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_locomotion
 Nanim_utils
 NAsset
 Naudio
 NBoilerplate
 Nentity_interpolation
 Ngamemap
 Ngroup2
 Nmenu_theme
 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)
 CAbility
 CAbilityRegistry
 CAbilitySelectionWidget
 CAbilityState
 CActivePowerup
 CAmmoCounterShows current magazine ammo and reserve ammo without panel chrome
 CAngularVelocityBody-space angular velocity in radians per second (axis-magnitude)
 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
 CAppRoot application class; owns shared resources and manages screen transitions
 CAppContextNon-owning view of App-owned services and configuration
 CArcVertexLightning arc vertex (pre-expanded triangle strip, uploaded as flat stream)
 CArmHoldPoseOne arm's authored 3-DOF FK pose
 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
 CBeamLockStatePer-shooter lock state for a Winston-style auto-lock beam
 CBeamStatePer-entity state of a continuous beam weapon
 CBillboardParticleSingle billboard particle (sparks, impact flash, shockwave ring)
 CBindingOne configurable action binding
 CBoneInfluencePer-vertex bone-influence record — 4 bones per vertex, weighted
 CBot
 CBottomDecalWidget
 CBuildResultOutput from a single lobby UI frame
 CBulletHoleDecalRing-buffer pool of 512 world-space decal quads (bullet holes, scorch marks)
 CCharacterAnimatorPer-entity animator
 CCharacterRigShared skinned rig — skeleton + bind-pose meshes + joint map
 CChatWidget
 CClientTCP stream client — sends input to the server and receives state updates
 CClientIdAssociates an entity with a connected network client
 CClientPerfFrameOne rendered client frame worth of timing and workload counters
 CClientPerfRecorderSession recorder enabled by GROUP2_CLIENT_PERF=1
 CClipSamplerOne active sampler slot contributing to the per-frame blend
 CCollisionLayerOptional layer assignment for an entity
 CCollisionShapeCollision shape attached to an entity
 CConfirmModal
 CConfirmRequest
 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
 CDashAbility
 CDeathDissolveEffectOne-shot disintegration effect spawned from a character's skinned mesh at the moment of death
 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)
 CDeveloperConfigDeveloper-only runtime toggles shared by client and server
 CDiscoveryClient
 CDiscoveryServer
 CDiscoverySettingsHost-managed discovery visibility flags
 CDroppedWeaponECS component: one-shot weapon pickup spawned at a player's death position
 CEmoteWheelWidgetCenter-screen radial menu shown while the emote wheel is held open
 CEnemyWorldHealthBar
 CEnergyTeslaArcEffectContinuous EnergyGun lightning built on the same ArcVertex path as Railgun
 CEntityRenderCmdPer-entity render command — built by Game, consumed by Renderer::drawFrame
 CEquipmentSlots
 CEquippedWeaponsWidget
 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
 CExplosionVfxEffectOwns the new explosion VFX path for rockets, frags, stickies, and molotovs
 CFireFieldA burning area on the ground that damages players standing in it
 CFirstPersonArmMountSetFirst-person arm controls, independent from third-person weapon grips
 CFirstPersonHandMountParamsPer-weapon first-person shoulder/elbow/palm/finger target data
 CFrameRecorderRecords per-frame state to a timestamped directory on disk
 CFrameStatePer-frame snapshot written to the recording CSV
 CFrustumPlanes
 CGameTop-level client game object
 CGlobalDirectoryServer
 CGlobalDiscoveryClient
 CGlobalDiscoveryConfigGlobal server browser / directory-service settings
 CGlobalServerAdvertiser
 CGlyphInfoPer-glyph metrics stored after SDF atlas bake
 CGpuParticleBufferManages a GPU storage buffer + CPU-side transfer buffer pair for particle data
 CGraphicsConfig
 CGrappleAbility
 CGravityAbility
 CGravityIndicator
 CGrenadeConfigAll tuning for one grenade type
 CGrenadeSlotsWidget
 CGrenadeState
 CGripPoseAuthored local-space finger angles describing how a hand wraps a weapon
 CGunInstanceStruct that defines this weapon's type, cooldown, and ammo
 CHandMountPointA weapon-local grip point for either hand
 CHealthECS component: player health, armor, and passive heal cooldown
 CHealthArmorBar
 CHealthPackSpawnerECS component: world weapon pickup point with respawn cooldown
 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
