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group2 0.1.0
CSE 125 Group 2
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| Nanim_utils | |
| NAsset | |
| NBoilerplate | |
| Nentity_interpolation | |
| Ngroup2 | |
| Nnet | |
| Nphysics | Pure physics math — no ECS types, no registry |
| Nregistry_serialization | Utilities for serializing and deserializing the ECS registry over the network |
| Nstd | |
| Nsystems | Client-only input sampling system — split into two halves so mouse look can run every iterate() (smooth camera at any FPS) while movement keys run once per physics tick group (server-consistent) |
| CAmmoCounter | Apex-style weapon cluster: weapon body up top with a type-color underline + bracketed fire-mode tag, then two slot tabs side-by-side at the bottom (one per slot, both visible) |
| CAnimatedCharacter | ECS component for an animated, skin-rendered character |
| CAnimationInputs | Driving inputs for the animation state machine |
| CAnimationLibrary | Collection of animation clips loaded on top of a shared skeleton |
| CAnimationTesterState | Persistent UI state for the Animation Tester panel |
| CAnimSlot | One slot in an entity's blend stack |
| CAnimSnapshot | Snapshot of an entity's full animation state at one instant |
| CArcVertex | Lightning arc vertex (pre-expanded triangle strip, uploaded as flat stream) |
| CAssetDefinition | Header-authored defaults for assets registered with AssetRegistry |
| CAssetEntry | One entry in the asset registry |
| CAssetLoader | Loads 3D models via Assimp and populates the global Asset registries |
| CAssetRegistry | Central asset registry — maps names to renderer model indices |
| CBeamState | Per-entity state of a continuous beam weapon |
| CBillboardParticle | Single billboard particle (sparks, impact flash, shockwave ring) |
| CBot | |
| CBulletHoleDecal | Ring-buffer pool of 512 world-space decal quads (bullet holes, scorch marks) |
| CBuyMenu | |
| CCharacterAnimator | Per-entity animator |
| CCharacterRig | Shared skinned rig — skeleton + bind-pose meshes + joint map |
| CClient | TCP stream client — sends input to the server and receives state updates |
| CClientId | Associates an entity with a connected network client |
| CClipSampler | One active sampler slot contributing to the per-frame blend |
| CCollisionShape | Axis-aligned bounding box defined by half-extents from the entity's Position |
| CConstPlayerStateRef | Read-only counterpart of PlayerStateRef, for const consumers |
| CControllable | Client side Tag component — entity is eligible to receive player input |
| CCpuLbsSkinningBackend | CPU Linear Blend Skinning — pure function; no state between calls |
| CCrosshairStyle | Crosshair appearance parameters |
| CCrosshairWidget | |
| CDamageAccumWidget | Shows accumulated damage dealt to the current target |
| CDamageIndicator | |
| CDamageNumberWidget | Displays floating damage numbers at world-space hit positions |
| CDamageProfile | Damage profile |
| CDeathInfo | ECS component: information about the entity that killed this player |
| CDebugUI | Forward-declared to avoid pulling in heavy particle headers |
| CDecalInstance | World-space decal instance (bullet hole, scorch mark) |
| CDroppedWeapon | ECS component: one-shot weapon pickup spawned at a player's death position |
| CEnemyWorldHealthBar | |
| CEquipmentSlots | |
| CEvent | A single gameplay event produced by network input processing |
| CEventQueue | Thread-safe FIFO queue of gameplay events awaiting processing each tick |
| CExplosion | Pending explosion to process this tick |
| CExplosionEffect | Spawns shockwave ring + fireball + smoke cloud for rocket explosions |
| CExplosionEvent | Emitted when a rocket/grenade explodes |
| CFireField | A burning area on the ground that damages players standing in it |
| CFrameRecorder | Records per-frame state to a timestamped directory on disk |
| CFrameState | Per-frame snapshot written to the recording CSV |
| CGame | Top-level client game object |
| CGlyphInfo | Per-glyph metrics stored after SDF atlas bake |
| CGpuParticleBuffer | Manages a GPU storage buffer + CPU-side transfer buffer pair for particle data |
| CGraphicsConfig | |
| CGravityIndicator | |
| CGrenadeConfig | All tuning for one grenade type |
