Bullet.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Bullet.cpp:	gApplication->Enqueue(&gApplication->bulletList, this);
Bullet.cpp:	gApplication->Enqueue(&gApplication->renderQueue, this);
Bullet.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Bullet.cpp:	gApplication->Dequeue(&gApplication->bulletList, this);
Bullet.cpp:	gApplication->Dequeue(&gApplication->renderQueue, this);
Bullet.cpp:		entry = gApplication->collisionThingList;
Bullet.cpp:		tThingList	*currentEntry = gApplication->collisionThingList;
Bullet.cpp:	if (info->effect != kLightningNoEffect) gClutManager->DrawLightning(xm, ym, info->effect, gApplication->plane);
Bullet.cpp:			modus, 0, gApplication->plane);
Bullet.cpp:			modus, 0, gApplication->plane);
Bullet.cpp:			if (tailX[n] != -1) projectile2->RenderShape(tailX[n] + (short)xs - tailX[0] - planeX, tailY[n] + (short)ys - tailY[0] - planeY, clipRect, tailMode, 0, gApplication->plane);
Bullet.cpp:		currentEntry = gApplication->collisionThingList;
Element.cpp:			elementThings->referencedPlatform = gApplication->platformTable[refNum];
Element.cpp:			elementThings->referencedPlatform = gApplication->platformTable[refNum];
Element.cpp:			elementThings->referencedPlatform = gApplication->platformTable[refNum];
Element.cpp:			elementThings->referencedPlatform = gApplication->platformTable[refNum];
Element.cpp:		elementThings->referencedPlatform->GetCurrentState(elementThings->platformSwitchActive, elementThings->platformSwitchInactive)->RenderShape(xs - planeX, ys - planeY, clipRect, kShapemodusNormal, 0, gApplication->plane);
Element.cpp:	if (elementThings->lightSwitch) elementThings->lightSwitch->RenderShape(xs - planeX, ys - planeY, clipRect, kShapemodusNormal, 0, gApplication->plane);
Element.cpp:			elementThings->teleporter->RenderShape(xs - planeX, ys - planeY, clipRect, kShapemodusNormal, 0, gApplication->plane);
Element.cpp:			elementThings->savePort->RenderShape(xs - planeX, ys - planeY, clipRect, kShapemodusNormal, 0, gApplication->plane);
Element.cpp:			elementThings->exitPort->RenderShape(xs - planeX, ys - planeY, clipRect, kShapemodusNormal, 0, gApplication->plane);
Element.cpp:	if (elementThings->drift) elementThings->drift->RenderShape(xs - planeX, ys - planeY, clipRect, kShapemodusNormal, 0, gApplication->plane);
Element.cpp:			elementThings->infoPort->RenderShape(xs - planeX, ys - planeY, clipRect, kShapemodusNormal, 0, gApplication->plane);
Element.cpp:	if (shape) shape->RenderShape(xs - planeX, ys - planeY, clipRect, 0, 0, gApplication->plane);
Element.cpp:		timeStamp = (gApplication->syncTime / gConst->kFlickeringPeriod) & 1;
Element.cpp:		if (bitData & kSaveMask) gApplication->command = gGUI->RunUserInterface(kSaveGamePage);
Element.cpp:	if (shape) shape->RenderShape(xs - planeX, ys - planeY, clipRect, planeX * gConst->kBkgndScrollFactor, 0, gApplication->plane);
Gifload.cpp://#include "gApplication->system->Error.h"
Gifload.cpp: * says it's defined for future use.  This could lead to an gApplication->system->Error
Graphfil.cpp://#include "gApplication->system->Error.h"
Graphfil.cpp:		gSystem->Error("gApplication->system->Error reading texture", 0);
Graphfil.cpp:		gSystem->Error("gApplication->system->Error reading texture", 0);
Item.cpp:		modus, element ? element->brightness : 0, gApplication->plane);
Item.cpp:		gClutManager->PrepareCorona(xm, ym, gApplication->plane);
Item.cpp:		gClutManager->DrawCorona(xm, ym, info->iconID - kCoronaIDs[0], element->data ? element->data : 1, gApplication->plane, coronaFader, deltaTime);
Item.cpp:		tThingList	*currentEntry = gApplication->collisionThingList;
Item.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Item.cpp:	gApplication->Enqueue(&gApplication->collisionThingList, this);
Item.cpp:		gApplication->Enqueue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Enqueue(&gApplication->postRenderQueue, this);
Item.cpp:	}else gApplication->Enqueue(&gApplication->renderQueue, this);
Item.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Item.cpp:	gApplication->Dequeue(&gApplication->collisionThingList, this);
Item.cpp:		gApplication->Dequeue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Dequeue(&gApplication->postRenderQueue, this);
Item.cpp:	}else gApplication->Dequeue(&gApplication->renderQueue, this);
Item.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Item.cpp:	gApplication->Enqueue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Enqueue(&gApplication->postRenderQueue, this);
Item.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Item.cpp:	gApplication->Dequeue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Dequeue(&gApplication->postRenderQueue, this);
Item.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Item.cpp:	gApplication->Enqueue(&gApplication->collisionThingList, this);
Item.cpp:		gApplication->Enqueue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Enqueue(&gApplication->postRenderQueue, this);
Item.cpp:	}else gApplication->Enqueue(&gApplication->renderQueue, this);
Item.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Item.cpp:	gApplication->Dequeue(&gApplication->collisionThingList, this);
