group2 0.1.0
CSE 125 Group 2
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
 Nanim_utils
 NAsset
 NBoilerplate
 Nentity_interpolation
 Ngroup2
 Nnet
 NphysicsPure physics math — no ECS types, no registry
 Nregistry_serializationUtilities for serializing and deserializing the ECS registry over the network
 Nstd
 NsystemsClient-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)
 CAmmoCounterApex-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)
 CAnimatedCharacterECS component for an animated, skin-rendered character
 CAnimationInputsDriving inputs for the animation state machine
 CAnimationLibraryCollection of animation clips loaded on top of a shared skeleton
 CAnimationTesterStatePersistent UI state for the Animation Tester panel
 CAnimSlotOne slot in an entity's blend stack
 CAnimSnapshotSnapshot of an entity's full animation state at one instant
 CArcVertexLightning arc vertex (pre-expanded triangle strip, uploaded as flat stream)
 CAssetDefinitionHeader-authored defaults for assets registered with AssetRegistry
 CAssetEntryOne entry in the asset registry
 CAssetLoaderLoads 3D models via Assimp and populates the global Asset registries
 CAssetRegistryCentral asset registry — maps names to renderer model indices
 CBeamStatePer-entity state of a continuous beam weapon
 CBillboardParticleSingle billboard particle (sparks, impact flash, shockwave ring)
 CBot
 CBulletHoleDecalRing-buffer pool of 512 world-space decal quads (bullet holes, scorch marks)
 CBuyMenu
 CCharacterAnimatorPer-entity animator
 CCharacterRigShared skinned rig — skeleton + bind-pose meshes + joint map
 CClientTCP stream client — sends input to the server and receives state updates
 CClientIdAssociates an entity with a connected network client
 CClipSamplerOne active sampler slot contributing to the per-frame blend
 CCollisionShapeAxis-aligned bounding box defined by half-extents from the entity's Position
 CConstPlayerStateRefRead-only counterpart of PlayerStateRef, for const consumers
 CControllableClient side Tag component — entity is eligible to receive player input
 CCpuLbsSkinningBackendCPU Linear Blend Skinning — pure function; no state between calls
 CCrosshairStyleCrosshair appearance parameters
 CCrosshairWidget
 CDamageAccumWidgetShows accumulated damage dealt to the current target
 CDamageIndicator
 CDamageNumberWidgetDisplays floating damage numbers at world-space hit positions
 CDamageProfileDamage profile
 CDeathInfoECS component: information about the entity that killed this player
 CDebugUIForward-declared to avoid pulling in heavy particle headers
 CDecalInstanceWorld-space decal instance (bullet hole, scorch mark)
 CDroppedWeaponECS component: one-shot weapon pickup spawned at a player's death position
 CEnemyWorldHealthBar
 CEquipmentSlots
 CEventA single gameplay event produced by network input processing
 CEventQueueThread-safe FIFO queue of gameplay events awaiting processing each tick
 CExplosionPending explosion to process this tick
 CExplosionEffectSpawns shockwave ring + fireball + smoke cloud for rocket explosions
 CExplosionEventEmitted when a rocket/grenade explodes
 CFireFieldA burning area on the ground that damages players standing in it
 CFrameRecorderRecords per-frame state to a timestamped directory on disk
 CFrameStatePer-frame snapshot written to the recording CSV
 CGameTop-level client game object
 CGlyphInfoPer-glyph metrics stored after SDF atlas bake
 CGpuParticleBufferManages a GPU storage buffer + CPU-side transfer buffer pair for particle data
 CGraphicsConfig
 CGravityIndicator
 CGrenadeConfigAll tuning for one grenade type
 CGunInstanceStruct that defines this weapon's type, cooldown, and ammo
 CHealthECS component: player health, armor, and passive heal cooldown
 CHealthArmorBar
 CHitboxDefHitbox definition (static, per-rig)
 CHitboxHistoryRing buffer of recent hitbox snapshots for one entity
 CHitboxHistorySamplePer-tick capsule snapshot stored in the history ring
 CHitboxHitSkeleton-driven hitbox raycast (capsule-based)
 CHitboxInstanceECS components
