simple for like places to go. ie: i need to find all the jump code. yay this guide tells me which functions i need to look at! i’m really getting slowed down looking through 2mb of code for a couple of functions. if someone could make a small list of places that would be great. i’m trying to create what i hope will be a great/popular mod. just having problems wading/editing this code. 
are there any simple guides
There a no guides that I know of. Some q3 coding information will help. See http://www.planetquake.com/code3arena/
Finding your way around an unfamiliar codebase is a skill in itself, but to make mods, you are going to have to learn it.
The layout of the code is fairly sensible.
cg_ = client game
g_ = server game
bg_ = both games.
ui = user interface
Within those, the file names are often informative. g_weapon.c deals with weapons. bg_pmove.c deals with movement (both predicted on the client and on the server)
Entry into each of these from the engine only goes through the vmmain function. Call into the engine go through trap_ (via *syscalls.c)
My usual approach is to find a file that sounds like what I want. (so for jumping, try bg_pmove.c). Skim through that. If I find things functions/variables etc that relate to what I want to change, use a tool like grep to find where else they are used in the code. If I don’t have any idea which file to start in, I’ll either work my way down from main, or grep the whole source for likely sounding words. The more you lean of the layout and naming conventions, the easier this gets.
Or you can use the multi-platform source browser Source Navigator:
http://sourcenav.sourceforge.net/
Edit, cross-reference, grep, etc. in one nifty application that supports several languages…