.h	11;"	d
CONSOLE_COLOR_MAGENTA	.\game\quickmake_platform.h	15;"	d
CONSOLE_COLOR_RED	.\game\quickmake_platform.h	10;"	d
CONSOLE_COLOR_WHITE	.\game\quickmake_platform.h	9;"	d
CONSOLE_COLOR_YELLOW	.\game\quickmake_platform.h	13;"	d
CONSOLE_DRAWING_H	.\game\console_drawing.h	2;"	d
CONSOLE_GAME_H	.\game\console_game.h	2;"	d
CONSOLE_GAME_STATE_COMBAT	.\game\console_game.h	/^    CONSOLE_GAME_STATE_COMBAT$/;"	e	enum:console_game_state
CONSOLE_GAME_STATE_EXPLORE	.\game\console_game.h	/^    CONSOLE_GAME_STATE_EXPLORE,$/;"	e	enum:console_game_state
DATA_KEY_HITBOX_DATA	.\game\quickmake_assets.h	/^    DATA_KEY_HITBOX_DATA$/;"	e	enum:data_key
DELTA_TIME	.\game\quickmake_game.h	4;"	d
DIRECTSOUND_AUDIO_H	.\windows\directsound_audio.h	2;"	d
EPSILON	.\game\quickmake_math.h	8;"	d
EXPLORE_PHASE_H	.\game\explore_phase.h	2;"	d
EXPLORE_STATE_INPUT	.\game\explore_phase.h	/^    EXPLORE_STATE_INPUT$/;"	e	enum:explore_state
EXPLORE_STATE_REVEAL_TEXT	.\game\explore_phase.h	/^    EXPLORE_STATE_REVEAL_TEXT,$/;"	e	enum:explore_state
FrustumCorners	.\game\quickmake_math.cpp	/^inline frustum_corners FrustumCorners (frustum f) {$/;"	f
FrustumCorners	.\game\quickmake_math.cpp	/^inline frustum_corners FrustumCorners (vector3 origin, quaternion orientation, $/;"	f
GAME_HEIGHT	.\game\console_game.h	5;"	d
GAME_WIDTH	.\game\console_game.h	4;"	d
HASH_MAP_ENTRY_STRUCT	.\game\hash_map.h	/^struct HASH_MAP_ENTRY_STRUCT(HASH_MAP_TYPE) {$/;"	f
HASH_MAP_ENTRY_STRUCT	.\game\hash_map.h	6;"	d
HASH_MAP_ENTRY_STRUCT_	.\game\hash_map.h	7;"	d
HASH_MAP_H	.\game\hash_map.h	2;"	d
HASH_MAP_INIT	.\game\hash_map.h	8;"	d
HASH_MAP_INIT_	.\game\hash_map.h	9;"	d
HASH_MAP_TYPE	.\game\hash_map.h	/^HASH_MAP_TYPE_STRUCT(HASH_MAP_TYPE) HASH_MAP_INIT(HASH_MAP_TYPE) (memory_arena *memory, int capacity) {$/;"	f
HASH_MAP_TYPE	.\game\hash_map.h	89;"	d
HASH_MAP_TYPE	.\game\quickmake_assets.h	127;"	d
HASH_MAP_TYPE	.\game\quickmake_assets.h	24;"	d
HASH_MAP_TYPE	.\game\quickmake_assets.h	44;"	d
HASH_MAP_TYPE	.\game\quickmake_assets.h	55;"	d
HASH_MAP_TYPE	.\game\quickmake_assets.h	68;"	d
HASH_MAP_TYPE	.\game\quickmake_assets.h	91;"	d
HASH_MAP_TYPE_STRUCT	.\game\hash_map.h	/^struct HASH_MAP_TYPE_STRUCT(HASH_MAP_TYPE) {$/;"	f
HASH_MAP_TYPE_STRUCT	.\game\hash_map.h	4;"	d
HASH_MAP_TYPE_STRUCT_	.\game\hash_map.h	5;"	d
INSTRUMENT_TYPE_COUNT	.\game\quickmake_audio.h	/^    INSTRUMENT_TYPE_COUNT$/;"	e	enum:instrument_type
INSTRUMENT_TYPE_FLUTE	.\game\quickmake_audio.h	/^    INSTRUMENT_TYPE_FLUTE,$/;"	e	enum:instrument_type
INSTRUMENT_TYPE_GUITAR	.\game\quickmake_audio.h	/^    INSTRUMENT_TYPE_GUITAR,$/;"	e	enum:instrument_type
INSTRUMENT_TYPE_PIANO	.\game\quickmake_audio.h	/^    INSTRUMENT_TYPE_PIANO,$/;"	e	enum:instrument_type
INSTRUMENT_TYPE_SNARE_DRUM	.\game\quickmake_audio.h	/^    INSTRUMENT_TYPE_SNARE_DRUM,$/;"	e	enum:instrument_type
INSTRUMENT_TYPE_TRUMPET	.\game\quickmake_audio.h	/^    INSTRUMENT_TYPE_TRUMPET,$/;"	e	enum:instrument_type
INSTRUMENT_TYPE_VIOLIN	.\game\quickmake_audio.h	/^    INSTRUMENT_TYPE_VIOLIN,$/;"	e	enum:instrument_type
LIST_H	.\game\list.h	2;"	d
LIST_INIT	.\game\list.h	6;"	d
LIST_INIT_	.\game\list.h	7;"	d
LIST_TYPE	.\game\combat_game.h	11;"	d
LIST_TYPE	.\game\combat_game.h	30;"	d
LIST_TYPE	.\game\explore_phase.h	23;"	d
LIST_TYPE	.\game\explore_phase.h	27;"	d
LIST_TYPE	.\game\explore_phase.h	39;"	d
LIST_TYPE	.\game\explore_phase.h	59;"	d
LIST_TYPE	.\game\explore_phase.h	7;"	d
LIST_TYPE	.\game\list.h	/^LIST_TYPE_STRUCT(LIST_TYPE) LIST_INIT(LIST_TYPE) (memory_arena *memory, int capacity) {$/;"	f
LIST_TYPE	.\game\list.h	73;"	d
LIST_TYPE_STRUCT	.\game\list.h	/^struct LIST_TYPE_STRUCT(LIST_TYPE) {$/;"	f
LIST_TYPE_STRUCT	.\game\list.h	4;"	d
LIST_TYPE_STRUCT_	.\game\list.h	5;"	d
MAX_DESCRIPTION_LENGTH	.\game\explore_phase.h	5;"	d
MAX_INSTRUMENT_SOUNDS	.\game\quickmake_audio.h	4;"	d
MAX_MIDI_TRACKS	.\game\quickmake_assets.h	109;"	d
MAX_NUM_ANIMATED_MESHES	.\game\quickmake_assets.h	238;"	d
MAX_NUM_ANIMATION_DATA	.\game\quickmake_assets.h	241;"	d
MAX_NUM_MESHES	.\game\quickmake_assets.h	237;"	d
MAX_NUM_MIDIS	.\game\quickmake_assets.h	239;"	d
MAX_PLAYING_SOUNDS	.\game\quickmake_audio.h	5;"	d
MAX_RAND_NUMBER	.\game\quickmake_util.h	303;"	d
MAX_TEXT_INPUT_LENGTH	.\game\explore_phase.h	4;"	d
MAX_WAVEFORMS	.\game\quickmake_audio.h	6;"	d
MESH_KEY_CUBE	.\game\quickmake_assets.h	/^    MESH_KEY_CUBE$/;"	e	enum:mesh_key
MIDI_DIV_MODE_TICKS_PER_FRAME	.\game\quickmake_assets.h	/^    MIDI_DIV_MODE_TICKS_PER_FRAME$/;"	e	enum:midi_div_mode
MIDI_DIV_MODE_TICKS_PER_QUARTER_NOTE	.\game\quickmake_assets.h	/^    MIDI_DIV_MODE_TICKS_PER_QUARTER_NOTE,$/;"	e	enum:midi_div_mode
MIDI_EVENT_CODE_ACTIVE_SENSING	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_ACTIVE_SENSING = 0xfe,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_CHANNEL_PRESSURE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_CHANNEL_PRESSURE = 0x0d,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_CONTINUE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_CONTINUE = 0xfb,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_CONTROL_CHANGE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_CONTROL_CHANGE = 0x0b,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_COPYRIGHT_NOTICE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_COPYRIGHT_NOTICE = 0x02,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_CUE_POINT	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_CUE_POINT = 0x07,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_END_OF_EXCLUSIVE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_END_OF_EXCLUSIVE = 0xf7,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_END_OF_TRACK	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_END_OF_TRACK = 0x2f,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_INSTRUMENT_NAME	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_INSTRUMENT_NAME = 0x04,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_KEY_SIGNATURE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_KEY_SIGNATURE = 0x59,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_LYRIC	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_LYRIC = 0x05,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_MARKER	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_MARKER = 0x06,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_META_EVENT	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_META_EVENT = 0xff,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_MIDI_CHANNEL_PREFIX	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_MIDI_CHANNEL_PREFIX = 0x20,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_NOTE_OFF_EVENT	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_NOTE_OFF_EVENT = 0x08,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_NOTE_ON_EVENT	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_NOTE_ON_EVENT = 0x09,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_PITCH_WHEEL_CHANGE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_PITCH_WHEEL_CHANGE = 0x0e,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_POLYPHONIC_KEY_PRESSURE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_POLYPHONIC_KEY_PRESSURE = 0x0a,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_PROGRAM_CHANGE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_PROGRAM_CHANGE = 0x0c,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SEQUENCER_SPECIFIC_META_EVENT	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SEQUENCER_SPECIFIC_META_EVENT = 0x7f$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SEQUENCE_NUMBER	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SEQUENCE_NUMBER = 0x00,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SEQUENCE_TRACK_NAME	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SEQUENCE_TRACK_NAME = 0x03,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SET_TEMPO	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SET_TEMPO = 0x51,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SMPTE_OFFSET	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SMPTE_OFFSET = 0x54,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SONG_POSITION_POINTER	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SONG_POSITION_POINTER = 0xf2,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SONG_SELECT	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SONG_SELECT = 0xf3,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_START	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_START = 0xfa,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_STOP	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_STOP = 0xfc,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_SYSTEM_EXCLUSIVE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_SYSTEM_EXCLUSIVE = 0xf0,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_TEXT_EVENT	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_TEXT_EVENT = 0x01,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_TIME_SIGNATURE	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_TIME_SIGNATURE = 0x58,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_TIMING_CLOCK	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_TIMING_CLOCK = 0xf8,$/;"	e	enum:midi_event_code
MIDI_EVENT_CODE_TUNE_REQUEST	.\game\quickmake_audio.h	/^    MIDI_EVENT_CODE_TUNE_REQUEST = 0xf6,$/;"	e	enum:midi_event_code
MIDI_FORMAT_MULTI_TRACK_ASYNCHRONOUS	.\game\quickmake_assets.h	/^    MIDI_FORMAT_MULTI_TRACK_ASYNCHRONOUS$/;"	e	enum:midi_format
MIDI_FORMAT_MULTI_TRACK_SIMULTANEOUS	.\game\quickmake_assets.h	/^    MIDI_FORMAT_MULTI_TRACK_SIMULTANEOUS,$/;"	e	enum:midi_format
MIDI_FORMAT_SINGLE_TRACK	.\game\quickmake_assets.h	/^    MIDI_FORMAT_SINGLE_TRACK,$/;"	e	enum:midi_format
MIDI_KEY_TEST	.\game\quickmake_assets.h	/^    MIDI_KEY_TEST$/;"	e	enum:midi_key
MONSTER_TYPE_DRAGON	.\game\combat_types.h	/^    MONSTER_TYPE_DRAGON$/;"	e	enum:monster_type
MONSTER_TYPE_GIANT_SNAKE	.\game\combat_types.h	/^    MONSTER_TYPE_GIANT_SNAKE,$/;"	e	enum:monster_type
MONSTER_TYPE_GOBLIN	.\game\combat_types.h	/^    MONSTER_TYPE_GOBLIN,$/;"	e	enum:monster_type
NUM_MIDI_CHANNELS	.\game\quickmake_audio.h	9;"	d
NUM_PITCHES	.\game\quickmake_audio.h	8;"	d
OSCILLATOR_TYPE_NOISE	.\game\quickmake_audio.h	/^    OSCILLATOR_TYPE_NOISE$/;"	e	enum:oscillator_type
OSCILLATOR_TYPE_SAWTOOTH	.\game\quickmake_audio.h	/^    OSCILLATOR_TYPE_SAWTOOTH,$/;"	e	enum:oscillator_type
OSCILLATOR_TYPE_SINE	.\game\quickmake_audio.h	/^    OSCILLATOR_TYPE_SINE,$/;"	e	enum:oscillator_type
OSCILLATOR_TYPE_SQUARE	.\game\quickmake_audio.h	/^    OSCILLATOR_TYPE_SQUARE,$/;"	e	enum:oscillator_type
OSCILLATOR_TYPE_TRIANGLE	.\game\quickmake_audio.h	/^    OSCILLATOR_TYPE_TRIANGLE,$/;"	e	enum:oscillator_type
PI	.\game\quickmake_math.h	7;"	d
Plane	.\game\quickmake_math.cpp	/^inline plane Plane (vector3 normal, float distance) {$/;"	f
QUICKMAKE_ASSETS_H	.\game\quickmake_assets.h	2;"	d
QUICKMAKE_AUDIO_H	.\game\quickmake_audio.h	2;"	d
QUICKMAKE_GAME_H	.\game\quickmake_game.h	2;"	d
QUICKMAKE_MATH_H	.\game\quickmake_math.h	2;"	d
QUICKMAKE_PLATFORM_H	.\game\quickmake_platform.h	2;"	d
QUICKMAKE_UTIL_H	.\game\quickmake_util.h	2;"	d
Quaternion	.\game\quickmake_math.cpp	/^inline quaternion Quaternion (float w = 1.0f, float x = 0.0f, float y = 0.0f, float z = 0.0f) {$/;"	f
RENDER_COMMAND_ANIMATED_MODEL	.\game\quickmake_platform.h	/^    RENDER_COMMAND_ANIMATED_MODEL,$/;"	e	enum:render_command_type
