group2 0.1.0
CSE 125 Group 2
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Game Member List

This is the complete list of members for Game, including all inherited members.

accumLastHitType_Gameprivate
accumResetTimer_Gameprivate
accumTarget_Gameprivate
accumTotal_Gameprivate
accumulatorGameprivate
activeGamepad_Gameprivate
activeGamepadId_Gameprivate
adoptGamepad(SDL_JoystickID id)Gameprivate
aimAssistCfg_Gameprivate
aimAssistParityAccumSec_Gameprivate
aimAssistState_Gameprivate
animLibrary_Gameprivate
animUI_Gameprivate
appendChatMessage(ClientId sender, std::string_view message)Gameprivate
appendLocalChatMessage(std::string_view message)Gameprivate
appendPopupMessage(HudPopupKind kind, std::string_view message)Gameprivate
applyFrameRateLimit()Gameprivate
applyIncomingSnapshot(std::uint32_t snapshotTick, const std::uint8_t *bytes, Uint32 size, Uint64 captureNs, std::uint32_t &ackedTick)Gameprivate
assets_Gameprivate
attachAnimatedCharacter(entt::entity e)Gameprivate
authoredFPHandMountParams_Gameprivate
authoredWeaponHoldPoses_Gameprivate
beamAudioStates_Gameprivate
beamColor_Gameprivate
beamEnabled_Gameprivate
beamEndOff_Gameprivate
beamLightIntensity_Gameprivate
beamLightRange_Gameprivate
beamLightSpacing_Gameprivate
beamRadius_Gameprivate
beamStartOff_Gameprivate
beginMenuFrame(NewRenderer *renderer)IScreenprotectedstatic
benchActive_Gameprivate
benchFrameStats_Gameprivate
benchFrameTimesMs_Gameprivate
benchSeconds_Gameprivate
benchStartTime_Gameprivate
cachedCamFwd_Gameprivate
cachedEye_Gameprivate
cachedGravFlipped_Gameprivate
cachedMuzzleValid_Gameprivate
cachedMuzzleWorld_Gameprivate
cachedPostMatchResult_Gameprivate
cachedRightPalmValid_Gameprivate
cachedRightPalmWorld_Gameprivate
cameraRecoilIdleThreshold_Gameprivate
cameraRecoilOmega_Gameprivate
cameraRecoilPitch_Gameprivate
cameraRecoilPitchVel_Gameprivate
cameraRecoilTargetDecay_Gameprivate
cameraRecoilTargetPitch_Gameprivate
cameraRecoilTargetYaw_Gameprivate
cameraRecoilYaw_Gameprivate
cameraRecoilYawVel_Gameprivate
captureLocalPredictedState() constGameprivate
charRig_Gameprivate
chatDraft_Gameprivate
chatMessages_Gameprivate
chatOpen_Gameprivate
clearGameplayInputForChat()Gameprivate
clearPredictedStateHistory() noexceptGameprivate
clientGameprivate
clientHitboxRig_Gameprivate
clientPredictTickGameprivate
closeChat()Gameprivate
committedRecoilPitch_Gameprivate
committedRecoilYaw_Gameprivate
compensationCreditCap_Gameprivate
compensationCreditDecay_Gameprivate
compensationCreditPitch_Gameprivate
compensationCreditYaw_Gameprivate
consumePostMatchResult()Game
consumeReturnToMainMenu()Game
consumeServerShutdownNotice()Game
countdownTimerGameprivate
currentCameraRoll_Gameprivate
currentEquippedType_Gameprivate
currentMatchPhaseGameprivate
currentWinnerIdGameprivate
damagePowerupModelIdx_Gameprivate
debugUIGameprivate
dispatcherGameprivate
dissolveSpawned_Gameprivate
emoteCamBlend_Gameprivate
evaluateReconciliationSkip(const PredictedPlayerState &authoritative, const PredictedPlayerState *predictedAtAck, const std::optional< PredictedPlayerState > &currentBeforeSnapshot) const noexceptGameprivate
event(SDL_Event *event) overrideGamevirtual
flashlightEnabled_Gameprivate
flashlightIntensity_Gameprivate