Item.cpp:		gApplication->Dequeue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Dequeue(&gApplication->postRenderQueue, this);
Item.cpp:	}else gApplication->Dequeue(&gApplication->renderQueue, this);
Item.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Item.cpp:	gApplication->Enqueue(&gApplication->collisionThingList, this);
Item.cpp:		gApplication->Enqueue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Enqueue(&gApplication->postRenderQueue, this);
Item.cpp:	}else gApplication->Enqueue(&gApplication->renderQueue, this);
Item.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Item.cpp:	gApplication->Dequeue(&gApplication->collisionThingList, this);
Item.cpp:		gApplication->Dequeue(&gApplication->preRenderQueue, this);
Item.cpp:		gApplication->Dequeue(&gApplication->postRenderQueue, this);
Item.cpp:	}else gApplication->Dequeue(&gApplication->renderQueue, this);
Level.cpp:	if (gConst->kBackgrounds[levelNumber] != gApplication->lastBackground) {
Level.cpp:		gApplication->lastBackground = gConst->kBackgrounds[levelNumber];
Level.cpp:	currentEntry = gApplication->preRenderQueue;
Level.cpp:	currentEntry = gApplication->renderQueue; 
Level.cpp:	currentEntry = gApplication->postRenderQueue; 
Level.cpp:	fwrite(&gApplication->difficulty, sizeof(gApplication->difficulty), 1, f);
Level.cpp:	fwrite(&gApplication->levelNumber, sizeof(gApplication->levelNumber), 1, f);
Level.cpp:	currentEntry = gApplication->thingList;
Level.cpp:	fseek(f, sizeof(versionNumber) + sizeof(key) + sizeof(theTime) + sizeof(ticks) + sizeof(gApplication->difficulty), SEEK_SET);
Level.cpp:	fread(&gApplication->difficulty, sizeof(gApplication->difficulty), 1, f);
Level.cpp:	fread(&gApplication->levelNumber, sizeof(gApplication->levelNumber), 1, f);
Level.cpp:	LoadBackground(gApplication->levelNumber);
Level.cpp:			gApplication->platformTable[thingNumber] = (CPlatform *)thing;
Main.cpp:	gApplication->InitGraphics();
Main.cpp:	gApplication->LoadData();
Main.cpp:	gApplication->Run();
Main.cpp:	gApplication->UnloadData();
Main.cpp:	gApplication->Quit();
Monster.cpp:		speed = info->speed * gApplication->currentSpeedSF;
Monster.cpp:	health = info->energy * gApplication->currentHealthSF;
Monster.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Monster.cpp:	gApplication->Enqueue(&gApplication->collisionThingList, this);
Monster.cpp:	gApplication->Enqueue(&gApplication->renderQueue, this);
Monster.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Monster.cpp:	gApplication->Dequeue(&gApplication->collisionThingList, this);
Monster.cpp:	gApplication->Dequeue(&gApplication->renderQueue, this);
Monster.cpp:				gApplication->Dequeue(&gApplication->collisionThingList, this);
Monster.cpp:		modus, brightness, gApplication->plane);
Monster.cpp:	if (gApplication->firstPlayRound) OnStart();
Monster.cpp:	bulletEntry = gApplication->bulletList;
Monster.cpp:	if (dieFrame != -1) gApplication->Dequeue(&gApplication->collisionThingList, this);
Monstrxx.cpp:	if (deathTime && deathTime < gSystem->GetTicks()) gApplication->command = kCmdNextLevel;
Object.cpp:	deltaTime = gApplication->deltaTime;
Object.cpp:	lastTime = gApplication->time;
Object.cpp:		currentEntry = gApplication->collisionThingList;
ObjInfo.cpp:			gApplication->platformTable[n] = (CPlatform *)temp;
ObjInfo.cpp:		}else gApplication->platformTable[n] = 0L;
Player.cpp:	if (gApplication->firstPlayRound) OnStart();
Player.cpp:	if (action & kExitMask) gApplication->command = kCmdNextLevel;
Player.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Player.cpp:	gApplication->Enqueue(&gApplication->renderQueue, this);
Player.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Player.cpp:	gApplication->Dequeue(&gApplication->renderQueue, this);
Player.cpp:	if (msgY > -kElementSize) gApplication->plane->DrawString(gConst->kMonsterNameX, (short)msgY, currentMessage, kShapemodusNormal);
Pltform.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Pltform.cpp:	gApplication->Enqueue(&gApplication->collisionThingList, this);
Pltform.cpp:	gApplication->Enqueue(&gApplication->renderQueue, this);
Pltform.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Pltform.cpp:	gApplication->Dequeue(&gApplication->collisionThingList, this);
Pltform.cpp:	gApplication->Dequeue(&gApplication->renderQueue, this);
Pltform.cpp:		modus, element ? element->brightness : 0, gApplication->plane);
Pltform.cpp:			if (info->refNum > 0) gApplication->platformTable[info->refNum]->Switch();
Pltform.cpp:			if (info->refNum > 0) gApplication->platformTable[info->refNum]->Switch();
System.cpp:               			gApplication->command = kCmdNextLevel;
System.cpp:               			gApplication->command = kCmdPrevLevel;
Thing.cpp:	gApplication->Enqueue(&gApplication->thingList, this);
Thing.cpp:	gApplication->Dequeue(&gApplication->thingList, this);
Weapon.cpp:	repetition = (owner->typeID & kPlayer) ? info->repetition : info->repetition * gApplication->currentWeaponSF;
Weapon.cpp:		tThingList	*currentEntry = gApplication->collisionThingList;
