| accumLastHitType_ | Game | private |
| accumResetTimer_ | Game | private |
| accumTarget_ | Game | private |
| accumTotal_ | Game | private |
| accumulator | Game | private |
| activeGamepad_ | Game | private |
| activeGamepadId_ | Game | private |
| adoptGamepad(SDL_JoystickID id) | Game | private |
| aimAssistCfg_ | Game | private |
| aimAssistParityAccumSec_ | Game | private |
| aimAssistState_ | Game | private |
| animLibrary_ | Game | private |
| animUI_ | Game | private |
| appendChatMessage(ClientId sender, std::string_view message) | Game | private |
| appendLocalChatMessage(std::string_view message) | Game | private |
| appendPopupMessage(HudPopupKind kind, std::string_view message) | Game | private |
| applyFrameRateLimit() | Game | private |
| applyIncomingSnapshot(std::uint32_t snapshotTick, const std::uint8_t *bytes, Uint32 size, Uint64 captureNs, std::uint32_t &ackedTick) | Game | private |
| assets_ | Game | private |
| attachAnimatedCharacter(entt::entity e) | Game | private |
| authoredFPHandMountParams_ | Game | private |
| authoredWeaponHoldPoses_ | Game | private |
| beamAudioStates_ | Game | private |
| beamColor_ | Game | private |
| beamEnabled_ | Game | private |
| beamEndOff_ | Game | private |
| beamLightIntensity_ | Game | private |
| beamLightRange_ | Game | private |
| beamLightSpacing_ | Game | private |
| beamRadius_ | Game | private |
| beamStartOff_ | Game | private |
| beginMenuFrame(NewRenderer *renderer) | IScreen | protectedstatic |
| benchActive_ | Game | private |
| benchFrameStats_ | Game | private |
| benchFrameTimesMs_ | Game | private |
| benchSeconds_ | Game | private |
| benchStartTime_ | Game | private |
| cachedCamFwd_ | Game | private |
| cachedEye_ | Game | private |
| cachedGravFlipped_ | Game | private |
| cachedMuzzleValid_ | Game | private |
| cachedMuzzleWorld_ | Game | private |
| cachedPostMatchResult_ | Game | private |
| cachedRightPalmValid_ | Game | private |
| cachedRightPalmWorld_ | Game | private |
| cameraRecoilIdleThreshold_ | Game | private |
| cameraRecoilOmega_ | Game | private |
| cameraRecoilPitch_ | Game | private |
| cameraRecoilPitchVel_ | Game | private |
| cameraRecoilTargetDecay_ | Game | private |
| cameraRecoilTargetPitch_ | Game | private |
| cameraRecoilTargetYaw_ | Game | private |
| cameraRecoilYaw_ | Game | private |
| cameraRecoilYawVel_ | Game | private |
| captureLocalPredictedState() const | Game | private |
| charRig_ | Game | private |
| chatDraft_ | Game | private |
| chatMessages_ | Game | private |
| chatOpen_ | Game | private |
| clearGameplayInputForChat() | Game | private |
| clearPredictedStateHistory() noexcept | Game | private |
| client | Game | private |
| clientHitboxRig_ | Game | private |
| clientPredictTick | Game | private |
| closeChat() | Game | private |
| committedRecoilPitch_ | Game | private |
| committedRecoilYaw_ | Game | private |
| compensationCreditCap_ | Game | private |
| compensationCreditDecay_ | Game | private |
| compensationCreditPitch_ | Game | private |
| compensationCreditYaw_ | Game | private |
| consumePostMatchResult() | Game | |
| consumeReturnToMainMenu() | Game | |
| consumeServerShutdownNotice() | Game | |
| countdownTimer | Game | private |
| currentCameraRoll_ | Game | private |
| currentEquippedType_ | Game | private |
| currentMatchPhase | Game | private |
| currentWinnerId | Game | private |
| damagePowerupModelIdx_ | Game | private |
| debugUI | Game | private |
| dispatcher | Game | private |
| dissolveSpawned_ | Game | private |
| emoteCamBlend_ | Game | private |
| evaluateReconciliationSkip(const PredictedPlayerState &authoritative, const PredictedPlayerState *predictedAtAck, const std::optional< PredictedPlayerState > ¤tBeforeSnapshot) const noexcept | Game | private |
| event(SDL_Event *event) override | Game | virtual |
| flashlightEnabled_ | Game | private |
| flashlightIntensity_ | Game | private |
| flashlightOffset_ | Game | private |
| flashlightRange_ | Game | private |
| footstepCooldowns_ | Game | private |
| footstepPhases_ | Game | private |
| fpHandMountParams_ | Game | private |