flashlightOffset_Gameprivate
flashlightRange_Gameprivate
footstepCooldowns_Gameprivate
footstepPhases_Gameprivate
fpHandMountParams_Gameprivate
fpHandMountTuneWeaponIdx_Gameprivate
fpsHistoryGameprivate
fpsHistoryCountGameprivate
fpsHistoryHeadGameprivate
frameCountGameprivate
gamepadLookSensitivityGameprivate
grenadeModelIdx_Gameprivate
grenadeThrowDownwardOffset_Gameprivate
gripSwapState_Gameprivate
handleLocalPlayerReady(entt::entity local)Gameprivate
handleSystemMenuEvent(SDL_Event *event, SystemMenuOverlay &menu, UserSettings *settings)IScreenprotectedstatic
handMountDebugMarkerModelIdx_Gameprivate
HandMountDebugPoint enum nameGameprivate
HandMountDebugSpace enum nameGameprivate
handMountDebugTarget_Gameprivate
haveLastSnap_Gameprivate
heGrenadeModelIdx_Gameprivate
hitmarkerIsHeadshot_Gameprivate
hitmarkerShieldBreak_Gameprivate
hitmarkerTimer_Gameprivate
holdPoseReloadAccumulator_Gameprivate
holdRotStepDeg_Gameprivate
holdShowDebugMarker_Gameprivate
horizontalFovDegreesGameprivate
hud_Gameprivate
init(AppContext &ctx)Game
initDebugUI(const AppContext &ctx)Game
inputRing_Gameprivate
inputSyncedWithPhysicsGameprivate
iterate() overrideGamevirtual
k_benchWarmupSecondsGameprivatestatic
k_fpsHistorySizeGameprivatestatic
k_maxTicksPerFrameGameprivatestatic
k_physicsDtGameprivatestatic
k_physicsHzGameprivatestatic
killcamActive_Gameprivate
killcamEye_Gameprivate
killcamKillerCenter_Gameprivate
killcamKillerEntity_Gameprivate
killcamKillerHalf_Gameprivate
killcamKillerName_Gameprivate
killcamPitch_Gameprivate
killcamYaw_Gameprivate
killFeedGameprivate
kRigScale_Gameprivate
kRigVerticalOffset_Gameprivate
lastEquippedType_Gameprivate
lastInputDevice_Gameprivate
lastShotgunBlast_Gameprivate
lastSnapPitchAfterCommit_Gameprivate
lastSnapYawAfterCommit_Gameprivate
limitFPSToMonitorGameprivate
localEmote_Gameprivate
localFireCooldown_Gameprivate
localRecoilHeat_Gameprivate
localWasDead_Gameprivate
mapCollision_Gameprivate
mappedLocalPlayerEntity_Gameprivate
matchElapsedSeconds_Gameprivate
measuredPhysicsHzGameprivate
medkitModelIdx_Gameprivate
molotovModelIdx_Gameprivate
mouseCapturedGameprivate
mouseSensitivityGameprivate
movableSphereEnabled_Gameprivate
muzzleFlashLightOffset_Gameprivate
muzzleFlashLightPosition(const glm::vec3 &muzzleOrigin) constGameprivate
muzzleFlashOrigin(const glm::vec3 &fallback) constGameprivate
onWeaponFired(const struct WeaponFiredEvent &evt)Gameprivate
openChat()Gameprivate
particleSystemGameprivate
pauseMenuGameprivate
pendingDamageNumbers_Gameprivate
pendingLocalChatEchoes_Gameprivate
pendingPickupNotifications_Gameprivate
pendingPopupMessages_Gameprivate
pendingScrollSwitch_Gameprivate
perfRecorder_Gameprivate
perfSnapshotApplyCount_Gameprivate
perfSnapshotApplyMs_Gameprivate
pingTimerGameprivate
playerSfxState_Gameprivate
predictedStateForTick(std::uint32_t tick) const noexceptGameprivate
predictedStateHistory_Gameprivate
presentMenuFrame(NewRenderer &renderer)IScreenprotectedstatic
prevAmmoReserve_Gameprivate
prevArmor_Gameprivate
prevHealth_Gameprivate
prevPrimaryWeaponType_Gameprivate
prevRenderTimeGameprivate
prevSecondaryWeaponType_Gameprivate
prevShootingForDebug_Gameprivate
prevSwayPitch_Gameprivate
prevSwayYaw_Gameprivate