 CHitboxRigHitbox rig (shared per character archetype)
 CHitDebugSnapshotDebug: hit detection snapshot (for client-server mismatch debugging)
 CHitMarkerWidget
 CHitscanBeamHitscan energy beam (main glowing quad)
 CHitscanEffectHitscan energy beam using fBm (fractional Brownian motion) path deviation
 CHitscanHitResult of a hitscan raycast
 CHudTop-level HUD system
 CHudColorRGBA color for HUD elements (linear space, straight alpha)
 CHudContextAccumulates HUD geometry during a frame for batch rendering
 CHudDamageAccumCurrent damage accumulator state for the local player
 CHudDamageEventDamage direction indicator
 CHudDamageNumberFloating damage number spawned at a world-space hit position
 CHudEquipmentStateEquipment slot state — drives the bottom-center grapple/grenade/tactical row
 CHudGameStateSnapshot of game state consumed by the HUD each frame
 CHudHitConfirmHit confirmation event
 CHudKdaCounterLocal player K/D/A — feeds the top-right counter
 CHudKillFeedEntryKill feed entry data
 CHudMatchInfoMatch info for the top-center header
 CHudMinimapDotWorld-space position for minimap display
 CHudPickupNotificationPickup notification entry — slide-in messages for items just acquired
 CHudRendererRenders batched HUD geometry to an offscreen RGBA8 texture
 CHudTeamMemberStatusPer-teammate status (for scoreboard / team bar)
 CHudTweenEntryOne active interpolation targeting a float
 CHudTweenPoolFixed-size tween pool. No heap allocations
 CHudVertexPer-vertex data for all HUD geometry (48 bytes)
 CHudWidgetBase class for a retained HUD element
 CHudWorldEnemyWorld-space enemy entry — for the floating HP bar that hovers above each visible enemy in the world (renders only when on-screen)
 CImpactEffectSpawns spark bursts + impact flash quads on hit events
 CInputArchiveArchive that deserializes trivially-copyable values from a byte buffer
 CInputRingBuffer
 CInputSnapshotOne tick of player input, stamped with the tick it was sampled on
 CInterpolationBufferRender-time interpolation history for a remote entity
 CISkinningBackendAbstract skinning backend
 CJointMatricesECS component: per-entity model-space joint matrices from animation
 CKdaCounter
 CKillFeed
 CKillFeedEvent
 CLagCompTargetServer tick to which to rewind other entities' hitboxes when resolving this entity's hitscan
 CLocalPlayerMarker component that tags exactly one entity per client as the locally controlled player
 CMatchControllerManages match flow: warmup → countdown → in-progress → finished → warmup
 CMatchHeader
 CMatchStatePacket
 CMessageStreamLength-prefixed framing layer over a TCP stream socket
 CMinimap
 CModelVertexOne vertex in a skinned bind-pose mesh
 CNetKillEventEvent representing a player kill, sent from server to client for kill feed updates
 CNetParticleEventWire-format particle event broadcast from server to all clients
 CNetworkAddressNetwork address parameters
 CNetworkConfigRuntime network connection parameters
 CNetworkStatsLive network statistics updated each frame
 CNewCameraCamera for the new renderer, combining view and projection into one matrix
 CNewRendererGraphics-team's work-in-progress SDL3 GPU renderer
 COutboundEntryBytes already framed (4-byte length prefix + payload) ready for the wire
 COutboundQueuePer-connection outbound message queue
 COutputArchiveArchive that serializes trivially-copyable values into a byte buffer
 CParticleEmitterTagTag component for world entities that continuously emit smoke/fire/steam particles
 CParticlePoolFixed-capacity particle pool with O(1) swap-remove
 CParticleRendererOwns all particle GPU pipelines and per-category GPU buffers
 CParticleSystemTop-level particle system orchestrator
 CParticleUniformsStd140-compatible uniform block pushed before every particle pipeline
 CPendingShotIntentPR-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
 CPickupPromptCentered prompt rendered just below the crosshair while the local player is in range of, and looking at, an available weapon spawner
 CPlayerECS tag component: marks an entity as a player (vs. projectile, spawner, etc.)