RENDER_COMMAND_BACKGROUND_VISUALIZATION	.\game\quickmake_platform.h	/^    RENDER_COMMAND_BACKGROUND_VISUALIZATION$/;"	e	enum:render_command_type
RENDER_COMMAND_DYNAMIC_MODEL	.\game\quickmake_platform.h	/^    RENDER_COMMAND_DYNAMIC_MODEL,$/;"	e	enum:render_command_type
RENDER_COMMAND_GENERATE_MESH	.\game\quickmake_platform.h	/^    RENDER_COMMAND_GENERATE_MESH,$/;"	e	enum:render_command_type
RENDER_COMMAND_LINES	.\game\quickmake_platform.h	/^    RENDER_COMMAND_LINES,$/;"	e	enum:render_command_type
RENDER_COMMAND_MODEL	.\game\quickmake_platform.h	/^    RENDER_COMMAND_MODEL,$/;"	e	enum:render_command_type
RENDER_COMMAND_SET_CAMERA	.\game\quickmake_platform.h	/^    RENDER_COMMAND_SET_CAMERA,$/;"	e	enum:render_command_type
RENDER_COMMAND_SPRITE	.\game\quickmake_platform.h	/^    RENDER_COMMAND_SPRITE,$/;"	e	enum:render_command_type
RENDER_COMMAND_SPRITE_LIST	.\game\quickmake_platform.h	/^    RENDER_COMMAND_SPRITE_LIST,$/;"	e	enum:render_command_type
ROOM_EXIT_DIRECTION_DOWN	.\game\explore_phase.h	/^    ROOM_EXIT_DIRECTION_DOWN$/;"	e	enum:room_exit_direction
ROOM_EXIT_DIRECTION_EAST	.\game\explore_phase.h	/^    ROOM_EXIT_DIRECTION_EAST,$/;"	e	enum:room_exit_direction
ROOM_EXIT_DIRECTION_NORTH	.\game\explore_phase.h	/^    ROOM_EXIT_DIRECTION_NORTH,$/;"	e	enum:room_exit_direction
ROOM_EXIT_DIRECTION_SOUTH	.\game\explore_phase.h	/^    ROOM_EXIT_DIRECTION_SOUTH,$/;"	e	enum:room_exit_direction
ROOM_EXIT_DIRECTION_UP	.\game\explore_phase.h	/^    ROOM_EXIT_DIRECTION_UP,$/;"	e	enum:room_exit_direction
ROOM_EXIT_DIRECTION_WEST	.\game\explore_phase.h	/^    ROOM_EXIT_DIRECTION_WEST,$/;"	e	enum:room_exit_direction
SOUND_FILTER_TYPE_BAND_PASS	.\game\quickmake_audio.h	/^    SOUND_FILTER_TYPE_BAND_PASS$/;"	e	enum:sound_filter_type
SOUND_FILTER_TYPE_HIGH_PASS	.\game\quickmake_audio.h	/^    SOUND_FILTER_TYPE_HIGH_PASS,$/;"	e	enum:sound_filter_type
SOUND_FILTER_TYPE_LOW_PASS	.\game\quickmake_audio.h	/^    SOUND_FILTER_TYPE_LOW_PASS,$/;"	e	enum:sound_filter_type
SOUND_FILTER_TYPE_NONE	.\game\quickmake_audio.h	/^    SOUND_FILTER_TYPE_NONE,$/;"	e	enum:sound_filter_type
SOUND_STATE_ATTACK	.\game\quickmake_audio.h	/^    SOUND_STATE_ATTACK,$/;"	e	enum:sound_state
SOUND_STATE_DECAY	.\game\quickmake_audio.h	/^    SOUND_STATE_DECAY,$/;"	e	enum:sound_state
SOUND_STATE_RELEASE	.\game\quickmake_audio.h	/^    SOUND_STATE_RELEASE$/;"	e	enum:sound_state
SOUND_STATE_SUSTAIN	.\game\quickmake_audio.h	/^    SOUND_STATE_SUSTAIN,$/;"	e	enum:sound_state
Sphere	.\game\quickmake_math.cpp	/^inline sphere Sphere (vector3 pos, float radius) {$/;"	f
Vector2	.\game\quickmake_math.cpp	/^inline vector2 Vector2 (float x = 0.0f, float y = 0.0f) {$/;"	f
Vector3	.\game\quickmake_math.cpp	/^inline vector3 Vector3 (float x = 0.0f, float y = 0.0f, float z = 0.0f) {$/;"	f
WEAPON_TYPE_BOW	.\game\combat_types.h	/^    WEAPON_TYPE_BOW,$/;"	e	enum:weapon_type
WEAPON_TYPE_DAGGER	.\game\combat_types.h	/^    WEAPON_TYPE_DAGGER,$/;"	e	enum:weapon_type
WEAPON_TYPE_SPELLBOOK	.\game\combat_types.h	/^    WEAPON_TYPE_SPELLBOOK$/;"	e	enum:weapon_type
WEAPON_TYPE_SWORD	.\game\combat_types.h	/^    WEAPON_TYPE_SWORD,$/;"	e	enum:weapon_type
WEAPON_TYPE_UNARMED	.\game\combat_types.h	/^    WEAPON_TYPE_UNARMED,$/;"	e	enum:weapon_type
WIN_PLATFORM_H	.\windows\win_platform.h	2;"	d
WinMain	.\windows\win_platform.cpp	/^int WINAPI WinMain (HINSTANCE instance, HINSTANCE prevInstance, LPSTR commandLine, int showCode) {$/;"	f
XInputGetState	.\windows\win_platform.cpp	21;"	d	file:
XInputGetState_	.\windows\win_platform.cpp	/^static x_input_get_state *XInputGetState_;$/;"	v	file:
XInputSetState	.\windows\win_platform.cpp	24;"	d	file:
XInputSetState_	.\windows\win_platform.cpp	/^static x_input_set_state *XInputSetState_;$/;"	v	file:
a	.\game\quickmake_math.h	/^        float a;$/;"	m	struct:vector4::__anon5
a	.\game\quickmake_math.h	/^    vector3 a;$/;"	m	struct:line
aButton	.\game\quickmake_platform.h	/^    input_key aButton;$/;"	m	struct:game_controller_input
aabb	.\game\quickmake_math.h	/^struct aabb {$/;"	s
aabbAxisWithMaximumExtent	.\game\quickmake_math.cpp	/^int aabbAxisWithMaximumExtent (aabb a) {$/;"	f
aabbIntersection	.\game\quickmake_math.cpp	/^bool aabbIntersection (aabb a, aabb b) {$/;"	f
aabbSurfaceArea	.\game\quickmake_math.cpp	/^float aabbSurfaceArea (aabb a) {$/;"	f
aboutToFight	.\game\explore_phase.h	/^    bool aboutToFight;$/;"	m	struct:explore_game
actionKey	.\game\quickmake_platform.h	/^    input_key actionKey;$/;"	m	struct:game_input
actionKey	.\windows\win_console.cpp	/^    win_console_key actionKey; \/\/ Z?$/;"	m	struct:win_console_input	file:
action_type	.\game\explore_phase.h	/^enum action_type {$/;"	g
active	.\game\quickmake_audio.h	/^    bool active;$/;"	m	struct:synth_sound
alive	.\game\combat_game.h	/^    bool alive;$/;"	m	struct:dungeon_monster
allItems	.\game\explore_phase.h	/^    dungeon_item_list allItems;$/;"	m	struct:explore_game
allRooms	.\game\explore_phase.h	/^    dungeon_room_list allRooms;$/;"	m	struct:explore_game
allocateMemorySize	.\game\quickmake_util.h	/^void *allocateMemorySize (memory_arena *memory, unsigned int size) {$/;"	f
allocateString	.\game\quickmake_util.h	/^char *allocateString (char *string, memory_arena *memory) {$/;"	f
alternateNames	.\game\explore_phase.h	/^    charPtr_list alternateNames;$/;"	m	struct:dungeon_item
animatedMeshKey	.\game\quickmake_platform.h	/^    int animatedMeshKey;$/;"	m	struct:render_command_animated_model
animatedMeshes	.\game\quickmake_assets.h	/^    animated_mesh_asset *animatedMeshes[MAX_NUM_ANIMATED_MESHES];$/;"	m	struct:game_assets
animated_mesh_asset	.\game\quickmake_assets.h	/^struct animated_mesh_asset {$/;"	s
animated_mesh_key	.\game\quickmake_assets.h	/^enum animated_mesh_key {$/;"	g
animationData	.\game\quickmake_assets.h	/^    animation_data *animationData[MAX_NUM_ANIMATION_DATA];$/;"	m	struct:game_assets
animation_data	.\game\quickmake_assets.h	/^struct animation_data {$/;"	s
animation_data_key	.\game\quickmake_assets.h	/^enum animation_data_key {$/;"	g
animations	.\game\quickmake_assets.h	/^    skeleton_animation *animations;$/;"	m	struct:animation_data
appendString	.\game\quickmake_util.h	/^char *appendString (char *first, char *second, memory_arena *memory) {$/;"	f
arena	.\game\combat_game.h	/^    char arena[COMBAT_ARENA_WIDTH * COMBAT_ARENA_HEIGHT];$/;"	m	struct:combat_game
assert	.\game\quickmake_platform.h	4;"	d
assetData	.\game\quickmake_platform.h	/^    void *assetData;$/;"	m	struct:asset_pack_data
assetMemory	.\game\quickmake_assets.h	/^    memory_arena assetMemory;$/;"	m	struct:game_assets
asset_pack_data	.\game\quickmake_platform.h	/^struct asset_pack_data {$/;"	s
asset_type	.\game\quickmake_platform.h	/^enum asset_type {$/;"	g
assets	.\game\quickmake_game.h	/^    game_assets assets;$/;"	m	struct:game_state
assetsInitialized	.\game\quickmake_game.h	/^    bool assetsInitialized;$/;"	m	struct:game_state
atlas_asset	.\game\quickmake_assets.h	/^struct atlas_asset {$/;"	s
atlas_asset_ptr	.\game\quickmake_assets.h	/^typedef atlas_asset *atlas_asset_ptr;$/;"	t
atlas_frame	.\game\quickmake_assets.h	/^struct atlas_frame {$/;"	s
atlas_map	.\game\quickmake_assets.h	/^struct atlas_map {$/;"	s
atlases	.\game\quickmake_assets.h	/^    atlas_asset_ptr_hash_map atlases;$/;"	m	struct:game_assets
attackTime	.\game\quickmake_audio.h	/^    float attackTime;$/;"	m	struct:sound_envelope
attackVolume	.\game\quickmake_audio.h	/^    float attackVolume;$/;"	m	struct:sound_envelope
audioSampleRate	.\game\quickmake_platform.h	/^    int audioSampleRate;$/;"	m	struct:platform_options
b	.\game\quickmake_math.h	/^        float b;$/;"	m	struct:vector3::__anon3
b	.\game\quickmake_math.h	/^        float b;$/;"	m	struct:vector4::__anon5
b	.\game\quickmake_math.h	/^    vector3 b;$/;"	m	struct:line
bButton	.\game\quickmake_platform.h	/^    input_key bButton;$/;"	m	struct:game_controller_input
back	.\game\quickmake_platform.h	/^    input_key back;$/;"	m	struct:game_controller_input
backspaceDown	.\game\quickmake_platform.h	/^    bool backspaceDown;$/;"	m	struct:game_input
backspaceDown	.\windows\win_console.cpp	/^    bool backspaceDown;$/;"	m	struct:win_console_input	file:
base	.\game\quickmake_platform.h	/^    void *base;$/;"	m	struct:memory_arena
beginPreciseWindowsTiming	.\windows\win_console.cpp	/^void beginPreciseWindowsTiming () {$/;"	f
bgmState	.\game\quickmake_audio.h	/^    midi_playback bgmState;$/;"	m	struct:game_sounds
bigEndianToLittleEndian	.\game\quickmake_util.h	/^unsigned int bigEndianToLittleEndian (unsigned int num){$/;"	f
bigEndianToLittleEndian	.\game\quickmake_util.h	/^unsigned short bigEndianToLittleEndian (unsigned short num){$/;"	f
bitmapOffset	.\game\quickmake_assets.h	/^    unsigned int bitmapOffset;$/;"	m	struct:bitmap_header
bitmap_header	.\game\quickmake_assets.h	/^struct bitmap_header {$/;"	s
bitsPerPixel	.\game\quickmake_assets.h	/^    unsigned short bitsPerPixel;$/;"	m	struct:bitmap_header
bitsPerSample	.\game\quickmake_assets.h	/^    unsigned short bitsPerSample;$/;"	m	struct:wav_header
blockAlign	.\game\quickmake_assets.h	/^    unsigned short blockAlign;$/;"	m	struct:wav_header
blueMask	.\game\quickmake_assets.h	/^    unsigned int blueMask;$/;"	m	struct:bitmap_header
boneHierarchy	.\game\quickmake_assets.h	/^    int *boneHierarchy; \/\/ parent IDs, should be something like: [-1, 0, 0, 1, 2, 3, 4]$/;"	m	struct:animation_data
boneID	.\game\quickmake_assets.h	/^    int boneID; \/\/ TODO(ebuchholz): determine if this is needed$/;"	m	struct:skeleton_bone_pose
boneIndices	.\game\quickmake_platform.h	/^    float_mesh_attribute boneIndices;$/;"	m	struct:loaded_animated_mesh_asset
boneMatrices	.\game\quickmake_platform.h	/^    matrix4x4 *boneMatrices;$/;"	m	struct:render_command_animated_model
bonePoses	.\game\quickmake_assets.h	/^    skeleton_bone_pose *bonePoses;$/;"	m	struct:skeleton_pose
boneWeights	.\game\quickmake_platform.h	/^    float_mesh_attribute boneWeights;$/;"	m	struct:loaded_animated_mesh_asset
buffer	.\game\quickmake_platform.h	/^    char *buffer;$/;"	m	struct:game_window
buffer	.\windows\win_console.cpp	/^    char *buffer;$/;"	m	struct:win_console_window	file:
bufferedVal0	.\game\quickmake_audio.h	/^    float bufferedVal0;$/;"	m	struct:synth_sound
bufferedVal1	.\game\quickmake_audio.h	/^    float bufferedVal1;$/;"	m	struct:synth_sound
buildItems	.\game\room_data.cpp	/^void buildItems (explore_game *exploreGame, memory_arena *memory) {$/;"	f
buildMonster	.\game\combat_game.cpp	/^dungeon_monster buildMonster (monster_type type) {$/;"	f
buildRooms	.\game\room_data.cpp	/^void buildRooms (explore_game *exploreGame, memory_arena *memory) {$/;"	f
byteRate	.\game\quickmake_assets.h	/^    unsigned int byteRate;$/;"	m	struct:wav_header
bytesPerSample	.\windows\directsound_audio.h	/^    int bytesPerSample;$/;"	m	struct:win_sound_output
c	.\game\quickmake_math.h	/^    float c[2];$/;"	m	union:vector2
c	.\game\quickmake_math.h	/^    float c[3];$/;"	m	union:vector3
c	.\game\quickmake_math.h	/^    float c[4];$/;"	m	union:vector4
calcFeedbackForFilter	.\game\quickmake_audio.cpp	/^void calcFeedbackForFilter (sound_filter *filter) {$/;"	f
capacity	.\game\quickmake_platform.h	/^    unsigned int capacity;$/;"	m	struct:memory_arena
channels	.\game\quickmake_audio.h	/^    midi_channel channels[NUM_MIDI_CHANNELS];$/;"	m	struct:midi_playback
charPtr	.\game\explore_phase.h	/^typedef char *charPtr;$/;"	t
chestOpen	.\game\explore_phase.h	/^    bool chestOpen;$/;"	m	struct:dungeon_room
