group2 0.1.0
CSE 125 Group 2
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components Directory Reference
Directory dependency graph for components:

Files

 
AbilityState.hpp
 ECS component that tracks abilities and ability level.
 
AnimatedCharacter.hpp
 ECS component wiring an entity to its per-entity CharacterAnimator.
 
AnimSnapshot.hpp
 PR-27 — per-entity animation state snapshot, decoupled from CharacterAnimator.
 
BeamState.hpp
 Continuous beam weapon state component.
 
ClientId.hpp
 Network client identifier component for multiplayer entities.
 
CollisionShape.hpp
 Collision shape component — AABB or vertical capsule.
 
Controllable.hpp
 Client side Tag component — entity is eligible to receive player input.
 
DeathInfo.hpp
 Component for enemy information upon death.
 
DroppedWeapon.hpp
 In-world weapon-pickup entity dropped when a player dies.
 
Explosion.hpp
 Transient explosion request component.
 
FireField.hpp
 Persistent area-of-effect that damages players inside it (Molotov).
 
GrenadeConfig.hpp
 Per-grenade-type tuning data (throw, flight, detonation).
 
Health.hpp
 Player health and armor.
 
Hitbox.hpp
 Skeleton-driven hitbox types: body regions, capsule definitions, damage profiles, and per-entity runtime state.
 
HitboxHistory.hpp
 Server-side ring buffer of recent hitbox capsule snapshots per entity.
 
InputSnapshot.hpp
 Per-tick player input snapshot for networking and prediction.
 
InterpolationBuffer.hpp
 Per-entity ring of recent snapshot samples for renderer interpolation.
 
LagCompTarget.hpp
 Per-shooter rewind target for lag-compensated hitscan.
 
LocalPlayer.hpp
 Marker component identifying the locally controlled player entity.
 
Orientation.hpp
 Orientation + angular velocity components for dynamic rigid bodies.
 
ParticleEmitterTag.hpp
 Particle emitter tag component for environmental effects.
 
Player.hpp
 Player component.
 
PlayerColor.hpp
 Per-player tint color component (replicated to clients).
 
PlayerColors.hpp
 Palette + tunables for the per-player color tint feature.
 
PlayerMatchStats.hpp
 Component for player match-related stats.
 
PlayerName.hpp
 Per-player display name (nickname) — replicated to clients.
 
PlayerNicknames.hpp
 Curated animal-handle list used as default player nicknames.
 
PlayerSimState.hpp
 Server-only locomotion bookkeeping (timers, blacklists, lurch state).
 
PlayerStateEnums.hpp
 Locomotion mode + wall-side enums shared by PlayerVisState and PlayerSimState.
 
PlayerVisState.hpp
 Visible / replicated half of the player locomotion state.
 
Position.hpp
 World-space position component for ECS entities.
 
PowerupSpawner.hpp
 Powerup spawner information.
 
PowerupState.hpp
 Powerup state information.
 
PreviousPosition.hpp
 Previous-tick position component for render interpolation.
 
Projectile.hpp
 Projectile component and weapon/surface type enumerations.
 
Ragdoll.hpp
 Ragdoll components — bone-to-rigid-body mapping for character death.
 
Renderable.hpp
 Renderable component linking ECS entities to renderer model instances.
 
RespawnPoint.hpp
 Player spawn point component with cooldown state.
 
RespawnTimer.hpp
 Component for tracking player respawn times.
 
RibbonEmitter.hpp
 Ribbon trail emitter component for slow projectiles.
 
RigidBody.hpp
 Dynamic-body state for the Phase 6+ physics core.
 
TracerEmitter.hpp
 Tracer streak emitter component for fast projectiles.
 
TriggerVolume.hpp
 Trigger-volume marker component.
 
Velocity.hpp
 Linear velocity component for ECS entities.
 
ViewmodelConfig.hpp
 Per-weapon viewmodel, third-person, and recoil tuning parameters (header-only).
 
WeaponConfig.hpp
 Static gameplay tuning data for each weapon type.
 
WeaponSpawner.hpp
 Weapon spawner information.
 
WeaponState.hpp
 Weapon state component for armed entities.