 CPlayerColorReplicated tint assigned to a player on connect
 CPlayerMatchStatsECS component: per-player scoreboard statistics for the current match
 CPlayerNameReplicated player display name
 CPlayerSimStateServer-only locomotion bookkeeping
 CPlayerStateRefCombined-reference helper for code that needs both halves
 CPlayerVisStateReplicated subset of player locomotion state
 CPositionWorld-space position of an entity, in game units
 CPreviousPositionCopy of Position from the previous physics tick, used for render interpolation
 CProjectileComponent attached to projectile entities
 CProjectileConfig
 CProjectileImpactEventEmitted when a projectile or hitscan hits a surface
 CRecoilParamsVisual recoil params per weapon type (viewmodel-only, does not affect aim)
 CRenderableLightweight handle into the Renderer's models[] vector
 CRespawnPointECS component: player respawn point with cooldown state
 CRespawnTimerECS component: countdown until a dead player respawns
 CRibbonEmitterComponent attached to slow/arcing projectile entities (rockets, slow bolts)
 CRibbonTrailBuilds camera-facing ribbon trails for slow/arcing projectiles (rockets)
 CRibbonVertexRibbon vertex (pre-expanded on CPU, uploaded as flat vertex stream)
 CRigMeshDataPer-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX
 CRoundTimer
 CScoreboard
 CSdfAtlasLoads a TTF font, bakes an SDF glyph atlas, and uploads it to the GPU
 CSdfGlyphGPUSDF glyph quad (world-space or screen-space HUD)
 CSdfRendererQueues SDF glyph quads for world-space and screen-space text
 CServerTCP stream socket — receives client packets and echoes them back
 CServerGameTop-level server game loop
 CServerReplicationConfigServer-side replication tuning parameters
 CSfxSystemClient-side sound effects system
 CShelfSingle shelf row used by the shelf-packing algorithm
 CShotIntentPayloadPR-27: per-shot animation-state assertion from the client
 CSkinWeightPer-vertex skin data — up to 4 bone influences, with parallel weights
 CSmokeEffectManages volumetric smoke billboard particles
 CSmokeParticleSmoke / fire billboard (uses noise texture for volumetric look)
 CSoundClipA decoded sound clip ready for playback
 CSurfaceParamsVisual tuning parameters for a single surface material type
 CTeamStatusBar
 CThirdPersonWeaponParamsThird-person weapon attachment params for remote players
 CTracerEffectManages oriented-capsule tracers for fast-bullet projectile entities
 CTracerEmitterComponent attached to fast-bullet projectile entities
 CTracerParticleOriented capsule streak for fast-bullet tracers (R301 style)
 CTransportConfigPhase 3d: per-feature toggles for the UDP transport rollout
 CVelocityLinear velocity of an entity, in game units per second
 CVertex
 CViewmodelParamsFirst-person viewmodel positioning/rotation params per weapon type
 CVignetteWidgetManages three layered vignette effects:
 CWeaponConfigImmutable gameplay stats for a weapon type
 CWeaponFiredEventEmitted when a weapon fires (both hitscan and projectile)
 CWeaponModelInfoAsset filename + load flags for a weapon model
 CWeaponSpawnerECS component: world weapon pickup point with respawn cooldown
 CWeaponStateComponent attached to armed entities (players)
 CWorkerPool
 CWorldCapsuleRuntime capsule (world-space, per-entity, per-frame)