clearSecondaryBuffer	.\windows\directsound_audio.cpp	/^void clearSecondaryBuffer (win_sound_output *soundOutput) {$/;"	f
clearWinConsoleWindow	.\windows\win_platform.cpp	/^static void clearWinConsoleWindow (win_console_window winConsoleWindow) {$/;"	f	file:
color	.\game\console_drawing.h	/^    char color;$/;"	m	struct:console_drawer
color	.\game\quickmake_platform.h	/^    vector4 color[4];$/;"	m	struct:render_sprite
colors	.\game\quickmake_platform.h	/^    char *colors;$/;"	m	struct:game_window
colors	.\windows\win_console.cpp	/^    char *colors;$/;"	m	struct:win_console_window	file:
combatGame	.\game\console_game.h	/^    combat_game combatGame;$/;"	m	struct:console_game
combatMemoryArena	.\game\console_game.h	/^    memory_arena combatMemoryArena;$/;"	m	struct:console_game
combat_game	.\game\combat_game.h	/^struct combat_game {$/;"	s
combat_parameters	.\game\combat_types.h	/^struct combat_parameters {$/;"	s
complete	.\game\quickmake_audio.h	/^    bool complete;$/;"	m	struct:midi_track_playback
complete	.\game\quickmake_platform.h	/^    bool complete;$/;"	m	struct:asset_pack_data
compression	.\game\quickmake_assets.h	/^    unsigned int compression;$/;"	m	struct:bitmap_header
conjugate	.\game\quickmake_math.cpp	/^inline quaternion conjugate (quaternion a) {$/;"	f
connected	.\game\quickmake_platform.h	/^    bool connected;$/;"	m	struct:game_controller_input
connectedRoomID	.\game\explore_phase.h	/^    int connectedRoomID;$/;"	m	struct:room_exit
consoleGame	.\game\quickmake_game.h	/^    console_game consoleGame;$/;"	m	struct:game_state
console_drawer	.\game\console_drawing.h	/^struct console_drawer {$/;"	s
console_game	.\game\console_game.h	/^struct console_game {$/;"	s
console_game_state	.\game\console_game.h	/^enum console_game_state {$/;"	g
controllers	.\game\quickmake_platform.h	/^    game_controller_input controllers[4];$/;"	m	struct:game_input
copyDescriptionToBuffer	.\game\explore_phase.cpp	/^void copyDescriptionToBuffer (char *description, char *buffer) {$/;"	f
copyLStr	.\windows\win_console.cpp	/^void copyLStr (WCHAR *buffer, WCHAR *string) {$/;"	f
count	.\game\quickmake_platform.h	/^    int count;$/;"	m	struct:float_mesh_attribute
count	.\game\quickmake_platform.h	/^    int count;$/;"	m	struct:int_mesh_attribute
createLookAtMatrix	.\game\quickmake_math.cpp	/^inline matrix4x4 createLookAtMatrix (float camX, float camY, float camZ, $/;"	f
createLookAtQuaternion	.\game\quickmake_math.cpp	/^inline quaternion createLookAtQuaternion (float camX, float camY, float camZ, $/;"	f
createOrthgraphicMatrix	.\game\quickmake_math.cpp	/^inline matrix4x4 createOrthgraphicMatrix (float nearPlane, float farPlane, float l, float r, float t, float b) {$/;"	f
createOrthgraphicMatrix	.\game\quickmake_math.cpp	/^inline matrix4x4 createOrthgraphicMatrix (float nearPlane, float farPlane, float width, float height) {$/;"	f
createPerspectiveMatrix	.\game\quickmake_math.cpp	/^inline matrix4x4 createPerspectiveMatrix (float nearPlane, float farPlane, float aspectRatio, float fov) {$/;"	f
createViewMatrix	.\game\quickmake_math.cpp	/^inline matrix4x4 createViewMatrix (quaternion rotation, float x, float y, float z) {$/;"	f
crossProduct	.\game\quickmake_math.cpp	/^inline vector3 crossProduct (vector3 a, vector3 b) {$/;"	f
currentColor	.\game\console_game.h	/^    char currentColor;$/;"	m	struct:console_game
currentIndex	.\game\quickmake_platform.h	/^    int currentIndex;$/;"	m	struct:asset_pack_data
currentRoom	.\game\explore_phase.h	/^    dungeon_room *currentRoom;$/;"	m	struct:explore_game
currentSample	.\game\quickmake_audio.h	/^    int currentSample;$/;"	m	struct:playing_sound
currentStatusText	.\game\explore_phase.h	/^    char *currentStatusText;$/;"	m	struct:explore_game
currentText	.\game\explore_phase.h	/^    char currentText[MAX_TEXT_INPUT_LENGTH];$/;"	m	struct:explore_game
currentTitleText	.\game\explore_phase.h	/^    char *currentTitleText;$/;"	m	struct:explore_game
cursor	.\game\quickmake_audio.h	/^    char *cursor;$/;"	m	struct:midi_track_playback
cursor	.\game\quickmake_platform.h	/^    void *cursor;$/;"	m	struct:asset_pack_data
cutoff	.\game\quickmake_audio.h	/^    float cutoff;$/;"	m	struct:sound_filter
cycleT	.\game\quickmake_audio.h	/^    float cycleT;$/;"	m	struct:synth_sound
dPadDown	.\game\quickmake_platform.h	/^    input_key dPadDown;$/;"	m	struct:game_controller_input
dPadLeft	.\game\quickmake_platform.h	/^    input_key dPadLeft;$/;"	m	struct:game_controller_input
dPadRight	.\game\quickmake_platform.h	/^    input_key dPadRight;$/;"	m	struct:game_controller_input
dPadUp	.\game\quickmake_platform.h	/^    input_key dPadUp;$/;"	m	struct:game_controller_input
data	.\game\quickmake_assets.h	/^    char *data;$/;"	m	struct:midi_track
data	.\game\quickmake_assets.h	/^    void *data;$/;"	m	struct:data_asset
dataAssets	.\game\quickmake_assets.h	/^    data_asset_ptr_hash_map dataAssets;$/;"	m	struct:game_assets
dataCursor	.\windows\directsound_audio.h	/^    unsigned int dataCursor;$/;"	m	struct:win_sound_output
dataMarker	.\game\quickmake_assets.h	/^    unsigned char dataMarker[4];$/;"	m	struct:wav_header
dataSize	.\game\quickmake_assets.h	/^    unsigned int dataSize;$/;"	m	struct:wav_header
data_asset	.\game\quickmake_assets.h	/^struct data_asset {$/;"	s
data_asset_ptr	.\game\quickmake_assets.h	/^typedef data_asset *data_asset_ptr;$/;"	t
data_key	.\game\quickmake_assets.h	/^enum data_key {$/;"	g
decayTime	.\game\quickmake_audio.h	/^    float decayTime;$/;"	m	struct:sound_envelope
description	.\game\explore_phase.h	/^    char *description;$/;"	m	struct:dungeon_item
description	.\game\explore_phase.h	/^    char *description;$/;"	m	struct:dungeon_room
descriptionBuffer	.\game\explore_phase.h	/^    char descriptionBuffer[MAX_DESCRIPTION_LENGTH];$/;"	m	struct:explore_game
direct_sound_create	.\windows\directsound_audio.h	/^typedef HRESULT WINAPI direct_sound_create (LPCGUID pcGuidDevice, LPDIRECTSOUND *ppDS, LPUNKNOWN pUnkOuter);$/;"	t
direction	.\game\explore_phase.h	/^    room_exit_direction direction;$/;"	m	struct:room_exit
distance	.\game\quickmake_math.h	/^    float distance;$/;"	m	struct:plane
divisionMode	.\game\quickmake_assets.h	/^    midi_div_mode divisionMode;$/;"	m	struct:midi_asset
doExploreAction	.\game\explore_phase.cpp	/^void doExploreAction (explore_game *exploreGame, explore_action action, memory_arena *stringMemory) {$/;"	f
dotProduct	.\game\quickmake_math.cpp	/^inline float dotProduct (quaternion a, quaternion b) {$/;"	f
dotProduct	.\game\quickmake_math.cpp	/^inline float dotProduct (vector2 a, vector2 b) {$/;"	f
dotProduct	.\game\quickmake_math.cpp	/^inline float dotProduct (vector3 a, vector3 b) {$/;"	f
down	.\game\quickmake_platform.h	/^    bool down;$/;"	m	struct:input_key
down	.\windows\win_console.cpp	/^    bool down;$/;"	m	struct:win_console_key	file:
downKey	.\game\quickmake_platform.h	/^    input_key downKey;$/;"	m	struct:game_input
downKey	.\windows\win_console.cpp	/^    win_console_key downKey;$/;"	m	struct:win_console_input	file:
drawCharAtXY	.\game\console_drawing.cpp	/^void drawCharAtXY (char c, int x, int y, console_drawer *drawer) {$/;"	f
drawFightText	.\game\explore_phase.cpp	/^void drawFightText (explore_game *exploreGame, console_drawer *drawer) {$/;"	f
drawFrame	.\game\console_game.cpp	/^void drawFrame (console_drawer *drawer) {$/;"	f
drawStatusText	.\game\explore_phase.cpp	/^void drawStatusText (explore_game *exploreGame, console_drawer *drawer, int numLettersRevealed) {$/;"	f
drawTitleText	.\game\explore_phase.cpp	/^void drawTitleText (explore_game *exploreGame, console_drawer *drawer) {$/;"	f
dungeon_item	.\game\explore_phase.h	/^struct dungeon_item {$/;"	s
dungeon_monster	.\game\combat_game.h	/^struct dungeon_monster {$/;"	s
dungeon_room	.\game\explore_phase.h	/^struct dungeon_room {$/;"	s
duration	.\game\quickmake_assets.h	/^    float duration;$/;"	m	struct:skeleton_animation
endPreciseWindowsTiming	.\windows\win_console.cpp	/^void endPreciseWindowsTiming () {$/;"	f
enterKey	.\game\quickmake_platform.h	/^    input_key enterKey;$/;"	m	struct:game_input
enterKey	.\windows\win_console.cpp	/^    win_console_key enterKey;$/;"	m	struct:win_console_input	file:
entries	.\game\quickmake_assets.h	/^    atlas_frame entries[500];$/;"	m	struct:atlas_map
envelope	.\game\quickmake_audio.h	/^    sound_envelope envelope;$/;"	m	struct:sound_instrument
equipItem	.\game\explore_phase.cpp	/^void equipItem (explore_game *exploreGame, explore_action action, memory_arena *stringMemory) {$/;"	f
equippable	.\game\explore_phase.h	/^    bool equippable;$/;"	m	struct:dungeon_item
equippedItemID	.\game\explore_phase.h	/^    int equippedItemID;$/;"	m	struct:explore_game
exits	.\game\explore_phase.h	/^    room_exit_list exits;$/;"	m	struct:dungeon_room
exploreGame	.\game\console_game.h	/^    explore_game exploreGame;$/;"	m	struct:console_game
explore_action	.\game\explore_phase.h	/^struct explore_action {$/;"	s
explore_game	.\game\explore_phase.h	/^struct explore_game {$/;"	s
explore_state	.\game\explore_phase.h	/^enum explore_state {$/;"	g
farLowerLeft	.\game\quickmake_math.h	/^    vector3 farLowerLeft;$/;"	m	struct:frustum_corners
farLowerRight	.\game\quickmake_math.h	/^    vector3 farLowerRight;$/;"	m	struct:frustum_corners
farPlane	.\game\quickmake_math.h	/^    float farPlane;$/;"	m	struct:frustum
farUpperLeft	.\game\quickmake_math.h	/^    vector3 farUpperLeft;$/;"	m	struct:frustum_corners
farUpperRight	.\game\quickmake_math.h	/^    vector3 farUpperRight;$/;"	m	struct:frustum_corners
feedback	.\game\quickmake_audio.h	/^    float feedback;$/;"	m	struct:sound_filter
fileSize	.\game\quickmake_assets.h	/^    unsigned int fileSize;$/;"	m	struct:bitmap_header
fileSize	.\game\quickmake_assets.h	/^    unsigned int fileSize;$/;"	m	struct:wav_header
fileToSaveData	.\game\quickmake_platform.h	/^    void *fileToSaveData;$/;"	m	struct:platform_triggers
fileToSaveSize	.\game\quickmake_platform.h	/^    unsigned int fileToSaveSize;$/;"	m	struct:platform_triggers
fileType	.\game\quickmake_assets.h	/^    unsigned char fileType[4];$/;"	m	struct:wav_header
fillDirectSoundBuffer	.\windows\directsound_audio.cpp	/^void fillDirectSoundBuffer(win_sound_output *soundOutput, DWORD byteToLock, DWORD bytesToWrite, $/;"	f
filter	.\game\quickmake_audio.h	/^    sound_filter filter;$/;"	m	struct:sound_instrument
findLeastSignificantBit	.\game\quickmake_util.h	/^unsigned int findLeastSignificantBit (unsigned int value, bool *found) {$/;"	f
float_mesh_attribute	.\game\quickmake_platform.h	/^struct float_mesh_attribute {$/;"	s
format	.\game\quickmake_assets.h	/^    midi_format format;$/;"	m	struct:midi_asset
formatChunkMarker	.\game\quickmake_assets.h	/^    unsigned char formatChunkMarker[4];$/;"	m	struct:wav_header
formatLength	.\game\quickmake_assets.h	/^    unsigned int formatLength;$/;"	m	struct:wav_header
formatType	.\game\quickmake_assets.h	/^    unsigned short formatType;$/;"	m	struct:wav_header
fov	.\game\quickmake_math.h	/^    float fov;$/;"	m	struct:frustum
frameCorners	.\game\quickmake_assets.h	/^    vector2 frameCorners[4]; \/\/ 0.0-1.0 texture coords, not pixel width\/height$/;"	m	struct:atlas_frame
frameHeight	.\game\quickmake_assets.h	/^    int frameHeight;$/;"	m	struct:atlas_frame
frameWidth	.\game\quickmake_assets.h	/^    int frameWidth;$/;"	m	struct:atlas_frame
freeMemorySize	.\game\quickmake_util.h	/^void freeMemorySize (memory_arena *memory, unsigned int size) {$/;"	f
