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group2 0.1.0
CSE 125 Group 2
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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. | |