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group2 0.1.0
CSE 125 Group 2
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| Nanim_locomotion | |
| Nanim_utils | |
| NAsset | |
| Naudio | |
| NBoilerplate | |
| Nentity_interpolation | |
| Ngamemap | |
| Ngroup2 | |
| Nmenu_theme | |
| 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) |
| CAbility | |
| CAbilityRegistry | |
| CAbilitySelectionWidget | |
| CAbilityState | |
| CActivePowerup | |
| CAmmoCounter | Shows current magazine ammo and reserve ammo without panel chrome |
| CAngularVelocity | Body-space angular velocity in radians per second (axis-magnitude) |
| 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 |
| CApp | Root application class; owns shared resources and manages screen transitions |
| CAppContext | Non-owning view of App-owned services and configuration |
| CArcVertex | Lightning arc vertex (pre-expanded triangle strip, uploaded as flat stream) |
| CArmHoldPose | One arm's authored 3-DOF FK pose |
| 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 |
| CBeamLockState | Per-shooter lock state for a Winston-style auto-lock beam |
| CBeamState | Per-entity state of a continuous beam weapon |
| CBillboardParticle | Single billboard particle (sparks, impact flash, shockwave ring) |
| CBinding | One configurable action binding |
| CBoneInfluence | Per-vertex bone-influence record — 4 bones per vertex, weighted |
| CBot | |
| CBottomDecalWidget | |
| CBuildResult | Output from a single lobby UI frame |
| CBulletHoleDecal | Ring-buffer pool of 512 world-space decal quads (bullet holes, scorch marks) |
| CCharacterAnimator | Per-entity animator |
| CCharacterRig | Shared skinned rig — skeleton + bind-pose meshes + joint map |
| CChatWidget | |
| CClient | TCP stream client — sends input to the server and receives state updates |
| CClientId | Associates an entity with a connected network client |
| CClientPerfFrame | One rendered client frame worth of timing and workload counters |
| CClientPerfRecorder | Session recorder enabled by GROUP2_CLIENT_PERF=1 |
| CClipSampler | One active sampler slot contributing to the per-frame blend |
| CCollisionLayer | Optional layer assignment for an entity |
| CCollisionShape | Collision shape attached to an entity |
| CConfirmModal | |
| CConfirmRequest | |
| 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 |
| CDashAbility | |
| CDeathDissolveEffect | One-shot disintegration effect spawned from a character's skinned mesh at the moment of death |
| 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) |
| CDeveloperConfig | Developer-only runtime toggles shared by client and server |
| CDiscoveryClient | |
| CDiscoveryServer | |
| CDiscoverySettings | Host-managed discovery visibility flags |
| CDroppedWeapon | ECS component: one-shot weapon pickup spawned at a player's death position |
| CEmoteWheelWidget | Center-screen radial menu shown while the emote wheel is held open |
| CEnemyWorldHealthBar | |
| CEnergyTeslaArcEffect | Continuous EnergyGun lightning built on the same ArcVertex path as Railgun |
| CEntityRenderCmd | Per-entity render command — built by Game, consumed by Renderer::drawFrame |
| CEquipmentSlots | |
| CEquippedWeaponsWidget | |
| 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 |
| CExplosionVfxEffect | Owns the new explosion VFX path for rockets, frags, stickies, and molotovs |
| CFireField | A burning area on the ground that damages players standing in it |
| CFirstPersonArmMountSet | First-person arm controls, independent from third-person weapon grips |
| CFirstPersonHandMountParams | Per-weapon first-person shoulder/elbow/palm/finger target data |
| CFrameRecorder | Records per-frame state to a timestamped directory on disk |
| CFrameState | Per-frame snapshot written to the recording CSV |
| CFrustumPlanes | |
| CGame | Top-level client game object |
| CGlobalDirectoryServer | |
| CGlobalDiscoveryClient | |
| CGlobalDiscoveryConfig | Global server browser / directory-service settings |
| CGlobalServerAdvertiser | |
| CGlyphInfo | Per-glyph metrics stored after SDF atlas bake |
| CGpuParticleBuffer | Manages a GPU storage buffer + CPU-side transfer buffer pair for particle data |
| CGraphicsConfig | |
| CGrappleAbility | |
| CGravityAbility | |
| CGravityIndicator | |
| CGrenadeConfig | All tuning for one grenade type |
| CGrenadeSlotsWidget | |
| CGrenadeState | |
| CGripPose | Authored local-space finger angles describing how a hand wraps a weapon |
| CGunInstance | Struct that defines this weapon's type, cooldown, and ammo |
| CHandMountPoint | A weapon-local grip point for either hand |
| CHealth | ECS component: player health, armor, and passive heal cooldown |
| CHealthArmorBar | |
| CHealthPackSpawner | ECS component: world weapon pickup point with respawn cooldown |