frustum	.\game\quickmake_math.h	/^struct frustum {$/;"	s
frustum_corners	.\game\quickmake_math.h	/^struct frustum_corners {$/;"	s
g	.\game\quickmake_math.h	/^        float g;$/;"	m	struct:vector3::__anon3
g	.\game\quickmake_math.h	/^        float g;$/;"	m	struct:vector4::__anon5
gameInitialized	.\game\quickmake_game.h	/^    bool gameInitialized;$/;"	m	struct:game_state
game_assets	.\game\quickmake_assets.h	/^struct game_assets {$/;"	s
game_controller_input	.\game\quickmake_platform.h	/^struct game_controller_input {$/;"	s
game_input	.\game\quickmake_platform.h	/^struct game_input {$/;"	s
game_memory	.\game\quickmake_platform.h	/^struct game_memory {$/;"	s
game_sound_output	.\game\quickmake_platform.h	/^struct game_sound_output {$/;"	s
game_sounds	.\game\quickmake_audio.h	/^struct game_sounds {$/;"	s
game_state	.\game\quickmake_game.h	/^struct game_state {$/;"	s
game_window	.\game\quickmake_platform.h	/^struct game_window {$/;"	s
getAnimationData	.\game\quickmake_assets.cpp	/^animation_data *getAnimationData (animation_data_key animationDataKey, game_assets *assets) {$/;"	f
getAnimationFromData	.\game\quickmake_assets.cpp	/^skeleton_animation *getAnimationFromData (animation_data *animationData, char *animationKey) {$/;"	f
getAtlas	.\game\quickmake_assets.cpp	/^atlas_asset *getAtlas (game_assets *assets, char *name) {$/;"	f
getAtlasFrame	.\game\quickmake_assets.cpp	/^atlas_frame *getAtlasFrame (game_assets *assets, char *atlasKey, char *frameName) {$/;"	f
getAtlasFrameIndex	.\game\quickmake_assets.cpp	/^unsigned int getAtlasFrameIndex (game_assets *assets, char *atlasKey, char *frameName) {$/;"	f
getCombatParameters	.\game\explore_phase.cpp	/^combat_parameters getCombatParameters (explore_game *exploreGame) {$/;"	f
getDescriptionHeight	.\game\explore_phase.cpp	/^int getDescriptionHeight (explore_game *exploreGame) {$/;"	f
getGameSoundSamples	.\game\quickmake_game.cpp	/^extern "C" void getGameSoundSamples (game_memory *gameMemory, game_sound_output *soundOutput) { $/;"	f
getInverseTransformsForAnimatedModel	.\game\quickmake_assets.cpp	/^matrix4x4 *getInverseTransformsForAnimatedModel (animation_data_key animationDataKey, game_assets *assets) {$/;"	f
getMesh	.\game\quickmake_assets.cpp	/^mesh_asset *getMesh (game_assets *assets, char *name) {$/;"	f
getMidi	.\game\quickmake_assets.cpp	/^midi_asset *getMidi (game_assets *assets, char *name) {$/;"	f
getNumSoundSamples	.\windows\directsound_audio.cpp	/^void getNumSoundSamples(win_sound_output *soundOutput, int *numSoundSampleBytes, DWORD *byteToLock,$/;"	f
getSound	.\game\quickmake_assets.cpp	/^sound_asset *getSound (game_assets *assets, char *name) {$/;"	f
getTextData	.\game\quickmake_assets.cpp	/^data_asset *getTextData (game_assets *assets, char *name) {$/;"	f
getTexture	.\game\quickmake_assets.cpp	/^texture_asset *getTexture (game_assets *assets, char *name) {$/;"	f
getTriangleBounds	.\game\quickmake_math.cpp	/^aabb getTriangleBounds (vector3 p0, vector3 p1, vector3 p2) {$/;"	f
getVariableLengthValue	.\game\quickmake_audio.cpp	/^unsigned int getVariableLengthValue (char *data, int *length) {$/;"	f
getWinConsoleInput	.\windows\win_console.cpp	/^void getWinConsoleInput (win_console *winConsole, win_console_input *input) {$/;"	f
greenMask	.\game\quickmake_assets.h	/^    unsigned int greenMask;$/;"	m	struct:bitmap_header
hasChest	.\game\explore_phase.h	/^    bool hasChest;$/;"	m	struct:dungeon_room
hashMapHashString	.\game\hash_map.h	/^unsigned int hashMapHashString (char *string) {$/;"	f
hashString	.\game\quickmake_assets.cpp	/^unsigned int hashString (char *string) {$/;"	f
health	.\game\combat_game.h	/^    int health;$/;"	m	struct:dungeon_monster
height	.\game\quickmake_assets.h	/^    int height;$/;"	m	struct:atlas_asset
height	.\game\quickmake_assets.h	/^    int height;$/;"	m	struct:bitmap_header
height	.\game\quickmake_assets.h	/^    int height;$/;"	m	struct:texture_asset
height	.\game\quickmake_platform.h	/^    float height;$/;"	m	struct:render_command_sprite
height	.\game\quickmake_platform.h	/^    int height;$/;"	m	struct:game_window
height	.\game\quickmake_platform.h	/^    int height;$/;"	m	struct:loaded_atlas_asset
height	.\game\quickmake_platform.h	/^    int height;$/;"	m	struct:loaded_texture_asset
height	.\windows\win_console.cpp	/^    int height;$/;"	m	struct:win_console_window	file:
hurtBox	.\game\combat_game.h	/^    aabb hurtBox; \/\/ dragon only$/;"	m	struct:dungeon_monster
hz	.\game\quickmake_audio.h	/^    float hz;$/;"	m	struct:synth_sound
id	.\game\explore_phase.h	/^    int id;$/;"	m	struct:dungeon_item
id	.\game\explore_phase.h	/^    int id;$/;"	m	struct:dungeon_room
id	.\game\quickmake_assets.h	/^    int id;$/;"	m	struct:skeleton_animation
id	.\game\quickmake_assets.h	/^    unsigned int id;$/;"	m	struct:mesh_asset
id	.\game\quickmake_assets.h	/^    unsigned int id;$/;"	m	struct:texture_asset
id	.\game\quickmake_platform.h	/^    unsigned int id;$/;"	m	struct:loaded_mesh_asset
id	.\game\quickmake_platform.h	/^    unsigned int id;$/;"	m	struct:loaded_texture_asset
id	.\game\quickmake_platform.h	/^    unsigned int id;$/;"	m	struct:render_command_generate_mesh
identityMatrix3x3	.\game\quickmake_math.cpp	/^inline matrix3x3 identityMatrix3x3 () {$/;"	f
identityMatrix4x4	.\game\quickmake_math.cpp	/^inline matrix4x4 identityMatrix4x4 () {$/;"	f
imageSize	.\game\quickmake_assets.h	/^    unsigned int imageSize;$/;"	m	struct:bitmap_header
indices	.\game\quickmake_platform.h	/^    int_mesh_attribute indices;$/;"	m	struct:loaded_animated_mesh_asset
indices	.\game\quickmake_platform.h	/^    int_mesh_attribute indices;$/;"	m	struct:loaded_mesh_asset
indices	.\game\quickmake_platform.h	/^    int_mesh_attribute indices;$/;"	m	struct:render_command_generate_mesh
initCombatGame	.\game\combat_game.cpp	/^void initCombatGame(combat_game *combatGame, combat_parameters combatParams, memory_arena *memory) {$/;"	f
initDirectSound	.\windows\directsound_audio.cpp	/^void initDirectSound (HWND window, win_sound_output *soundOutput) {$/;"	f
initExplorePhase	.\game\explore_phase.cpp	/^void initExplorePhase (explore_game *exploreGame, memory_arena *memory) {$/;"	f
initGameAssets	.\game\quickmake_assets.cpp	/^void initGameAssets (game_assets *assets, memory_arena *memory) {$/;"	f
initSounds	.\game\quickmake_game.cpp	/^static void initSounds (game_sounds *gameSounds) {$/;"	f	file:
initWinConsole	.\windows\win_console.cpp	/^void initWinConsole (win_console *winConsole, float targetMSPerFrame) {$/;"	f
initWinConsoleBuffer	.\windows\win_console.cpp	/^int initWinConsoleBuffer (win_console *winConsole, int width, int height) {$/;"	f
initialized	.\game\console_game.h	/^    bool initialized;$/;"	m	struct:console_game
inputEnterY	.\game\explore_phase.h	/^    int inputEnterY = 0;$/;"	m	struct:explore_game
inputHandle	.\windows\win_console.cpp	/^    HANDLE inputHandle;$/;"	m	struct:win_console	file:
input_key	.\game\quickmake_platform.h	/^struct input_key {$/;"	s
instrument	.\game\quickmake_audio.h	/^    instrument_type instrument;$/;"	m	struct:midi_channel
instrumentBendPitch	.\game\quickmake_audio.cpp	/^void instrumentBendPitch (midi_channel *channel, unsigned int amount) {$/;"	f
instrumentSounds	.\game\quickmake_audio.h	/^    synth_sound instrumentSounds[MAX_INSTRUMENT_SOUNDS];$/;"	m	struct:game_sounds
instrumentSounds	.\game\quickmake_audio.h	/^    synth_sound instrumentSounds[NUM_PITCHES];$/;"	m	struct:midi_channel
instrumentType	.\game\quickmake_audio.h	/^    instrument_type instrumentType;$/;"	m	struct:synth_sound
instrument_type	.\game\quickmake_audio.h	/^enum instrument_type {$/;"	g
instruments	.\game\quickmake_audio.h	/^    sound_instrument instruments[INSTRUMENT_TYPE_COUNT];$/;"	m	struct:game_sounds
int_mesh_attribute	.\game\quickmake_platform.h	/^struct int_mesh_attribute {$/;"	s
inventory	.\game\explore_phase.h	/^    int_list inventory;$/;"	m	struct:explore_game
inverse	.\game\quickmake_math.cpp	/^inline matrix3x3 inverse (matrix3x3 a) {$/;"	f
inverse	.\game\quickmake_math.cpp	/^inline matrix4x4 inverse (matrix4x4 a) {$/;"	f
inverseRestTransforms	.\game\quickmake_assets.h	/^    matrix4x4 *inverseRestTransforms;$/;"	m	struct:animation_data
isIntro	.\game\explore_phase.h	/^    bool isIntro;$/;"	m	struct:explore_game
itemID	.\game\explore_phase.h	/^    int itemID;$/;"	m	struct:dungeon_room
justPressed	.\game\quickmake_platform.h	/^    bool justPressed;$/;"	m	struct:input_key
justPressed	.\windows\win_console.cpp	/^    bool justPressed;$/;"	m	struct:win_console_key	file:
key	.\game\quickmake_assets.h	/^    animated_mesh_key key;$/;"	m	struct:animated_mesh_asset
key	.\game\quickmake_assets.h	/^    animation_data_key key;$/;"	m	struct:animation_data
key	.\game\quickmake_assets.h	/^    char *key;$/;"	m	struct:atlas_frame
key	.\game\quickmake_assets.h	/^    char *key;$/;"	m	struct:skeleton_animation
key	.\game\quickmake_assets.h	/^    char *key;$/;"	m	struct:sound_asset
key	.\game\quickmake_audio.h	/^    char *key;$/;"	m	struct:playing_sound
key	.\game\quickmake_platform.h	/^    int key;$/;"	m	struct:loaded_animated_mesh_asset
key	.\game\quickmake_platform.h	/^    int key;$/;"	m	struct:loaded_atlas_asset
keyframes	.\game\quickmake_assets.h	/^    skeleton_keyframe *keyframes;$/;"	m	struct:skeleton_animation
lastAssetType	.\game\quickmake_platform.h	/^    asset_type lastAssetType;$/;"	m	struct:asset_pack_data
lastCode	.\game\quickmake_audio.h	/^    midi_event_code lastCode;$/;"	m	struct:midi_track_playback
lastCounter	.\windows\win_console.cpp	/^    LARGE_INTEGER lastCounter;$/;"	m	struct:win_console	file:
leftBumper	.\game\quickmake_platform.h	/^    input_key leftBumper;$/;"	m	struct:game_controller_input
leftKey	.\game\quickmake_platform.h	/^    input_key leftKey;$/;"	m	struct:game_input
leftKey	.\windows\win_console.cpp	/^    win_console_key leftKey;$/;"	m	struct:win_console_input	file:
leftStick	.\game\quickmake_platform.h	/^    input_key leftStick;$/;"	m	struct:game_controller_input
leftStickDown	.\game\quickmake_platform.h	/^    input_key leftStickDown;$/;"	m	struct:game_controller_input
leftStickLeft	.\game\quickmake_platform.h	/^    input_key leftStickLeft;$/;"	m	struct:game_controller_input
leftStickRight	.\game\quickmake_platform.h	/^    input_key leftStickRight;$/;"	m	struct:game_controller_input
leftStickUp	.\game\quickmake_platform.h	/^    input_key leftStickUp;$/;"	m	struct:game_controller_input
leftStickX	.\game\quickmake_platform.h	/^    float leftStickX;$/;"	m	struct:game_controller_input
leftStickY	.\game\quickmake_platform.h	/^    float leftStickY;$/;"	m	struct:game_controller_input
leftTrigger	.\game\quickmake_platform.h	/^    float leftTrigger;$/;"	m	struct:game_controller_input
leftTriggerButton	.\game\quickmake_platform.h	/^    input_key leftTriggerButton;$/;"	m	struct:game_controller_input
length	.\game\quickmake_assets.h	/^    unsigned int length;$/;"	m	struct:midi_track
length	.\game\quickmake_math.cpp	/^inline float length (vector3 a) {$/;"	f
lengthSquared	.\game\quickmake_math.cpp	/^inline float lengthSquared (vector3 a) {$/;"	f
lerp	.\game\quickmake_math.cpp	/^inline quaternion lerp (quaternion a, quaternion b, float t) {$/;"	f
line	.\game\quickmake_math.h	/^struct line {$/;"	s
lines	.\game\quickmake_platform.h	/^    line *lines;$/;"	m	struct:render_command_lines
loadDataFile	.\game\quickmake_assets.cpp	/^void loadDataFile (void *assetData, game_assets *assets, char *name, memory_arena *workingMemory, unsigned int size) {$/;"	f
