Here is a list of all class members with links to the classes they belong to:
- g -
- g : HudColor
- gain : audio::AudioAction, audio::AudioClipDef, audio::AudioCommand, audio::AudioNodeChild, audio::AudioNodeDef, audio::SpatialParams, SfxSystem::Source
- gamepadAxis : Binding
- gamepadButton : Binding
- gamepadLookDeadzone : UserSettings
- gamepadLookSensitivity : Game
- gamepadMoveDeadzone : UserSettings
- gamepadPitchSensitivity : UserSettings
- gamepadSwapSticks : UserSettings
- gamepadYawSensitivity : UserSettings
- gamePort : DiscoveryClient::DiscoveredServer, DiscoveryServer::ServerInfo, net::discovery::ServerInfo, net::discovery::ServerRegistration, net::discovery::UdpHello
- gamePort_ : GlobalServerAdvertiser
- gap : CrosshairStyle
- geo : physics::detail::ActiveWorldState
- geometry() : physics::MapCollisionData
- geometryLightMapPipeline_ : NewRenderer
- geometryPipeline_ : NewRenderer
- get() : AnimationLibrary, InputBindings
- getAbility() : AbilityRegistry
- getCamera() : NewRenderer
- getClientCount() : Server
- getClientRttMs() : Server
- getCurrentPhase() : MatchController
- getCurrentRttMs() : Bot
- getDevice() : NewRenderer
- getEye() : NewCamera
- getForward() : NewCamera
- getHdrFormat() : NewRenderer
- getInterpolationRenderTimeNs() : Client
- getLastAcquireMs() : NewRenderer
- getLastRecordMs() : NewRenderer
- getLastSubmitMs() : NewRenderer
- getLatestLobbyState() : Client
- getLatestMatchConfig() : Client
- getLatestMatchState() : Client
- getLatestServerName() : Client
- getLocalPlayerEntity() : Bot
- getMatchConfig() : MatchController
- getNetStats() : Client
- getNextClientId() : Server
- getOutputTexture() : Hud, HudRenderer
- getProjectionMatrix() : NewCamera
- getRight() : NewCamera
- getServerAckedClientTick() : Client
- getServerLocalPlayerEntity() : Client
- getServers() : DiscoveryClient
- getShaderFormat() : NewRenderer
- getSimulatedLatencyMs() : Client, DebugUI
- getSimulatedLossPercent() : Client, DebugUI
- getSnapshotAlpha() : Client
- getSnapshotIntervalNs() : Client
- getSwapchainColorFormat() : NewRenderer
- getUp() : NewCamera
- getViewMatrix() : NewCamera
- getViewProjection() : NewCamera
- getViewProjectionFrustumPlane() : NewCamera
- getViewProjectionMatrix() : NewCamera
- getWinnerId() : MatchController
- glmFromAiTransform() : AssetLoader
- globalDirectoryServerId() : Server
- globalServerId : DiscoveryClient::DiscoveredServer, DiscoveryServer::ServerInfo, JoinRequest
- globalServerIdFn : DiscoveryServer
- globalServerIndex : JoinMenuResult
- globalServers : MainMenu
- glyph() : SdfAtlas
- glyphs_ : SdfAtlas
- goToLobbyClicked : HostConfigResult
- gpu_ : DeathDissolveEffect
- gpuBuf_ : GpuParticleBuffer
- gpuBuff : Asset::GeoBufferInfo
- gpuSampler() : SdfAtlas
- gpuTexture() : SdfAtlas
- grabMinSize : menu_theme::ThemeSettings
- grabRounding : menu_theme::ThemeSettings
- graceTimer : BeamLockState
- gradientRect() : HudContext
- grapple : InputSnapshot
- grappleActive : Game::PlayerSfxState, PlayerVisState
- grappleCharge : HudEquipmentState
- grappleCooldownActive : PlayerSimState
- grappleCooldownTimer : PlayerSimState
- grappleInputLastTick : PlayerSimState
- grapplePoint : PlayerVisState
- grapplePullDir : PlayerSimState
- grapplePullTimer : PlayerSimState
- gravityDirection : HudGameState
- gravityFlipped : Game::PlayerSfxState, PlayerVisState
- GravityIndicator() : GravityIndicator
- green() : HudColor
- grenadeCharge : HudEquipmentState
- grenadeCount : HudEquipmentState
- grenadeCycleNext : InputSnapshot
- grenadeCyclePrev : InputSnapshot
- grenadeModelIdx_ : Game
- grenadeName : HudEquipmentState
- grenadeRadial : HudGameState
- GrenadeSlotsWidget() : GrenadeSlotsWidget
- grenadeThrowDownwardOffset_ : Game
- gribbHartmannFrustumPlanes() : NewCamera
- gripSwapState_ : Game
- groundDistance : physics::diag::MovementFrame, physics::WallDetectionResult
- grounded : AnimationInputs, entity_interpolation::InterpolatedTransform, entity_interpolation::SampleInputs, Game::PlayerSfxState, InterpolationBuffer::Sample, physics::diag::KccTimingFrame, PlayerVisState
- groundedAfter : physics::diag::MovementFrame
- groundedBefore : physics::diag::MovementFrame
- groundedDuration : PlayerSimState
- groundFire_ : ExplosionVfxEffect
- groundNormal : PlayerVisState
- groupWeightOverride : CharacterAnimator::Impl
- guidePoint : BeamState, EnergyTeslaArcEffect::Beam
- gun : systems::PendingWeaponDrop