| CGunInstance | Struct that defines this weapon's type, cooldown, and ammo |
| CHealth | ECS component: player health, armor, and passive heal cooldown |
| CHealthArmorBar | |
| CHitboxDef | Hitbox definition (static, per-rig) |
| CHitboxHistory | Ring buffer of recent hitbox snapshots for one entity |
| CHitboxHistorySample | Per-tick capsule snapshot stored in the history ring |
| CHitboxHit | Skeleton-driven hitbox raycast (capsule-based) |
| CHitboxInstance | ECS components |
| CHitboxRig | Hitbox rig (shared per character archetype) |
| CHitDebugSnapshot | Debug: hit detection snapshot (for client-server mismatch debugging) |
| CHitMarkerWidget | |
| CHitscanBeam | Hitscan energy beam (main glowing quad) |
| CHitscanEffect | Hitscan energy beam using fBm (fractional Brownian motion) path deviation |
| CHitscanHit | Result of a hitscan raycast |
| CHud | Top-level HUD system |
| CHudColor | RGBA color for HUD elements (linear space, straight alpha) |
| CHudContext | Accumulates HUD geometry during a frame for batch rendering |
| CHudDamageAccum | Current damage accumulator state for the local player |
| CHudDamageEvent | Damage direction indicator |
| CHudDamageNumber | Floating damage number spawned at a world-space hit position |
| CHudEquipmentState | Equipment slot state — drives the bottom-center grapple/grenade/tactical row |
| CHudGameState | Snapshot of game state consumed by the HUD each frame |
| CHudHitConfirm | Hit confirmation event |
| CHudKdaCounter | Local player K/D/A — feeds the top-right counter |
| CHudKillFeedEntry | Kill feed entry data |
| CHudMatchInfo | Match info for the top-center header |
| CHudMinimapDot | World-space position for minimap display |
| CHudPickupNotification | Pickup notification entry — slide-in messages for items just acquired |
| CHudRenderer | Renders batched HUD geometry to an offscreen RGBA8 texture |
| CHudTeamMemberStatus | Per-teammate status (for scoreboard / team bar) |
| CHudTweenEntry | One active interpolation targeting a float |
| CHudTweenPool | Fixed-size tween pool. No heap allocations |
| CHudVertex | Per-vertex data for all HUD geometry (48 bytes) |
| CHudWidget | Base class for a retained HUD element |
| CHudWorldEnemy | World-space enemy entry — for the floating HP bar that hovers above each visible enemy in the world (renders only when on-screen) |
| CImpactEffect | Spawns spark bursts + impact flash quads on hit events |
| CInputArchive | Archive that deserializes trivially-copyable values from a byte buffer |
| CInputRingBuffer | |
| CInputSnapshot | One tick of player input, stamped with the tick it was sampled on |
| CInterpolationBuffer | Render-time interpolation history for a remote entity |
| CISkinningBackend | Abstract skinning backend |
| CJointMatrices | ECS component: per-entity model-space joint matrices from animation |
| CKdaCounter | |
| CKillFeed | |
| CKillFeedEvent | |
| CLagCompTarget | Server tick to which to rewind other entities' hitboxes when resolving this entity's hitscan |
| CLocalPlayer | Marker component that tags exactly one entity per client as the locally controlled player |
| CMatchController | Manages match flow: warmup → countdown → in-progress → finished → warmup |
| CMatchHeader | |
| CMatchStatePacket | |
| CMessageStream | Length-prefixed framing layer over a TCP stream socket |
| CMinimap | |
| CModelVertex | One vertex in a skinned bind-pose mesh |
| CNetKillEvent | Event representing a player kill, sent from server to client for kill feed updates |
| CNetParticleEvent | Wire-format particle event broadcast from server to all clients |
| CNetworkAddress | Network address parameters |
| CNetworkConfig | Runtime network connection parameters |
| CNetworkStats | Live network statistics updated each frame |
| CNewCamera | Camera for the new renderer, combining view and projection into one matrix |
| CNewRenderer | Graphics-team's work-in-progress SDL3 GPU renderer |
| COutboundEntry | Bytes already framed (4-byte length prefix + payload) ready for the wire |
| COutboundQueue | Per-connection outbound message queue |
| COutputArchive | Archive that serializes trivially-copyable values into a byte buffer |
| CParticleEmitterTag | Tag component for world entities that continuously emit smoke/fire/steam particles |
| CParticlePool | Fixed-capacity particle pool with O(1) swap-remove |