 CHostConfigIScreen implementation for local server launch settings
 CHostConfigResultUser actions emitted by the host-configuration UI for one frame
 CHostConfigStatePersistent host-screen options used when launching a local server
 CHostConfigUIInputsInputs needed to render the host-configuration UI for one frame
 CHostedServerStarts, monitors, and shuts down a server process spawned by the client
 CHostSessionInfoReserved metadata for an active hosted session
 CHudTop-level HUD system
 CHudAbilityChoice
 CHudAbilitySelectionState
 CHudChatMessage
 CHudChatState
 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
 CHudEmoteWheelStateEmote wheel state — drives the radial emote selection menu
 CHudEquipmentStateEquipment slot state — drives the bottom-center grapple/grenade/tactical row
 CHudGameStateSnapshot of game state consumed by the HUD each frame
 CHudGrenadeRadialItem
 CHudGrenadeRadialState
 CHudHitConfirmHit confirmation event
 CHudKdaCounterLocal player K/D/A — feeds the top-right counter
 CHudKillerBoxKillcam killer marker — the killer's world AABB + nickname, used on the death screen to float the killer's name above them while awaiting respawn
 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
 CHudPopupMessageGeneric transient HUD popup message
 CHudRendererRenders batched HUD geometry to an offscreen RGBA8 texture
 CHudShotgunBlastA single completed shotgun blast (11 pellets) staged for the HUD widget
 CHudShotgunPelletPer-pellet result for a single shotgun blast, used by ShotgunPelletWidget
 CHudSvgAtlas
 CHudSvgBitmap
 CHudSvgSprite
 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)
 CHudVoiceSpeaker
 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
 CInputBindingsStores action-to-input bindings and helper conversions for UI and persistence
 CInputRingBuffer
 CInputSnapshotOne tick of player input, stamped with the tick it was sampled on
 CInterpolationBufferRender-time interpolation history for a remote entity
 CIScreenInterface implemented by each full-screen mode (Lobby, Game)
 CISkinningBackendAbstract skinning backend
 CJoinMenuResultOutput from a single main menu UI frame
 CJoinMenuStateMutable widget state for the server join form
 CJoinRequestServer address and port entered by the user on the main menu screen
 CJointMatricesECS component: per-entity model-space joint matrices from animation
 CJumpPadECS component: world jump pad that imparts an instantaneous velocity to any player whose AABB overlaps the pad's trigger volume
 CKdaCounter
 CKillcamBoxWidgetWhile the local player is dead and the killcam is tracking the killer, floats the killer's nickname above them in red
 CKillFeed
 CKillFeedEvent
 CKillzoneECS component: trigger volume that kills any player whose AABB overlaps it
 CLagCompTargetServer tick to which to rewind other entities' hitboxes when resolving this entity's hitscan
 CLevelBarWidget
 CLightUBO
 CLoadingScreenFront-end screen displayed while the client is about to enter gameplay
 CLobbyIScreen implementation for the pre-match lobby
 CLobbyManagerManages authoritative lobby state and broadcasts updates to connected clients
 CLobbyPlayerPer-player state entry in the lobby
 CLobbyStateFull lobby snapshot sent to a client upon joining
 CLobbyUIConfigInput data consumed by lobby_ui::buildPlayerList each frame
 CLobbyUpdateEventIncremental lobby change event broadcast to all connected clients
 CLocalPlayerMarker component that tags exactly one entity per client as the locally controlled player
 CMainMenuIScreen implementation for the main menu/join screen; hosts the server join form
 CMatchConfig
 CMatchControllerManages match flow: lobby → countdown → in-progress → finished → lobby
 CMatchStatePacket
 CMessageStreamLength-prefixed framing layer over a TCP stream socket
 CMinimap
 CMiniScoreboardWidget
 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
 COrientationWorld-space orientation as a unit quaternion. Identity = no rotation
 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
 CPauseMenuLightweight in-game pause overlay
 CPauseMenuResultResult commands emitted by one pause-menu render pass
 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
 CPlayerRosterEventServer-authored join/leave notification for in-progress matches
 CPlayerSimStateServer-only locomotion bookkeeping