loadNextAssetFile	.\game\quickmake_game.cpp	/^extern "C" void loadNextAssetFile (asset_pack_data *assetPackData, game_memory *gameMemory, memory_arena *workingMemory, $/;"	f
loadXInput	.\windows\win_platform.cpp	/^static void loadXInput () {$/;"	f	file:
loaded_animated_mesh_asset	.\game\quickmake_platform.h	/^struct loaded_animated_mesh_asset {$/;"	s
loaded_atlas_asset	.\game\quickmake_platform.h	/^struct loaded_atlas_asset {$/;"	s
loaded_mesh_asset	.\game\quickmake_platform.h	/^struct loaded_mesh_asset {$/;"	s
loaded_texture_asset	.\game\quickmake_platform.h	/^struct loaded_texture_asset {$/;"	s
localPos	.\game\quickmake_assets.h	/^    vector3 localPos;$/;"	m	struct:skeleton_bone
localPos	.\game\quickmake_assets.h	/^    vector3 localPos;$/;"	m	struct:skeleton_bone_pose
localRotation	.\game\quickmake_assets.h	/^    quaternion localRotation;$/;"	m	struct:skeleton_bone
localRotation	.\game\quickmake_assets.h	/^    quaternion localRotation;$/;"	m	struct:skeleton_bone_pose
m	.\game\quickmake_math.h	/^    float m[16];$/;"	m	union:matrix4x4
m	.\game\quickmake_math.h	/^    float m[9];$/;"	m	union:matrix3x3
map	.\game\quickmake_assets.h	/^    atlas_map map;$/;"	m	struct:atlas_asset
matrix3x3	.\game\quickmake_math.h	/^union matrix3x3 {$/;"	u
matrix4x4	.\game\quickmake_math.h	/^union matrix4x4 {$/;"	u
matrix4x4FromQuaternion	.\game\quickmake_math.cpp	/^inline matrix4x4 matrix4x4FromQuaternion (quaternion q) {$/;"	f
max	.\game\quickmake_math.h	/^    vector2 max;$/;"	m	struct:rectangle
max	.\game\quickmake_math.h	/^    vector3 max;$/;"	m	struct:aabb
memory	.\game\combat_game.h	/^    memory_arena *memory;$/;"	m	struct:combat_game
memory	.\game\quickmake_game.h	/^    memory_arena memory;$/;"	m	struct:game_state
memory	.\game\quickmake_platform.h	/^    memory_arena memory;$/;"	m	struct:render_command_list
memory	.\game\quickmake_platform.h	/^    void *memory;$/;"	m	struct:game_memory
memoryCapacity	.\game\quickmake_platform.h	/^    unsigned int memoryCapacity;$/;"	m	struct:game_memory
memory_arena	.\game\quickmake_platform.h	/^struct memory_arena {$/;"	s
meshID	.\game\quickmake_platform.h	/^    unsigned int meshID;$/;"	m	struct:render_command_dynamic_model
meshID	.\game\quickmake_platform.h	/^    unsigned int meshID;$/;"	m	struct:render_command_model
mesh_asset	.\game\quickmake_assets.h	/^struct mesh_asset {$/;"	s
mesh_asset_ptr	.\game\quickmake_assets.h	/^typedef mesh_asset *mesh_asset_ptr;$/;"	t
mesh_key	.\game\quickmake_assets.h	/^enum mesh_key {$/;"	g
meshes	.\game\quickmake_assets.h	/^    mesh_asset_ptr_hash_map meshes;$/;"	m	struct:game_assets
midiNote	.\game\quickmake_audio.h	/^    unsigned char midiNote;$/;"	m	struct:synth_sound
midiNoteFrequencies	.\game\quickmake_audio.h	/^static float midiNoteFrequencies[] = {$/;"	v
midi_asset	.\game\quickmake_assets.h	/^struct midi_asset {$/;"	s
midi_asset_ptr	.\game\quickmake_assets.h	/^typedef midi_asset *midi_asset_ptr;$/;"	t
midi_channel	.\game\quickmake_audio.h	/^struct midi_channel {$/;"	s
midi_div_mode	.\game\quickmake_assets.h	/^enum midi_div_mode {$/;"	g
midi_event_code	.\game\quickmake_audio.h	/^enum midi_event_code {$/;"	g
midi_format	.\game\quickmake_assets.h	/^enum midi_format {$/;"	g
midi_key	.\game\quickmake_assets.h	/^enum midi_key {$/;"	g
midi_playback	.\game\quickmake_audio.h	/^struct midi_playback {$/;"	s
midi_track	.\game\quickmake_assets.h	/^struct midi_track {$/;"	s
midi_track_playback	.\game\quickmake_audio.h	/^struct midi_track_playback {$/;"	s
midis	.\game\quickmake_assets.h	/^    midi_asset_ptr_hash_map midis;$/;"	m	struct:game_assets
min	.\game\quickmake_math.h	/^    vector2 min;$/;"	m	struct:rectangle
min	.\game\quickmake_math.h	/^    vector3 min;$/;"	m	struct:aabb
modelMatrix	.\game\quickmake_platform.h	/^    matrix4x4 modelMatrix;$/;"	m	struct:render_command_animated_model
modelMatrix	.\game\quickmake_platform.h	/^    matrix4x4 modelMatrix;$/;"	m	struct:render_command_dynamic_model
modelMatrix	.\game\quickmake_platform.h	/^    matrix4x4 modelMatrix;$/;"	m	struct:render_command_model
monsterType	.\game\combat_types.h	/^    monster_type monsterType;$/;"	m	struct:combat_parameters
monsterType	.\game\explore_phase.h	/^    monster_type monsterType;$/;"	m	struct:dungeon_room
monster_type	.\game\combat_types.h	/^enum monster_type {$/;"	g
monsters	.\game\combat_game.h	/^    dungeon_monster_list monsters;$/;"	m	struct:combat_game
monstersDefeated	.\game\explore_phase.h	/^    bool monstersDefeated;$/;"	m	struct:dungeon_room
moveDirection	.\game\explore_phase.h	/^    room_exit_direction moveDirection;$/;"	m	struct:explore_action
moveToRoom	.\game\explore_phase.cpp	/^void moveToRoom (explore_game *exploreGame, explore_action action, memory_arena *stringMemory) {$/;"	f
muliplier	.\game\quickmake_audio.h	/^    float muliplier;$/;"	m	struct:sound_waveform
n0	.\game\quickmake_math.h	/^    vector3 n0;$/;"	m	struct:triangleWithNormals
n1	.\game\quickmake_math.h	/^    vector3 n1;$/;"	m	struct:triangleWithNormals
n2	.\game\quickmake_math.h	/^    vector3 n2;$/;"	m	struct:triangleWithNormals
name	.\game\combat_game.h	/^    char *name;$/;"	m	struct:dungeon_monster
name	.\game\explore_phase.h	/^    char *name;$/;"	m	struct:dungeon_item
name	.\game\quickmake_assets.h	/^    char name[50];$/;"	m	struct:qmpack_file_header
nearLowerLeft	.\game\quickmake_math.h	/^    vector3 nearLowerLeft;$/;"	m	struct:frustum_corners
nearLowerRight	.\game\quickmake_math.h	/^    vector3 nearLowerRight;$/;"	m	struct:frustum_corners
nearPlane	.\game\quickmake_math.h	/^    float nearPlane;$/;"	m	struct:frustum
nearUpperLeft	.\game\quickmake_math.h	/^    vector3 nearUpperLeft;$/;"	m	struct:frustum_corners
nearUpperRight	.\game\quickmake_math.h	/^    vector3 nearUpperRight;$/;"	m	struct:frustum_corners
needPlatformLoad	.\game\quickmake_platform.h	/^    bool needPlatformLoad;$/;"	m	struct:asset_pack_data
nextEventDeltaTime	.\game\quickmake_audio.h	/^    unsigned int nextEventDeltaTime;$/;"	m	struct:midi_track_playback
noiseWave	.\game\quickmake_audio.cpp	/^float noiseWave () {$/;"	f
normal	.\game\quickmake_math.h	/^    vector3 normal;$/;"	m	struct:plane
normalize	.\game\quickmake_math.cpp	/^inline quaternion normalize (quaternion a) {$/;"	f
normalize	.\game\quickmake_math.cpp	/^inline vector3 normalize (vector3 a) {$/;"	f
normals	.\game\quickmake_platform.h	/^    float_mesh_attribute normals;$/;"	m	struct:loaded_animated_mesh_asset
normals	.\game\quickmake_platform.h	/^    float_mesh_attribute normals;$/;"	m	struct:loaded_mesh_asset
normals	.\game\quickmake_platform.h	/^    float_mesh_attribute normals;$/;"	m	struct:render_command_generate_mesh
numAnimatedMeshes	.\game\quickmake_assets.h	/^    int numAnimatedMeshes;$/;"	m	struct:game_assets
numAnimationData	.\game\quickmake_assets.h	/^    int numAnimationData;$/;"	m	struct:game_assets
numAnimations	.\game\quickmake_assets.h	/^    int numAnimations;$/;"	m	struct:animation_data
numBones	.\game\quickmake_assets.h	/^    int numBones;$/;"	m	struct:animation_data
numBones	.\game\quickmake_assets.h	/^    int numBones;$/;"	m	struct:skeleton_pose
numBones	.\game\quickmake_platform.h	/^    int numBones;$/;"	m	struct:render_command_animated_model
numChannels	.\game\quickmake_assets.h	/^    unsigned short numChannels;$/;"	m	struct:wav_header
numColors	.\game\quickmake_assets.h	/^    unsigned int numColors;$/;"	m	struct:bitmap_header
numFiles	.\game\quickmake_platform.h	/^    int numFiles;$/;"	m	struct:asset_pack_data
numImportantColors	.\game\quickmake_assets.h	/^    unsigned int numImportantColors;$/;"	m	struct:bitmap_header
numKeyFrames	.\game\quickmake_assets.h	/^    int numKeyFrames;$/;"	m	struct:skeleton_animation
numLines	.\game\quickmake_platform.h	/^    int numLines;$/;"	m	struct:render_command_lines
numMeshes	.\game\quickmake_assets.h	/^    unsigned int numMeshes; \/\/ used to assign integer id's to meshes, which renderer can use$/;"	m	struct:game_assets
numMonsters	.\game\combat_types.h	/^    int numMonsters;$/;"	m	struct:combat_parameters
numMonsters	.\game\explore_phase.h	/^    int numMonsters;$/;"	m	struct:dungeon_room
numPlayingSounds	.\game\quickmake_audio.h	/^    int numPlayingSounds;$/;"	m	struct:game_sounds
numPlayingSounds	.\game\quickmake_audio.h	/^    int numPlayingSounds;$/;"	m	struct:midi_channel
numPoses	.\game\quickmake_assets.h	/^    int numPoses;$/;"	m	struct:animation_data
numSamples	.\game\quickmake_assets.h	/^    int numSamples;$/;"	m	struct:sound_asset
numSprites	.\game\quickmake_platform.h	/^    int numSprites;$/;"	m	struct:render_command_sprite_list
numTextures	.\game\quickmake_assets.h	/^    unsigned int numTextures; \/\/ used to assign integer id's to textures, which renderer can use$/;"	m	struct:game_assets
numToString	.\game\quickmake_util.h	/^char *numToString (int num, memory_arena *memory) {$/;"	f
numTracks	.\game\quickmake_assets.h	/^    int numTracks;$/;"	m	struct:midi_asset
numTracks	.\game\quickmake_audio.h	/^    int numTracks;$/;"	m	struct:midi_playback
numTypedChars	.\game\quickmake_platform.h	/^    int numTypedChars;$/;"	m	struct:game_input
numTypedChars	.\windows\win_console.cpp	/^    int numTypedChars;$/;"	m	struct:win_console_input	file:
numTypedLetters	.\game\explore_phase.h	/^    int numTypedLetters;$/;"	m	struct:explore_game
numWaveForms	.\game\quickmake_audio.h	/^    int numWaveForms;$/;"	m	struct:sound_instrument
operator *	.\game\quickmake_math.cpp	/^inline matrix3x3 operator* (float a, matrix3x3 b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline matrix3x3 operator* (matrix3x3 a, matrix3x3 b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline matrix4x4 operator* (float a, matrix4x4 b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline matrix4x4 operator* (matrix4x4 a, matrix4x4 b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline quaternion operator* (float a, quaternion b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline quaternion operator* (quaternion a, float b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline quaternion operator* (quaternion a, quaternion b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector2 operator* (float a, vector2 b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector2 operator* (matrix3x3 m, vector2 v){$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector2 operator* (vector2 a, float b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector2 operator* (vector2 a, vector2 b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector3 operator* (float a, vector3 b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector3 operator* (matrix3x3 m, vector3 v){$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector3 operator* (matrix4x4 m, vector3 v){$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector3 operator* (vector3 a, float b) {$/;"	f
operator *	.\game\quickmake_math.cpp	/^inline vector3 operator* (vector3 a, vector3 b) {$/;"	f
operator *=	.\game\quickmake_math.cpp	/^inline quaternion & operator*= (quaternion &a, quaternion b) {$/;"	f
operator *=	.\game\quickmake_math.cpp	/^inline vector2 & operator*= (vector2 &a, float b) {$/;"	f
operator *=	.\game\quickmake_math.cpp	/^inline vector2 & operator*= (vector2 &a, vector2 b) {$/;"	f
operator *=	.\game\quickmake_math.cpp	/^inline vector3 & operator*= (vector3 &a, float b) {$/;"	f