| CParticleRenderer | Owns all particle GPU pipelines and per-category GPU buffers |
| CParticleSystem | Top-level particle system orchestrator |
| CParticleUniforms | Std140-compatible uniform block pushed before every particle pipeline |
| CPendingShotIntent | PR-27: transient component placed on the shooter entity for the duration of one runWeapon invocation when the matching SHOT_INTENT packet was received from that client |
| CPickupNotification | |
| CPickupPrompt | Centered prompt rendered just below the crosshair while the local player is in range of, and looking at, an available weapon spawner |
| CPlayer | ECS tag component: marks an entity as a player (vs. projectile, spawner, etc.) |
| CPlayerColor | Replicated tint assigned to a player on connect |
| CPlayerMatchStats | ECS component: per-player scoreboard statistics for the current match |
| CPlayerName | Replicated player display name |
| CPlayerSimState | Server-only locomotion bookkeeping |
| CPlayerStateRef | Combined-reference helper for code that needs both halves |
| CPlayerVisState | Replicated subset of player locomotion state |
| CPosition | World-space position of an entity, in game units |
| CPreviousPosition | Copy of Position from the previous physics tick, used for render interpolation |
| CProjectile | Component attached to projectile entities |
| CProjectileConfig | |
| CProjectileImpactEvent | Emitted when a projectile or hitscan hits a surface |
| CRecoilParams | Visual recoil params per weapon type (viewmodel-only, does not affect aim) |
| CRenderable | Lightweight handle into the Renderer's models[] vector |
| CRespawnPoint | ECS component: player respawn point with cooldown state |
| CRespawnTimer | ECS component: countdown until a dead player respawns |
| CRibbonEmitter | Component attached to slow/arcing projectile entities (rockets, slow bolts) |
| CRibbonTrail | Builds camera-facing ribbon trails for slow/arcing projectiles (rockets) |
| CRibbonVertex | Ribbon vertex (pre-expanded on CPU, uploaded as flat vertex stream) |
| CRigMeshData | Per-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX |
| CRoundTimer | |
| CScoreboard | |
| CSdfAtlas | Loads a TTF font, bakes an SDF glyph atlas, and uploads it to the GPU |
| CSdfGlyphGPU | SDF glyph quad (world-space or screen-space HUD) |
| CSdfRenderer | Queues SDF glyph quads for world-space and screen-space text |
| CServer | TCP stream socket — receives client packets and echoes them back |
| CServerGame | Top-level server game loop |
| CServerReplicationConfig | Server-side replication tuning parameters |
| CSfxSystem | Client-side sound effects system |
| CShelf | Single shelf row used by the shelf-packing algorithm |
| CShotIntentPayload | PR-27: per-shot animation-state assertion from the client |
| CSkinWeight | Per-vertex skin data — up to 4 bone influences, with parallel weights |
| CSmokeEffect | Manages volumetric smoke billboard particles |
| CSmokeParticle | Smoke / fire billboard (uses noise texture for volumetric look) |
| CSoundClip | A decoded sound clip ready for playback |
| CSurfaceParams | Visual tuning parameters for a single surface material type |
| CTeamStatusBar | |
| CThirdPersonWeaponParams | Third-person weapon attachment params for remote players |
| CTracerEffect | Manages oriented-capsule tracers for fast-bullet projectile entities |
| CTracerEmitter | Component attached to fast-bullet projectile entities |
| CTracerParticle | Oriented capsule streak for fast-bullet tracers (R301 style) |
| CTransportConfig | Phase 3d: per-feature toggles for the UDP transport rollout |
| CVelocity | Linear velocity of an entity, in game units per second |
| CVertex | |
| CViewmodelParams | First-person viewmodel positioning/rotation params per weapon type |
| CVignetteWidget | Manages three layered vignette effects: |
| CWeaponConfig | Immutable gameplay stats for a weapon type |
| CWeaponFiredEvent | Emitted when a weapon fires (both hitscan and projectile) |
| CWeaponModelInfo | Asset filename + load flags for a weapon model |
| CWeaponSpawner | ECS component: world weapon pickup point with respawn cooldown |
| CWeaponState | Component attached to armed entities (players) |
| CWorkerPool | |
| CWorldCapsule | Runtime capsule (world-space, per-entity, per-frame) |