| fpHandMountTuneWeaponIdx_ | Game | private |
| fpsHistory | Game | private |
| fpsHistoryCount | Game | private |
| fpsHistoryHead | Game | private |
| frameCount | Game | private |
| gamepadLookSensitivity | Game | private |
| grenadeModelIdx_ | Game | private |
| grenadeThrowDownwardOffset_ | Game | private |
| gripSwapState_ | Game | private |
| handleLocalPlayerReady(entt::entity local) | Game | private |
| handleSystemMenuEvent(SDL_Event *event, SystemMenuOverlay &menu, UserSettings *settings) | IScreen | protectedstatic |
| handMountDebugMarkerModelIdx_ | Game | private |
| HandMountDebugPoint enum name | Game | private |
| HandMountDebugSpace enum name | Game | private |
| handMountDebugTarget_ | Game | private |
| haveLastSnap_ | Game | private |
| heGrenadeModelIdx_ | Game | private |
| hitmarkerIsHeadshot_ | Game | private |
| hitmarkerShieldBreak_ | Game | private |
| hitmarkerTimer_ | Game | private |
| holdPoseReloadAccumulator_ | Game | private |
| holdRotStepDeg_ | Game | private |
| holdShowDebugMarker_ | Game | private |
| horizontalFovDegrees | Game | private |
| hud_ | Game | private |
| init(AppContext &ctx) | Game | |
| initDebugUI(const AppContext &ctx) | Game | |
| inputRing_ | Game | private |
| inputSyncedWithPhysics | Game | private |
| iterate() override | Game | virtual |
| k_benchWarmupSeconds | Game | privatestatic |
| k_fpsHistorySize | Game | privatestatic |
| k_maxTicksPerFrame | Game | privatestatic |
| k_physicsDt | Game | privatestatic |
| k_physicsHz | Game | privatestatic |
| killcamActive_ | Game | private |
| killcamEye_ | Game | private |
| killcamKillerCenter_ | Game | private |
| killcamKillerEntity_ | Game | private |
| killcamKillerHalf_ | Game | private |
| killcamKillerName_ | Game | private |
| killcamPitch_ | Game | private |
| killcamYaw_ | Game | private |
| killFeed | Game | private |
| kRigScale_ | Game | private |
| kRigVerticalOffset_ | Game | private |
| lastEquippedType_ | Game | private |
| lastInputDevice_ | Game | private |
| lastShotgunBlast_ | Game | private |
| lastSnapPitchAfterCommit_ | Game | private |
| lastSnapYawAfterCommit_ | Game | private |
| limitFPSToMonitor | Game | private |
| localEmote_ | Game | private |
| localFireCooldown_ | Game | private |
| localRecoilHeat_ | Game | private |
| localWasDead_ | Game | private |
| mapCollision_ | Game | private |
| mappedLocalPlayerEntity_ | Game | private |
| matchElapsedSeconds_ | Game | private |
| measuredPhysicsHz | Game | private |
| medkitModelIdx_ | Game | private |
| molotovModelIdx_ | Game | private |
| mouseCaptured | Game | private |
| mouseSensitivity | Game | private |
| movableSphereEnabled_ | Game | private |
| muzzleFlashLightOffset_ | Game | private |
| muzzleFlashLightPosition(const glm::vec3 &muzzleOrigin) const | Game | private |
| muzzleFlashOrigin(const glm::vec3 &fallback) const | Game | private |
| onWeaponFired(const struct WeaponFiredEvent &evt) | Game | private |
| openChat() | Game | private |
| particleSystem | Game | private |
| pauseMenu | Game | private |
| pendingDamageNumbers_ | Game | private |
| pendingLocalChatEchoes_ | Game | private |
| pendingPickupNotifications_ | Game | private |
| pendingPopupMessages_ | Game | private |
| pendingScrollSwitch_ | Game | private |
| perfRecorder_ | Game | private |
| perfSnapshotApplyCount_ | Game | private |
| perfSnapshotApplyMs_ | Game | private |
| pingTimer | Game | private |
| playerSfxState_ | Game | private |
| predictedStateForTick(std::uint32_t tick) const noexcept | Game | private |
| predictedStateHistory_ | Game | private |
| presentMenuFrame(NewRenderer &renderer) | IScreen | protectedstatic |
| prevAmmoReserve_ | Game | private |
| prevArmor_ | Game | private |
| prevHealth_ | Game | private |
| prevPrimaryWeaponType_ | Game | private |
| prevRenderTime | Game | private |
| prevSecondaryWeaponType_ | Game | private |
| prevShootingForDebug_ | Game | private |
| prevSwayPitch_ | Game | private |
| prevSwayYaw_ | Game | private |
| prevTime | Game | private |
| processCommonImguiEvent(SDL_Event *event) | IScreen | protectedstatic |
| quit() override | Game | virtual |