operator *=	.\game\quickmake_math.cpp	/^inline vector3 & operator*= (vector3 &a, vector3 b) {$/;"	f
operator +	.\game\quickmake_math.cpp	/^inline quaternion operator+ (quaternion a, quaternion b) {$/;"	f
operator +	.\game\quickmake_math.cpp	/^inline vector2 operator+ (vector2 a, vector2 b) {$/;"	f
operator +	.\game\quickmake_math.cpp	/^inline vector3 operator+ (vector3 a, vector3 b) {$/;"	f
operator +=	.\game\quickmake_math.cpp	/^inline vector2 & operator+= (vector2 &a, vector2 b) {$/;"	f
operator +=	.\game\quickmake_math.cpp	/^inline vector3 & operator+= (vector3 &a, vector3 b) {$/;"	f
operator -	.\game\quickmake_math.cpp	/^inline quaternion operator- (quaternion a) {$/;"	f
operator -	.\game\quickmake_math.cpp	/^inline vector2 operator- (vector2 a) {$/;"	f
operator -	.\game\quickmake_math.cpp	/^inline vector2 operator- (vector2 a, vector2 b) {$/;"	f
operator -	.\game\quickmake_math.cpp	/^inline vector3 operator- (vector3 a) {$/;"	f
operator -	.\game\quickmake_math.cpp	/^inline vector3 operator- (vector3 a, vector3 b) {$/;"	f
operator -=	.\game\quickmake_math.cpp	/^inline vector2 & operator-= (vector2 &a, vector2 b) {$/;"	f
operator -=	.\game\quickmake_math.cpp	/^inline vector3 & operator-= (vector3 &a, vector3 b) {$/;"	f
orientation	.\game\quickmake_math.h	/^    quaternion orientation;$/;"	m	struct:frustum
origin	.\game\quickmake_math.h	/^    vector3 origin;$/;"	m	struct:frustum
oscillator_type	.\game\quickmake_audio.h	/^enum oscillator_type {$/;"	g
outputHandle	.\windows\win_console.cpp	/^    HANDLE outputHandle;$/;"	m	struct:win_console	file:
p0	.\game\quickmake_math.h	/^    vector3 p0;$/;"	m	struct:triangle
p0	.\game\quickmake_math.h	/^    vector3 p0;$/;"	m	struct:triangleWithNormals
p1	.\game\quickmake_math.h	/^    vector3 p1;$/;"	m	struct:triangle
p1	.\game\quickmake_math.h	/^    vector3 p1;$/;"	m	struct:triangleWithNormals
p2	.\game\quickmake_math.h	/^    vector3 p2;$/;"	m	struct:triangle
p2	.\game\quickmake_math.h	/^    vector3 p2;$/;"	m	struct:triangleWithNormals
parentID	.\game\quickmake_assets.h	/^    int parentID;$/;"	m	struct:skeleton_bone
parseAnimationData	.\game\quickmake_assets.cpp	/^void parseAnimationData (void *fileData, game_assets *assets, int key, memory_arena *workingMemory) {$/;"	f
parseAtlas	.\game\quickmake_assets.cpp	/^void parseAtlas (void *atlasData, game_assets *assets, char *name, memory_arena *workingMemory) {$/;"	f
parseBitmap	.\game\quickmake_assets.cpp	/^void parseBitmap (void *assetData, game_assets *assets, char *name, memory_arena *workingMemory) {$/;"	f
parseMidi	.\game\quickmake_assets.cpp	/^void parseMidi (void *fileData, game_assets *assets, char *name, memory_arena *workingMemory, platform_options *options) {$/;"	f
parseMoveAction	.\game\explore_phase.cpp	/^bool parseMoveAction (char *input, char *cursor, int inputLength, explore_action *result) {$/;"	f
parseMoveDirection	.\game\explore_phase.cpp	/^bool parseMoveDirection (char *input, explore_action *result) {$/;"	f
parseOBJ	.\game\quickmake_assets.cpp	/^void parseOBJ (void *objData, game_assets *assets, char *name, memory_arena *workingMemory) {$/;"	f
parseQMM	.\game\quickmake_assets.cpp	/^void parseQMM (void *fileData, game_assets *assets, int key, memory_arena *workingMemory) {$/;"	f
parseWav	.\game\quickmake_assets.cpp	/^void parseWav (void *fileData, game_assets *assets, char *name, memory_arena *workingMemory, platform_options *options) {$/;"	f
perfCountFrequency	.\windows\win_console.cpp	/^    long long perfCountFrequency;$/;"	m	struct:win_console	file:
period	.\game\quickmake_audio.h	/^    float period;$/;"	m	struct:synth_sound
pixels	.\game\quickmake_platform.h	/^    void *pixels; \/\/ unsigned int, but void for compatibility with webidl$/;"	m	struct:loaded_atlas_asset
pixels	.\game\quickmake_platform.h	/^    void *pixels; \/\/ unsigned int, but void for compatibility with webidl$/;"	m	struct:loaded_texture_asset
plane	.\game\quickmake_math.h	/^struct plane {$/;"	s
planes	.\game\quickmake_assets.h	/^    unsigned short planes;$/;"	m	struct:bitmap_header
platform_options	.\game\quickmake_platform.h	/^struct platform_options {$/;"	s
platform_triggers	.\game\quickmake_platform.h	/^struct platform_triggers {$/;"	s
playBGM	.\game\quickmake_audio.cpp	/^void playBGM (char *key, game_sounds *gameSounds, game_assets *assets) {$/;"	f
playInstrument	.\game\quickmake_audio.cpp	/^int playInstrument (game_sounds *gameSounds, instrument_type instrumentType, float hz) {$/;"	f
playMIDInstrument	.\game\quickmake_audio.cpp	/^void playMIDInstrument (midi_channel *channel, unsigned char midiNote, unsigned char velocity) {$/;"	f
playSound	.\game\quickmake_audio.cpp	/^void playSound (char *key, game_sounds *gameSounds, game_assets *assets) {$/;"	f
playing	.\game\quickmake_audio.h	/^    bool playing;$/;"	m	struct:midi_playback
playingSounds	.\game\quickmake_audio.h	/^    playing_sound playingSounds[MAX_PLAYING_SOUNDS];$/;"	m	struct:game_sounds
playing_sound	.\game\quickmake_audio.h	/^struct playing_sound {$/;"	s
pointIsInFrontOfPlane	.\game\quickmake_math.cpp	/^inline bool pointIsInFrontOfPlane (vector3 point, plane p) {$/;"	f
pointer2Down	.\game\quickmake_platform.h	/^    bool pointer2Down;$/;"	m	struct:game_input
pointer2JustDown	.\game\quickmake_platform.h	/^    bool pointer2JustDown;$/;"	m	struct:game_input
pointer2X	.\game\quickmake_platform.h	/^    int pointer2X;$/;"	m	struct:game_input
pointer2Y	.\game\quickmake_platform.h	/^    int pointer2Y;$/;"	m	struct:game_input
pointerDown	.\game\quickmake_platform.h	/^    bool pointerDown;$/;"	m	struct:game_input
pointerJustDown	.\game\quickmake_platform.h	/^    bool pointerJustDown;$/;"	m	struct:game_input
pointerState	.\windows\win_console.cpp	/^    win_console_key pointerState;$/;"	m	struct:win_console_input	file:
pointerX	.\game\quickmake_platform.h	/^    int pointerX;$/;"	m	struct:game_input
pointerX	.\windows\win_console.cpp	/^    int pointerX;$/;"	m	struct:win_console_input	file:
pointerY	.\game\quickmake_platform.h	/^    int pointerY;$/;"	m	struct:game_input
pointerY	.\windows\win_console.cpp	/^    int pointerY;$/;"	m	struct:win_console_input	file:
pos	.\game\quickmake_math.h	/^    vector3 pos;$/;"	m	struct:sphere
pos	.\game\quickmake_platform.h	/^    vector2 pos[4];$/;"	m	struct:render_sprite
poseID	.\game\quickmake_assets.h	/^    int poseID;$/;"	m	struct:skeleton_keyframe
poses	.\game\quickmake_assets.h	/^    skeleton_pose *poses;$/;"	m	struct:animation_data
positions	.\game\quickmake_platform.h	/^    float_mesh_attribute positions;$/;"	m	struct:loaded_animated_mesh_asset
positions	.\game\quickmake_platform.h	/^    float_mesh_attribute positions;$/;"	m	struct:loaded_mesh_asset
positions	.\game\quickmake_platform.h	/^    float_mesh_attribute positions;$/;"	m	struct:render_command_generate_mesh
pressed	.\game\quickmake_audio.h	/^    bool pressed;$/;"	m	struct:synth_sound
printInventory	.\game\explore_phase.cpp	/^void printInventory (explore_game *exploreGame, memory_arena *stringMemory) {$/;"	f
processPlayerInput	.\game\explore_phase.cpp	/^explore_action processPlayerInput (explore_game *exploreGame) {$/;"	f
programRunning	.\windows\win_platform.cpp	/^static bool programRunning = false;$/;"	v	file:
projMatrix	.\game\quickmake_platform.h	/^    matrix4x4 projMatrix;$/;"	m	struct:render_command_set_camera
qmpack_file_header	.\game\quickmake_assets.h	/^struct qmpack_file_header {$/;"	s
quaternion	.\game\quickmake_math.h	/^struct quaternion {$/;"	s
quaternionFromAxisAngle	.\game\quickmake_math.cpp	/^inline quaternion quaternionFromAxisAngle (vector3 axis, float angle) {$/;"	f
quaternionFromRotationMatrix	.\game\quickmake_math.cpp	/^inline quaternion quaternionFromRotationMatrix (matrix4x4 m) {$/;"	f
r	.\game\quickmake_math.h	/^        float r;$/;"	m	struct:vector3::__anon3
r	.\game\quickmake_math.h	/^        float r;$/;"	m	struct:vector4::__anon5
radius	.\game\quickmake_math.h	/^    float radius;$/;"	m	struct:sphere
randomFloat	.\game\quickmake_util.h	/^inline float randomFloat () {$/;"	f
randomUint	.\game\quickmake_util.h	/^inline unsigned int randomUint () {$/;"	f
ratio	.\game\quickmake_math.h	/^    float ratio;$/;"	m	struct:frustum
readInputWord	.\game\explore_phase.cpp	/^char *readInputWord (char *cursor, char *currentWord, int inputLength) {$/;"	f
readLine	.\game\quickmake_util.h	/^void readLine (char *data, char **start, char **end) {$/;"	f
readLine	.\game\quickmake_util.h	/^void readLine (char *data, char **start, char **end, char **nextLineStart) {$/;"	f
readRestOfLine	.\game\explore_phase.cpp	/^char *readRestOfLine (char *cursor, char *currentWord, int inputLength) {$/;"	f
rectangle	.\game\quickmake_math.h	/^struct rectangle {$/;"	s
rectangleContainsPoint	.\game\quickmake_math.cpp	/^bool rectangleContainsPoint (rectangle rect, float x, float y) {$/;"	f
rectangleIntersection	.\game\quickmake_math.cpp	/^bool rectangleIntersection (rectangle a, rectangle b) {$/;"	f
redMask	.\game\quickmake_assets.h	/^    unsigned int redMask;$/;"	m	struct:bitmap_header
releaseTime	.\game\quickmake_audio.h	/^    float releaseTime;$/;"	m	struct:sound_envelope
releaseTime	.\game\quickmake_audio.h	/^    float releaseTime;$/;"	m	struct:synth_sound
releaseWinConsoleHandles	.\windows\win_console.cpp	/^void releaseWinConsoleHandles (win_console *winConsole) {$/;"	f
renderWinConsole	.\windows\win_console.cpp	/^void renderWinConsole (win_console *winConsole) {$/;"	f
render_command_animated_model	.\game\quickmake_platform.h	/^struct render_command_animated_model {$/;"	s
render_command_background_visualization	.\game\quickmake_platform.h	/^struct render_command_background_visualization {$/;"	s
render_command_dynamic_model	.\game\quickmake_platform.h	/^struct render_command_dynamic_model {$/;"	s
render_command_generate_mesh	.\game\quickmake_platform.h	/^struct render_command_generate_mesh {$/;"	s
render_command_header	.\game\quickmake_platform.h	/^struct render_command_header{$/;"	s
render_command_lines	.\game\quickmake_platform.h	/^struct render_command_lines {$/;"	s
render_command_list	.\game\quickmake_platform.h	/^struct render_command_list {$/;"	s
render_command_model	.\game\quickmake_platform.h	/^struct render_command_model {$/;"	s
render_command_set_camera	.\game\quickmake_platform.h	/^struct render_command_set_camera {$/;"	s
render_command_sprite	.\game\quickmake_platform.h	/^struct render_command_sprite {$/;"	s
render_command_sprite_list	.\game\quickmake_platform.h	/^struct render_command_sprite_list {$/;"	s
render_command_type	.\game\quickmake_platform.h	/^enum render_command_type {$/;"	g
render_sprite	.\game\quickmake_platform.h	/^struct render_sprite {$/;"	s
reserved1	.\game\quickmake_assets.h	/^    unsigned short reserved1;$/;"	m	struct:bitmap_header
reserved2	.\game\quickmake_assets.h	/^    unsigned short reserved2;$/;"	m	struct:bitmap_header
resizeWinConsoleBuffer	.\windows\win_platform.cpp	/^static void resizeWinConsoleBuffer (win_console *winConsole, win_console_window winConsoleWindow) {$/;"	f	file:
resonance	.\game\quickmake_audio.h	/^    float resonance;$/;"	m	struct:sound_filter
revealStatusText	.\game\explore_phase.cpp	/^bool revealStatusText (explore_game *exploreGame, console_drawer *drawer) {$/;"	f
revealTime	.\game\explore_phase.h	/^    float revealTime;$/;"	m	struct:explore_game
riff	.\game\quickmake_assets.h	/^    unsigned char riff[4];$/;"	m	struct:wav_header
rightBumper	.\game\quickmake_platform.h	/^    input_key rightBumper;$/;"	m	struct:game_controller_input