| 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 |
| CHostConfig | IScreen implementation for local server launch settings |
| CHostConfigResult | User actions emitted by the host-configuration UI for one frame |
| CHostConfigState | Persistent host-screen options used when launching a local server |
| CHostConfigUIInputs | Inputs needed to render the host-configuration UI for one frame |
| CHostedServer | Starts, monitors, and shuts down a server process spawned by the client |
| CHostSessionInfo | Reserved metadata for an active hosted session |
| CHud | Top-level HUD system |
| CHudAbilityChoice | |
| CHudAbilitySelectionState | |
| CHudChatMessage | |
| CHudChatState | |
| 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 |
| CHudEmoteWheelState | Emote wheel state — drives the radial emote selection menu |
| CHudEquipmentState | Equipment slot state — drives the bottom-center grapple/grenade/tactical row |
| CHudGameState | Snapshot of game state consumed by the HUD each frame |
| CHudGrenadeRadialItem | |
| CHudGrenadeRadialState | |
| CHudHitConfirm | Hit confirmation event |
| CHudKdaCounter | Local player K/D/A — feeds the top-right counter |
| CHudKillerBox | Killcam killer marker — the killer's world AABB + nickname, used on the death screen to float the killer's name above them while awaiting respawn |
| 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 |
| CHudPopupMessage | Generic transient HUD popup message |
| CHudRenderer | Renders batched HUD geometry to an offscreen RGBA8 texture |
| CHudShotgunBlast | A single completed shotgun blast (11 pellets) staged for the HUD widget |
| CHudShotgunPellet | Per-pellet result for a single shotgun blast, used by ShotgunPelletWidget |
| CHudSvgAtlas | |
| CHudSvgBitmap | |
| CHudSvgSprite | |
| 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) |
| CHudVoiceSpeaker | |
| 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 |
| CInputBindings | Stores action-to-input bindings and helper conversions for UI and persistence |
| CInputRingBuffer | |
| CInputSnapshot | One tick of player input, stamped with the tick it was sampled on |
| CInterpolationBuffer | Render-time interpolation history for a remote entity |
| CIScreen | Interface implemented by each full-screen mode (Lobby, Game) |
| CISkinningBackend | Abstract skinning backend |
| CJoinMenuResult | Output from a single main menu UI frame |
| CJoinMenuState | Mutable widget state for the server join form |
| CJoinRequest | Server address and port entered by the user on the main menu screen |
| CJointMatrices | ECS component: per-entity model-space joint matrices from animation |
| CJumpPad | ECS component: world jump pad that imparts an instantaneous velocity to any player whose AABB overlaps the pad's trigger volume |
| CKdaCounter | |
| CKillcamBoxWidget | While the local player is dead and the killcam is tracking the killer, floats the killer's nickname above them in red |
| CKillFeed | |
| CKillFeedEvent | |
| CKillzone | ECS component: trigger volume that kills any player whose AABB overlaps it |
| CLagCompTarget | Server tick to which to rewind other entities' hitboxes when resolving this entity's hitscan |
| CLevelBarWidget | |
| CLightUBO | |
| CLoadingScreen | Front-end screen displayed while the client is about to enter gameplay |
| CLobby | IScreen implementation for the pre-match lobby |
| CLobbyManager | Manages authoritative lobby state and broadcasts updates to connected clients |
| CLobbyPlayer | Per-player state entry in the lobby |
| CLobbyState | Full lobby snapshot sent to a client upon joining |
| CLobbyUIConfig | Input data consumed by lobby_ui::buildPlayerList each frame |
| CLobbyUpdateEvent | Incremental lobby change event broadcast to all connected clients |
| CLocalPlayer | Marker component that tags exactly one entity per client as the locally controlled player |
| CMainMenu | IScreen implementation for the main menu/join screen; hosts the server join form |
| CMatchConfig | |
| CMatchController | Manages match flow: lobby → countdown → in-progress → finished → lobby |
| CMatchStatePacket | |
| CMessageStream | Length-prefixed framing layer over a TCP stream socket |
| CMinimap | |
| CMiniScoreboardWidget | |
| 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 |
| COrientation | World-space orientation as a unit quaternion. Identity = no rotation |
| 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 |
| CPauseMenu | Lightweight in-game pause overlay |
| CPauseMenuResult | Result commands emitted by one pause-menu render pass |
| 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 |
| CPlayerRosterEvent | Server-authored join/leave notification for in-progress matches |