| recoilIdleTime_ | Game | private |
| recoilPatternScaleMultiplier_ | Game | private |
| recoilPitch_ | Game | private |
| recoilPushBack_ | Game | private |
| recoilRoll_ | Game | private |
| recorder | Game | private |
| refreshDroppedWeaponRenderables() | Game | |
| refreshRemoteHealthPackRenderables() | Game | |
| refreshRemotePlayerRenderables() | Game | |
| refreshRemotePowerupRenderables() | Game | |
| refreshRemoteProjectileRenderables() | Game | |
| refreshRemoteRespawnRenderables() | Game | |
| registry | Game | private |
| reloadDownwardOffset_ | Game | private |
| renderer | Game | private |
| renderSeparateFromPhysics | Game | private |
| restoreLocalPredictedState(const PredictedPlayerState &state) | Game | private |
| returnToLobbyRequested | Game | private |
| returnToMainMenuRequested_ | Game | private |
| rightHandJointIdx_ | Game | private |
| rigMeshMinY_ | Game | private |
| rocketProjectileModelIdx_ | Game | private |
| scanForConnectedGamepads() | Game | private |
| serverShutdownNoticeRequested_ | Game | private |
| sfxSystem | Game | private |
| shieldPowerupModelIdx_ | Game | private |
| shotgunPelletAccum_ | Game | private |
| shotgunPelletAccumCount_ | Game | private |
| shotgunPelletLastTimeSec_ | Game | private |
| shouldReturnToLobby() const | Game | |
| showDynLightUI_ | Game | private |
| showFPHandMountUI_ | Game | private |
| showHdrDebugUI_ | Game | private |
| showHudDebug_ | Game | private |
| showMenuThemeUI_ | Game | private |
| showViewmodelUI | Game | private |
| showWeaponHoldUI_ | Game | private |
| showWeaponSpawnerModelUI_ | Game | private |
| shutdownAfterRenderer() override | Game | virtual |
| skinBackend_ | Game | private |
| snapshotLoader_ | Game | private |
| softLimitNextFrame | Game | private |
| softLimitPeriod | Game | private |
| spawnerTuneWeaponIdx_ | Game | private |
| spawnerWeaponParams_ | Game | private |
| spawnExplosionFlashLight(const glm::vec3 &pos, WeaponType weaponType, float radius) | Game | private |
| spawnMuzzleFlashLight(const glm::vec3 &pos, WeaponType weaponType) | Game | private |
| sphereFollowDist_ | Game | private |
| sphereIntensity_ | Game | private |
| sphereRange_ | Game | private |
| spine2JointIdx_ | Game | private |
| statsFPS1pLow | Game | private |
| statsFPS5pLow | Game | private |
| statsFPSCurrent | Game | private |
| statsFPSMax | Game | private |
| statsFPSMin | Game | private |
| statsPhysTicks | Game | private |
| statsPrevTime | Game | private |
| statsRenderFrames | Game | private |
| stickyGrenadeModelIdx_ | Game | private |
| storePredictedPlayerState(std::uint32_t tick) | Game | private |
| submitChat() | Game | private |
| swayAmplitudePitch_ | Game | private |
| swayAmplitudeYaw_ | Game | private |
| swayDecayRate_ | Game | private |
| swayInitialized_ | Game | private |
| swayOffsetX_ | Game | private |
| swayOffsetY_ | Game | private |
| swaySmoothing_ | Game | private |
| tickCount | Game | private |
| tpFreezeAnimations_ | Game | private |
| tpTuneWeaponIdx_ | Game | private |
| tpWeaponParams_ | Game | private |
| transientVfxLights_ | Game | private |
| updateCachedPostMatchResult() | Game | private |
| useRecoilCompensation_ | Game | private |
| userSettings | Game | private |
| userSettingsPath_ | Game | private |
| useSpringCameraRecoil_ | Game | private |
| viewmodelDefaultsApplied_ | Game | private |
| viewmodelLeftHandModelIdx_ | Game | private |
| viewmodelRightHandModelIdx_ | Game | private |
| vmDown | Game | private |
| vmForward | Game | private |
| vmPitchOffset | Game | private |
| vmRight | Game | private |
| vmRollOffset | Game | private |
| vmScale | Game | private |
| vmYawOffset | Game | private |
| voiceChat_ | Game | private |
| voiceSpeakers_ | Game | private |
| wasChargingRailgun_ | Game | private |
| weaponAssetIds_ | Game | private |
| weaponHoldPoseMTimes_ | Game | private |
| weaponHoldPosePaths_ | Game | private |
| weaponHoldPoses_ | Game | private |
| weaponModelIndices_ | Game | private |
| window | Game | private |
| workerPool_ | Game | private |
| ~IScreen()=default | IScreen | virtual |