rightKey	.\game\quickmake_platform.h	/^    input_key rightKey;$/;"	m	struct:game_input
rightKey	.\windows\win_console.cpp	/^    win_console_key rightKey;$/;"	m	struct:win_console_input	file:
rightStick	.\game\quickmake_platform.h	/^    input_key rightStick;$/;"	m	struct:game_controller_input
rightStickDown	.\game\quickmake_platform.h	/^    input_key rightStickDown;$/;"	m	struct:game_controller_input
rightStickLeft	.\game\quickmake_platform.h	/^    input_key rightStickLeft;$/;"	m	struct:game_controller_input
rightStickRight	.\game\quickmake_platform.h	/^    input_key rightStickRight;$/;"	m	struct:game_controller_input
rightStickUp	.\game\quickmake_platform.h	/^    input_key rightStickUp;$/;"	m	struct:game_controller_input
rightStickX	.\game\quickmake_platform.h	/^    float rightStickX;$/;"	m	struct:game_controller_input
rightStickY	.\game\quickmake_platform.h	/^    float rightStickY;$/;"	m	struct:game_controller_input
rightTrigger	.\game\quickmake_platform.h	/^    float rightTrigger;$/;"	m	struct:game_controller_input
rightTriggerButton	.\game\quickmake_platform.h	/^    input_key rightTriggerButton;$/;"	m	struct:game_controller_input
rngSeed	.\game\quickmake_util.h	/^static unsigned int rngSeed;$/;"	v
roomDescription	.\game\explore_phase.h	/^    char *roomDescription;$/;"	m	struct:dungeon_item
room_exit	.\game\explore_phase.h	/^struct room_exit {$/;"	s
room_exit_direction	.\game\explore_phase.h	/^enum room_exit_direction {$/;"	g
rotateVectorByQuaternion	.\game\quickmake_math.cpp	/^inline vector3 rotateVectorByQuaternion (vector3 v, quaternion q) {$/;"	f
rotationMatrix3x3	.\game\quickmake_math.cpp	/^inline matrix3x3 rotationMatrix3x3 (float angle) {$/;"	f
rotationMatrixFromAxisAngle	.\game\quickmake_math.cpp	/^inline matrix4x4 rotationMatrixFromAxisAngle (vector3 axis, float angle) {$/;"	f
sampleCount	.\game\quickmake_platform.h	/^    int sampleCount;$/;"	m	struct:game_sound_output
sampleRate	.\game\quickmake_assets.h	/^    unsigned int sampleRate;$/;"	m	struct:wav_header
samples	.\game\quickmake_assets.h	/^    short *samples;$/;"	m	struct:sound_asset
samples	.\game\quickmake_platform.h	/^    sound_sample *samples;$/;"	m	struct:game_sound_output
samplesPerSecond	.\game\quickmake_platform.h	/^    int samplesPerSecond;$/;"	m	struct:game_sound_output
samplesPerSecond	.\windows\directsound_audio.h	/^    int samplesPerSecond;$/;"	m	struct:win_sound_output
sawToothWave	.\game\quickmake_audio.cpp	/^float sawToothWave (float hz, float t) {$/;"	f
scaleMatrix3x3	.\game\quickmake_math.cpp	/^inline matrix3x3 scaleMatrix3x3 (float s) {$/;"	f
scaleMatrix3x3	.\game\quickmake_math.cpp	/^inline matrix3x3 scaleMatrix3x3 (float x, float y) {$/;"	f
scaleMatrix4x4	.\game\quickmake_math.cpp	/^inline matrix4x4 scaleMatrix4x4 (float s) {$/;"	f
scaleMatrix4x4	.\game\quickmake_math.cpp	/^inline matrix4x4 scaleMatrix4x4 (float x, float y, float z) {$/;"	f
secondaryBuffer	.\windows\directsound_audio.h	/^    LPDIRECTSOUNDBUFFER secondaryBuffer;$/;"	m	struct:win_sound_output
secondaryBufferSize	.\windows\directsound_audio.h	/^    int secondaryBufferSize;$/;"	m	struct:win_sound_output
setCombatArena	.\game\combat_game.cpp	/^void setCombatArena (combat_game *combatGame, console_drawer *drawer) {$/;"	f
setRNGSeed	.\game\quickmake_util.h	/^inline void setRNGSeed (unsigned int seed) {$/;"	f
setWinConsoleOutputActive	.\windows\win_console.cpp	/^void setWinConsoleOutputActive (win_console *winConsole) {$/;"	f
setWinConsoleStandardOutputActive	.\windows\win_console.cpp	/^void setWinConsoleStandardOutputActive (win_console *winConsole) {$/;"	f
setWindowBufferMemory	.\windows\win_console.cpp	/^void setWindowBufferMemory (win_console *winConsole, void *memory) {$/;"	f
sineWave	.\game\quickmake_audio.cpp	/^float sineWave (float hz, float t) {$/;"	f
size	.\game\quickmake_assets.h	/^    unsigned int size;$/;"	m	struct:data_asset
size	.\game\quickmake_assets.h	/^    unsigned int size;$/;"	m	struct:qmpack_file_header
size	.\game\quickmake_platform.h	/^    unsigned int size;$/;"	m	struct:memory_arena
skeleton_animation	.\game\quickmake_assets.h	/^struct skeleton_animation {$/;"	s
skeleton_bone	.\game\quickmake_assets.h	/^struct skeleton_bone {$/;"	s
skeleton_bone_pose	.\game\quickmake_assets.h	/^struct skeleton_bone_pose {$/;"	s
skeleton_keyframe	.\game\quickmake_assets.h	/^struct skeleton_keyframe {$/;"	s
skeleton_pose	.\game\quickmake_assets.h	/^struct skeleton_pose {$/;"	s
snake_segment_position	.\game\combat_game.h	/^struct snake_segment_position {$/;"	s
soundValid	.\windows\directsound_audio.h	/^    bool soundValid;$/;"	m	struct:win_sound_output
sound_asset	.\game\quickmake_assets.h	/^struct sound_asset {$/;"	s
sound_asset_ptr	.\game\quickmake_assets.h	/^typedef sound_asset *sound_asset_ptr;$/;"	t
sound_envelope	.\game\quickmake_audio.h	/^struct sound_envelope {$/;"	s
sound_filter	.\game\quickmake_audio.h	/^struct sound_filter {$/;"	s
sound_filter_type	.\game\quickmake_audio.h	/^enum sound_filter_type {$/;"	g
sound_instrument	.\game\quickmake_audio.h	/^struct sound_instrument {$/;"	s
sound_sample	.\game\quickmake_platform.h	/^struct sound_sample {$/;"	s
sound_state	.\game\quickmake_audio.h	/^enum sound_state {$/;"	g
sound_waveform	.\game\quickmake_audio.h	/^struct sound_waveform {$/;"	s
sounds	.\game\quickmake_assets.h	/^    sound_asset_ptr_hash_map sounds;$/;"	m	struct:game_assets
sounds	.\game\quickmake_game.h	/^    game_sounds sounds;$/;"	m	struct:game_state
spawnPositionsID	.\game\combat_types.h	/^    int spawnPositionsID;$/;"	m	struct:combat_parameters
spawnPositionsID	.\game\explore_phase.h	/^    int spawnPositionsID;$/;"	m	struct:dungeon_room
sphere	.\game\quickmake_math.h	/^struct sphere {$/;"	s
sprites	.\game\quickmake_platform.h	/^    render_sprite *sprites;$/;"	m	struct:render_command_sprite_list
square	.\game\quickmake_math.cpp	/^inline float square (float a) {$/;"	f
squareWave	.\game\quickmake_audio.cpp	/^float squareWave (float hz, float t) {$/;"	f
standardOutputHandle	.\windows\win_console.cpp	/^    HANDLE standardOutputHandle;$/;"	m	struct:win_console	file:
start	.\game\quickmake_platform.h	/^    input_key start;$/;"	m	struct:game_controller_input
startWinConsoleFrame	.\windows\win_console.cpp	/^void startWinConsoleFrame (win_console *winConsole) {$/;"	f
state	.\game\console_game.h	/^    console_game_state state;$/;"	m	struct:console_game
state	.\game\explore_phase.h	/^    explore_state state;$/;"	m	struct:explore_game
state	.\game\quickmake_audio.h	/^    sound_state state;$/;"	m	struct:synth_sound
stopMIDInstrument	.\game\quickmake_audio.cpp	/^void stopMIDInstrument (midi_channel *channel, unsigned char midiNote) {$/;"	f
stringLength	.\game\explore_phase.cpp	/^int stringLength (char *string) {$/;"	f
stringToFloat	.\game\quickmake_util.h	/^float stringToFloat (char *start, char *end) {$/;"	f
stringToInt	.\game\quickmake_util.h	/^int stringToInt (char *start, char *end) {$/;"	f
stringsAreEqual	.\game\quickmake_util.h	/^bool stringsAreEqual (char *a, char *b) {$/;"	f
stringsAreEqual	.\game\quickmake_util.h	/^bool stringsAreEqual (int length, char *a, char *b) {$/;"	f
structSize	.\game\quickmake_assets.h	/^    unsigned int structSize;$/;"	m	struct:bitmap_header
subX	.\game\combat_game.h	/^    float subX;$/;"	m	struct:dungeon_monster
subY	.\game\combat_game.h	/^    float subY;$/;"	m	struct:dungeon_monster
sustain	.\game\quickmake_audio.h	/^    bool sustain;$/;"	m	struct:sound_envelope
sustainVolume	.\game\quickmake_audio.h	/^    float sustainVolume;$/;"	m	struct:sound_envelope
synth_sound	.\game\quickmake_audio.h	/^struct synth_sound {$/;"	s
t	.\game\quickmake_assets.h	/^    float t;$/;"	m	struct:skeleton_keyframe
t	.\game\quickmake_audio.h	/^    float t;$/;"	m	struct:synth_sound
t	.\game\quickmake_platform.h	/^    float t;$/;"	m	struct:render_command_background_visualization
takeItemIfExists	.\game\explore_phase.cpp	/^void takeItemIfExists (explore_game *exploreGame, explore_action action, memory_arena *stringMemory) {$/;"	f
target	.\game\explore_phase.h	/^    char target[MAX_TEXT_INPUT_LENGTH]; \/\/ for equipping items, examining items, etc.$/;"	m	struct:explore_action
targetMSPerFrame	.\windows\win_console.cpp	/^    float targetMSPerFrame;$/;"	m	struct:win_console	file:
targetMSPerFrame	.\windows\win_platform.cpp	/^static float targetMSPerFrame = 1000.0f \/ 60.0f;$/;"	v	file:
tempMemory	.\game\quickmake_game.h	/^    memory_arena tempMemory; \/\/ cleared every frame$/;"	m	struct:game_state
tempMemory	.\game\quickmake_platform.h	/^    void *tempMemory;$/;"	m	struct:game_memory
tempMemoryCapacity	.\game\quickmake_platform.h	/^    unsigned int tempMemoryCapacity;$/;"	m	struct:game_memory
texCoord	.\game\quickmake_platform.h	/^    vector2 texCoord[4];$/;"	m	struct:render_sprite
texCoords	.\game\quickmake_platform.h	/^    float_mesh_attribute texCoords;$/;"	m	struct:loaded_animated_mesh_asset
texCoords	.\game\quickmake_platform.h	/^    float_mesh_attribute texCoords;$/;"	m	struct:loaded_mesh_asset
texCoords	.\game\quickmake_platform.h	/^    float_mesh_attribute texCoords;$/;"	m	struct:render_command_generate_mesh
textureID	.\game\quickmake_assets.h	/^    int textureID;$/;"	m	struct:atlas_asset
textureID	.\game\quickmake_platform.h	/^    unsigned int textureID;$/;"	m	struct:render_command_animated_model
textureID	.\game\quickmake_platform.h	/^    unsigned int textureID;$/;"	m	struct:render_command_dynamic_model
textureID	.\game\quickmake_platform.h	/^    unsigned int textureID;$/;"	m	struct:render_command_model
textureID	.\game\quickmake_platform.h	/^    unsigned int textureID;$/;"	m	struct:render_command_sprite
textureID	.\game\quickmake_platform.h	/^    unsigned int textureID;$/;"	m	struct:render_sprite
texture_asset	.\game\quickmake_assets.h	/^struct texture_asset {$/;"	s
texture_asset_ptr	.\game\quickmake_assets.h	/^typedef texture_asset *texture_asset_ptr;$/;"	t
textures	.\game\quickmake_assets.h	/^    texture_asset_ptr_hash_map textures;$/;"	m	struct:game_assets
tickDuration	.\game\quickmake_assets.h	/^    double tickDuration;$/;"	m	struct:midi_asset
tickDuration	.\game\quickmake_audio.h	/^    double tickDuration;$/;"	m	struct:midi_playback
ticksPerQuarterNote	.\game\quickmake_assets.h	/^    int ticksPerQuarterNote;$/;"	m	struct:midi_asset
ticksPerQuarterNote	.\game\quickmake_audio.h	/^    int ticksPerQuarterNote;$/;"	m	struct:midi_playback
ticksSinceLastEvent	.\game\quickmake_audio.h	/^    unsigned int ticksSinceLastEvent;$/;"	m	struct:midi_track_playback
time	.\game\quickmake_audio.h	/^    double time;$/;"	m	struct:midi_track_playback
title	.\game\explore_phase.h	/^    char *title;$/;"	m	struct:dungeon_room
tracks	.\game\quickmake_assets.h	/^    midi_track tracks[MAX_MIDI_TRACKS];$/;"	m	struct:midi_asset
tracks	.\game\quickmake_audio.h	/^    midi_track_playback tracks[MAX_MIDI_TRACKS];$/;"	m	struct:midi_playback
transform	.\game\quickmake_assets.h	/^    matrix4x4 transform;$/;"	m	struct:skeleton_bone
transformDirection	.\game\quickmake_math.cpp	/^inline vector2 transformDirection (matrix3x3 m, vector2 v) {$/;"	f
transformDirection	.\game\quickmake_math.cpp	/^inline vector3 transformDirection (matrix4x4 m, vector3 v) {$/;"	f
transformPoint	.\game\quickmake_math.cpp	/^inline vector2 transformPoint (matrix3x3 m, vector2 v, float* z){$/;"	f
transformPoint	.\game\quickmake_math.cpp	/^inline vector3 transformPoint (matrix4x4 m, vector3 v, float* w){$/;"	f