| CPlayerSimState | Server-only locomotion bookkeeping |
| CPlayerStateRef | Combined-reference helper for code that needs both halves |
| CPlayerVisState | Replicated subset of player locomotion state |
| CPointLight | Dynamic point light — built by Game, injected into the PBR light array |
| CPopupNotification | |
| CPosition | World-space position of an entity, in game units |
| CPostMatchResult | |
| CPostMatchScoreboard | |
| CPostMatchScoreRow | |
| CPowerupConfig | |
| CPowerupSpawner | ECS component: world powerup pickup point with respawn cooldown |
| CPowerupState | |
| CPrematchBanner | |
| 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 |
| CRagdoll | Parent component on the dead character; holds the 15 ragdoll body entities and the joint entities connecting them |
| CRagdollBoneTag | Marker on each ragdoll-body entity; points back to the parent ragdoll character and which bone slot this body fills |
| CRailgunScopeWidget | Full-screen scope mask, reticle, and railgun charge readout |
| CRecallAbility | |
| CRecoilParams | Visual recoil params per weapon type (viewmodel-only, does not affect aim) |
| CRenderable | Lightweight handle into the Renderer's models[] vector |
| CRenderToggles | Live toggles for every render system — exposed to ImGui |
| 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) |
| CRigidBody | Dynamic-body state shared across the force, impulse, and (Phase 7+) constraint-solver paths |
| CRigMeshData | Per-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX |
| CRigMeshSource | Source data for one mesh of a skinned character rig |
| CRoundTimer | |
| CScoreboard | |
| CScreenDecalWidget | |
| 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 |
| CSettingsEditor | Shared tabbed settings editor used by front-end screens and the pause menu |
| CSettingsEditorResult | Result commands emitted by one settings-editor render pass |
| CSettingsScreen | IScreen wrapper around the shared tabbed settings editor |
| CSfxRuntimeStats | |
| CSfxSystem | Client-side sound effects system |
| CShelf | Single shelf row used by the shelf-packing algorithm |
| CShotgunPelletWidget | |
| CShotIntentPayload | PR-27: per-shot animation-state assertion from the client |
| CSkinnedInstance | Per-frame instance entry — one per visible animated character |
| CSkinnedRenderer | Instanced GPU-skinning subsystem. One per renderer |
| 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 |
| CSystemMenuOverlay | Shared Escape menu for non-gameplay screens |
| CSystemMenuOverlayResult | Commands emitted by one system-menu overlay frame |
| CTeamStatusBar | |
| CTeslaBeamEffect | Sustained curved energy-arc beams, keyed by owner entity id |
| CTextChatPayload | |
| CThirdPersonWeaponParams | Per-weapon procedural-overlay + scale params for the third-person body |
| CTitleScreen | IScreen implementation for the first landing menu |
| CTitleScreenResult | Output from a single title-screen UI frame |
| CTopDecalWidget | |
| 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 |
| CTriggerVolume | Marker + filter data for a trigger-volume entity |
| CUserSettings | Per-user gameplay settings loaded from SDL's pref-path TOML file |
| CVelocity | Linear velocity of an entity, in game units per second |
| CVertex | Forward-declared — owned by Game, registered via setParticleSystem() |
| CVfxDebrisParticle | Tiny shard/spark particle used by explosion debris and embers |
| CVfxSpriteParticle | Animated textured sprite used by the fresh explosion VFX path |
| CViewmodelAttachment | Extra first-person models drawn in the weapon pass, after the gun |
| CViewmodelHands | First-person hand attachments driven by weapon-authored mount points |
| CViewmodelParams | First-person viewmodel positioning/rotation params per weapon type |
| CVignetteWidget | Manages three layered vignette effects: |
| CVoiceCapture | |
| CVoiceChatSystem | |
| CVoiceDecoder | |
| CVoiceEncoder | |
| CVoiceFramePayload | |
| CVoiceJitterBuffer | |
| CWallhackAbility | Activates a timed "see enemies through walls" reveal |
| CWeaponConfig | Immutable gameplay stats for a weapon type |
| CWeaponFiredEvent | Emitted when a weapon fires (both hitscan and projectile) |
| CWeaponGripPose | Per-weapon pair of hand grip poses |
| CWeaponHoldPose | Authored per-weapon third-person hold pose (see file header) |
| CWeaponModelInfo | Asset filename + load flags for a weapon model |
| CWeaponSpawner | ECS component: world weapon pickup point with respawn cooldown |
| CWeaponSpawnerModelParams | World weapon spawner model params |
| CWeaponState | Component attached to armed entities (players) |
| CWeaponViewmodel | First-person weapon viewmodel descriptor sent per frame |
| CWorkerPool | |
| CWorldCapsule | Runtime capsule (world-space, per-entity, per-frame) |