 CPlayerStateRefCombined-reference helper for code that needs both halves
 CPlayerVisStateReplicated subset of player locomotion state
 CPointLightDynamic point light — built by Game, injected into the PBR light array
 CPopupNotification
 CPositionWorld-space position of an entity, in game units
 CPostMatchResult
 CPostMatchScoreboard
 CPostMatchScoreRow
 CPowerupConfig
 CPowerupSpawnerECS component: world powerup pickup point with respawn cooldown
 CPowerupState
 CPrematchBanner
 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
 CRagdollParent component on the dead character; holds the 15 ragdoll body entities and the joint entities connecting them
 CRagdollBoneTagMarker on each ragdoll-body entity; points back to the parent ragdoll character and which bone slot this body fills
 CRailgunScopeWidgetFull-screen scope mask, reticle, and railgun charge readout
 CRecallAbility
 CRecoilParamsVisual recoil params per weapon type (viewmodel-only, does not affect aim)
 CRenderableLightweight handle into the Renderer's models[] vector
 CRenderTogglesLive toggles for every render system — exposed to ImGui
 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)
 CRigidBodyDynamic-body state shared across the force, impulse, and (Phase 7+) constraint-solver paths
 CRigMeshDataPer-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX
 CRigMeshSourceSource data for one mesh of a skinned character rig
 CRoundTimer
 CScoreboard
 CScreenDecalWidget
 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
 CSettingsEditorShared tabbed settings editor used by front-end screens and the pause menu
 CSettingsEditorResultResult commands emitted by one settings-editor render pass
 CSettingsScreenIScreen wrapper around the shared tabbed settings editor
 CSfxRuntimeStats
 CSfxSystemClient-side sound effects system
 CShelfSingle shelf row used by the shelf-packing algorithm
 CShotgunPelletWidget
 CShotIntentPayloadPR-27: per-shot animation-state assertion from the client
 CSkinnedInstancePer-frame instance entry — one per visible animated character
 CSkinnedRendererInstanced GPU-skinning subsystem. One per renderer
 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
 CSystemMenuOverlayShared Escape menu for non-gameplay screens
 CSystemMenuOverlayResultCommands emitted by one system-menu overlay frame
 CTeamStatusBar
 CTeslaBeamEffectSustained curved energy-arc beams, keyed by owner entity id
 CTextChatPayload
 CThirdPersonWeaponParamsPer-weapon procedural-overlay + scale params for the third-person body
 CTitleScreenIScreen implementation for the first landing menu
 CTitleScreenResultOutput from a single title-screen UI frame
 CTopDecalWidget
 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
 CTriggerVolumeMarker + filter data for a trigger-volume entity
 CUserSettingsPer-user gameplay settings loaded from SDL's pref-path TOML file
 CVelocityLinear velocity of an entity, in game units per second
 CVertexForward-declared — owned by Game, registered via setParticleSystem()
 CVfxDebrisParticleTiny shard/spark particle used by explosion debris and embers
 CVfxSpriteParticleAnimated textured sprite used by the fresh explosion VFX path
 CViewmodelAttachmentExtra first-person models drawn in the weapon pass, after the gun
 CViewmodelHandsFirst-person hand attachments driven by weapon-authored mount points
 CViewmodelParamsFirst-person viewmodel positioning/rotation params per weapon type
 CVignetteWidgetManages three layered vignette effects:
 CVoiceCapture
 CVoiceChatSystem
 CVoiceDecoder
 CVoiceEncoder
 CVoiceFramePayload
 CVoiceJitterBuffer
 CWallhackAbilityActivates a timed "see enemies through walls" reveal
 CWeaponConfigImmutable gameplay stats for a weapon type
 CWeaponFiredEventEmitted when a weapon fires (both hitscan and projectile)
 CWeaponGripPosePer-weapon pair of hand grip poses
 CWeaponHoldPoseAuthored per-weapon third-person hold pose (see file header)
 CWeaponModelInfoAsset filename + load flags for a weapon model
 CWeaponSpawnerECS component: world weapon pickup point with respawn cooldown
 CWeaponSpawnerModelParamsWorld weapon spawner model params
 CWeaponStateComponent attached to armed entities (players)
 CWeaponViewmodelFirst-person weapon viewmodel descriptor sent per frame
 CWorkerPool
 CWorldCapsuleRuntime capsule (world-space, per-entity, per-frame)