prevTimeGameprivate
processCommonImguiEvent(SDL_Event *event)IScreenprotectedstatic
quit() overrideGamevirtual
recoilIdleTime_Gameprivate
recoilPatternScaleMultiplier_Gameprivate
recoilPitch_Gameprivate
recoilPushBack_Gameprivate
recoilRoll_Gameprivate
recorderGameprivate
refreshDroppedWeaponRenderables()Game
refreshRemoteHealthPackRenderables()Game
refreshRemotePlayerRenderables()Game
refreshRemotePowerupRenderables()Game
refreshRemoteProjectileRenderables()Game
refreshRemoteRespawnRenderables()Game
registryGameprivate
reloadDownwardOffset_Gameprivate
rendererGameprivate
renderSeparateFromPhysicsGameprivate
restoreLocalPredictedState(const PredictedPlayerState &state)Gameprivate
returnToLobbyRequestedGameprivate
returnToMainMenuRequested_Gameprivate
rightHandJointIdx_Gameprivate
rigMeshMinY_Gameprivate
rocketProjectileModelIdx_Gameprivate
scanForConnectedGamepads()Gameprivate
serverShutdownNoticeRequested_Gameprivate
sfxSystemGameprivate
shieldPowerupModelIdx_Gameprivate
shotgunPelletAccum_Gameprivate
shotgunPelletAccumCount_Gameprivate
shotgunPelletLastTimeSec_Gameprivate
shouldReturnToLobby() constGame
showDynLightUI_Gameprivate
showFPHandMountUI_Gameprivate
showHdrDebugUI_Gameprivate
showHudDebug_Gameprivate
showMenuThemeUI_Gameprivate
showViewmodelUIGameprivate
showWeaponHoldUI_Gameprivate
showWeaponSpawnerModelUI_Gameprivate
shutdownAfterRenderer() overrideGamevirtual
skinBackend_Gameprivate
snapshotLoader_Gameprivate
softLimitNextFrameGameprivate
softLimitPeriodGameprivate
spawnerTuneWeaponIdx_Gameprivate
spawnerWeaponParams_Gameprivate
spawnExplosionFlashLight(const glm::vec3 &pos, WeaponType weaponType, float radius)Gameprivate
spawnMuzzleFlashLight(const glm::vec3 &pos, WeaponType weaponType)Gameprivate
sphereFollowDist_Gameprivate
sphereIntensity_Gameprivate
sphereRange_Gameprivate
spine2JointIdx_Gameprivate
statsFPS1pLowGameprivate
statsFPS5pLowGameprivate
statsFPSCurrentGameprivate
statsFPSMaxGameprivate
statsFPSMinGameprivate
statsPhysTicksGameprivate
statsPrevTimeGameprivate
statsRenderFramesGameprivate
stickyGrenadeModelIdx_Gameprivate
storePredictedPlayerState(std::uint32_t tick)Gameprivate
submitChat()Gameprivate
swayAmplitudePitch_Gameprivate
swayAmplitudeYaw_Gameprivate
swayDecayRate_Gameprivate
swayInitialized_Gameprivate
swayOffsetX_Gameprivate
swayOffsetY_Gameprivate
swaySmoothing_Gameprivate
tickCountGameprivate
tpFreezeAnimations_Gameprivate
tpTuneWeaponIdx_Gameprivate
tpWeaponParams_Gameprivate
transientVfxLights_Gameprivate
updateCachedPostMatchResult()Gameprivate
useRecoilCompensation_Gameprivate
userSettingsGameprivate
userSettingsPath_Gameprivate
useSpringCameraRecoil_Gameprivate
viewmodelDefaultsApplied_Gameprivate
viewmodelLeftHandModelIdx_Gameprivate
viewmodelRightHandModelIdx_Gameprivate
vmDownGameprivate
vmForwardGameprivate
vmPitchOffsetGameprivate
vmRightGameprivate
vmRollOffsetGameprivate
vmScaleGameprivate
vmYawOffsetGameprivate
voiceChat_Gameprivate
voiceSpeakers_Gameprivate
wasChargingRailgun_Gameprivate
weaponAssetIds_Gameprivate
weaponHoldPoseMTimes_Gameprivate
weaponHoldPosePaths_Gameprivate
weaponHoldPoses_Gameprivate
weaponModelIndices_Gameprivate
windowGameprivate
workerPool_Gameprivate
~IScreen()=defaultIScreenvirtual