translationMatrix	.\game\quickmake_math.cpp	/^inline matrix3x3 translationMatrix (float x, float y) {$/;"	f
translationMatrix	.\game\quickmake_math.cpp	/^inline matrix4x4 translationMatrix (float x, float y, float z) {$/;"	f
translationMatrix	.\game\quickmake_math.cpp	/^inline matrix4x4 translationMatrix (vector3 position) {$/;"	f
transpose	.\game\quickmake_math.cpp	/^inline matrix3x3 transpose (matrix3x3 a) {$/;"	f
transpose	.\game\quickmake_math.cpp	/^inline matrix4x4 transpose (matrix4x4 a) {$/;"	f
triangle	.\game\quickmake_math.h	/^struct triangle {$/;"	s
triangleWave	.\game\quickmake_audio.cpp	/^float triangleWave (float hz, float t) {$/;"	f
triangleWithNormals	.\game\quickmake_math.h	/^struct triangleWithNormals {$/;"	s
triggerFileSave	.\game\quickmake_platform.h	/^    bool triggerFileSave;$/;"	m	struct:platform_triggers
triggerFileWindow	.\game\quickmake_platform.h	/^    bool triggerFileWindow;$/;"	m	struct:platform_triggers
type	.\game\combat_game.h	/^    monster_type type;$/;"	m	struct:dungeon_monster
type	.\game\explore_phase.h	/^    action_type type;$/;"	m	struct:explore_action
type	.\game\quickmake_assets.h	/^    asset_type type;$/;"	m	struct:qmpack_file_header
type	.\game\quickmake_assets.h	/^    unsigned short type;$/;"	m	struct:bitmap_header
type	.\game\quickmake_audio.h	/^    instrument_type type;$/;"	m	struct:sound_instrument
type	.\game\quickmake_audio.h	/^    sound_filter_type type;$/;"	m	struct:sound_filter
type	.\game\quickmake_platform.h	/^    render_command_type type;$/;"	m	struct:render_command_header
typedText	.\game\quickmake_platform.h	/^    char typedText[10];$/;"	m	struct:game_input
typedText	.\windows\win_console.cpp	/^    char typedText[10];$/;"	m	struct:win_console_input	file:
unionAABB	.\game\quickmake_math.cpp	/^aabb unionAABB (aabb a, aabb b) {$/;"	f
unionRectangle	.\game\quickmake_math.cpp	/^rectangle unionRectangle (rectangle a, rectangle b) {$/;"	f
upKey	.\game\quickmake_platform.h	/^    input_key upKey;$/;"	m	struct:game_input
upKey	.\windows\win_console.cpp	/^    win_console_key upKey;$/;"	m	struct:win_console_input	file:
updateBGM	.\game\quickmake_audio.cpp	/^void updateBGM (game_sounds *gameSounds, sound_sample *sampleOut, int sampleCount, int samplesPerSecond) {$/;"	f
updateCombatPhase	.\game\combat_game.cpp	/^bool updateCombatPhase (combat_game *combatGame, game_input *input, console_drawer *drawer, memory_arena *stringMemory) {$/;"	f
updateConsoleGame	.\game\console_game.cpp	/^void updateConsoleGame (memory_arena *memory, memory_arena *tempMemory, console_game *consoleGame,$/;"	f
updateController	.\windows\win_platform.cpp	/^static void updateController (game_controller_input *controller, XINPUT_STATE state) {$/;"	f	file:
updateControllerButton	.\windows\win_platform.cpp	/^static void updateControllerButton (XINPUT_GAMEPAD gamepad, input_key *button, WORD buttonBitmask) {$/;"	f	file:
updateControllerStick	.\windows\win_platform.cpp	/^static void updateControllerStick (SHORT gamepadStickX, SHORT gamepadStickY, float *stickX, float *stickY, SHORT deadzone) {$/;"	f	file:
updateControllerStickDirection	.\windows\win_platform.cpp	/^static void updateControllerStickDirection (input_key *dir0, input_key *dir1, SHORT gamepadVal, SHORT deadzone) {$/;"	f	file:
updateControllerTrigger	.\windows\win_platform.cpp	/^static void updateControllerTrigger (float *trigger, input_key *triggerButton, BYTE triggerValue, BYTE triggerMax) {$/;"	f	file:
updateCurrentRoomDescription	.\game\explore_phase.cpp	/^void updateCurrentRoomDescription (explore_game *exploreGame, memory_arena *stringMemory) {$/;"	f
updateExplorePhase	.\game\explore_phase.cpp	/^bool updateExplorePhase (explore_game *exploreGame, game_input *input, console_drawer *drawer, memory_arena *stringMemory) {$/;"	f
updateGame	.\game\quickmake_game.cpp	/^extern "C" void updateGame (game_input *input, game_memory *gameMemory, platform_options *options, game_window gameWindow) {$/;"	f
updateInstrument	.\game\quickmake_audio.cpp	/^inline float updateInstrument (synth_sound *sound, sound_instrument *instrument, float dt) {$/;"	f
updatePlayerInput	.\game\explore_phase.cpp	/^bool updatePlayerInput (explore_game *exploreGame, game_input *input, console_drawer *drawer) {$/;"	f
updateWaveform	.\game\quickmake_audio.cpp	/^float updateWaveform (synth_sound *sound, sound_instrument *instrument, float dt) {$/;"	f
value	.\game\hash_map.h	/^void storeHashMapValue (HASH_MAP_TYPE_STRUCT(HASH_MAP_TYPE) *hashMap, HASH_MAP_TYPE value, char *key) {$/;"	v
value	.\game\list.h	/^void listInsert(LIST_TYPE_STRUCT(LIST_TYPE) *list, LIST_TYPE value, int index) {$/;"	v
value	.\game\quickmake_platform.h	/^    float value;$/;"	m	struct:sound_sample
values	.\game\quickmake_platform.h	/^    void *values;$/;"	m	struct:float_mesh_attribute
values	.\game\quickmake_platform.h	/^    void *values;$/;"	m	struct:int_mesh_attribute
vector2	.\game\quickmake_math.h	/^union vector2 {$/;"	u
vector3	.\game\quickmake_math.h	/^union vector3 {$/;"	u
vector4	.\game\quickmake_math.h	/^union vector4 {$/;"	u
viewMatrix	.\game\quickmake_platform.h	/^    matrix4x4 viewMatrix;$/;"	m	struct:render_command_set_camera
volume	.\game\quickmake_audio.h	/^    float volume;$/;"	m	struct:sound_waveform
w	.\game\quickmake_math.h	/^        float w;$/;"	m	struct:vector4::__anon4
w	.\game\quickmake_math.h	/^    float w;$/;"	m	struct:quaternion
waitForEndOfWinConsoleFrame	.\windows\win_console.cpp	/^void waitForEndOfWinConsoleFrame (win_console *winConsole) {$/;"	f
wav_header	.\game\quickmake_assets.h	/^struct wav_header {$/;"	s
waveType	.\game\quickmake_audio.h	/^    oscillator_type waveType;$/;"	m	struct:sound_waveform
waveforms	.\game\quickmake_audio.h	/^    sound_waveform waveforms[MAX_WAVEFORMS];$/;"	m	struct:sound_instrument
weaponType	.\game\combat_types.h	/^    weapon_type weaponType;$/;"	m	struct:combat_parameters
weaponType	.\game\explore_phase.h	/^    weapon_type weaponType;$/;"	m	struct:dungeon_item
weapon_type	.\game\combat_types.h	/^enum weapon_type {$/;"	g
width	.\game\quickmake_assets.h	/^    int width;$/;"	m	struct:atlas_asset
width	.\game\quickmake_assets.h	/^    int width;$/;"	m	struct:bitmap_header
width	.\game\quickmake_assets.h	/^    int width;$/;"	m	struct:texture_asset
width	.\game\quickmake_platform.h	/^    float width;$/;"	m	struct:render_command_sprite
width	.\game\quickmake_platform.h	/^    int width;$/;"	m	struct:game_window
width	.\game\quickmake_platform.h	/^    int width;$/;"	m	struct:loaded_atlas_asset
width	.\game\quickmake_platform.h	/^    int width;$/;"	m	struct:loaded_texture_asset
width	.\windows\win_console.cpp	/^    int width;$/;"	m	struct:win_console_window	file:
winConsoleClearWindow	.\windows\win_console.cpp	/^void winConsoleClearWindow (win_console *winConsole) {$/;"	f
winConsoleGetWindowDimensions	.\windows\win_console.cpp	/^void winConsoleGetWindowDimensions (win_console *winConsole, int *width, int *height) {$/;"	f
winConsoleResetInput	.\windows\win_console.cpp	/^void winConsoleResetInput (win_console_input *input) {$/;"	f
winConsoleSetFont	.\windows\win_console.cpp	/^void winConsoleSetFont (win_console *winConsole, int sizeX, int sizeY, WCHAR *fontName, int fontWeight) {$/;"	f
winConsoleWriteText	.\windows\win_console.cpp	/^void winConsoleWriteText (win_console *winConsole, char *text, int length, int x, int y) {$/;"	f
win_console	.\windows\win_console.cpp	/^struct win_console {$/;"	s	file:
win_console_input	.\windows\win_console.cpp	/^struct win_console_input {$/;"	s	file:
win_console_key	.\windows\win_console.cpp	/^struct win_console_key {$/;"	s	file:
win_console_window	.\windows\win_console.cpp	/^struct win_console_window {$/;"	s	file:
win_sound_output	.\windows\directsound_audio.h	/^struct win_sound_output {$/;"	s
window	.\game\console_drawing.h	/^    game_window window;$/;"	m	struct:console_drawer
windowBuffer	.\windows\win_console.cpp	/^    CHAR_INFO *windowBuffer;$/;"	m	struct:win_console	file:
windowBufferSize	.\windows\win_console.cpp	/^    COORD windowBufferSize;$/;"	m	struct:win_console	file:
windowDimensions	.\windows\win_console.cpp	/^    SMALL_RECT windowDimensions;$/;"	m	struct:win_console	file:
windowHeight	.\game\quickmake_platform.h	/^    int windowHeight;$/;"	m	struct:render_command_list
windowStartX	.\game\console_drawing.h	/^    int windowStartX;$/;"	m	struct:console_drawer
windowStartX	.\game\console_game.h	/^    int windowStartX;$/;"	m	struct:console_game
windowStartY	.\game\console_drawing.h	/^    int windowStartY;$/;"	m	struct:console_drawer
windowStartY	.\game\console_game.h	/^    int windowStartY;$/;"	m	struct:console_game
windowWidth	.\game\quickmake_platform.h	/^    int windowWidth;$/;"	m	struct:render_command_list
windowWriteCoord	.\windows\win_console.cpp	/^    COORD windowWriteCoord;$/;"	m	struct:win_console	file:
writeNumToBuffer	.\game\quickmake_util.h	/^char *writeNumToBuffer (int num, char *buffer) {$/;"	f
writeStringToBuffer	.\game\quickmake_util.h	/^char *writeStringToBuffer (char *string, char *buffer) {$/;"	f
writeWinConsoleCharAtXY	.\windows\win_console.cpp	/^void writeWinConsoleCharAtXY (win_console *winConsole, char character, int x, int y) {$/;"	f
writeWinConsoleCharsToRect	.\windows\win_console.cpp	/^void writeWinConsoleCharsToRect (win_console *winConsole, char *characters, $/;"	f
writeWinConsoleCharsToWholeScreen	.\windows\win_console.cpp	/^void writeWinConsoleCharsToWholeScreen (win_console *winConsole, char *characters, char *colors) {$/;"	f
x	.\game\combat_game.h	/^    int x;$/;"	m	struct:dungeon_monster
x	.\game\combat_game.h	/^    int x;$/;"	m	struct:snake_segment_position
x	.\game\quickmake_math.h	/^        float x;$/;"	m	struct:vector2::__anon1
x	.\game\quickmake_math.h	/^        float x;$/;"	m	struct:vector3::__anon2
x	.\game\quickmake_math.h	/^        float x;$/;"	m	struct:vector4::__anon4
x	.\game\quickmake_math.h	/^    float x;$/;"	m	struct:quaternion
x	.\game\quickmake_platform.h	/^    float x;$/;"	m	struct:render_command_sprite
xButton	.\game\quickmake_platform.h	/^    input_key xButton;$/;"	m	struct:game_controller_input
xResolution	.\game\quickmake_assets.h	/^    int xResolution;$/;"	m	struct:bitmap_header
x_input_get_state	.\windows\win_platform.cpp	/^typedef DWORD WINAPI x_input_get_state(DWORD dwUserIndex, XINPUT_STATE *pState);$/;"	t	file:
x_input_set_state	.\windows\win_platform.cpp	/^typedef DWORD WINAPI x_input_set_state(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration);$/;"	t	file:
y	.\game\combat_game.h	/^    int y;$/;"	m	struct:dungeon_monster
y	.\game\combat_game.h	/^    int y;$/;"	m	struct:snake_segment_position
y	.\game\quickmake_math.h	/^        float y;$/;"	m	struct:vector2::__anon1
y	.\game\quickmake_math.h	/^        float y;$/;"	m	struct:vector3::__anon2
y	.\game\quickmake_math.h	/^        float y;$/;"	m	struct:vector4::__anon4
y	.\game\quickmake_math.h	/^    float y;$/;"	m	struct:quaternion
y	.\game\quickmake_platform.h	/^    float y;$/;"	m	struct:render_command_sprite
yButton	.\game\quickmake_platform.h	/^    input_key yButton;$/;"	m	struct:game_controller_input
yResolution	.\game\quickmake_assets.h	/^    int yResolution;$/;"	m	struct:bitmap_header
z	.\game\quickmake_math.h	/^        float z;$/;"	m	struct:vector3::__anon2
z	.\game\quickmake_math.h	/^        float z;$/;"	m	struct:vector4::__anon4
z	.\game\quickmake_math.h	/^    float z;$/;"	m	struct:quaternion
