Here is a list of all variables with links to the classes they belong to:
- p -
- p50Ns : group2::perf::Snapshot::ScopeSummary
- p99Ns : group2::perf::Snapshot::ScopeSummary
- packetsRecv : group2::perf::NetworkCounters, group2::perf::Snapshot
- packetsSent : group2::perf::NetworkCounters, group2::perf::Snapshot
- paletteBase : Renderer::SkinnedInstance
- panelHeight : BuyMenu, Scoreboard
- panelWidth : BuyMenu, Scoreboard
- param : NetParticleEvent
- particleEventFn_ : Client
- particles : Game::FrameSectionMs, RenderToggles
- particleSpawnDist_ : DebugUI
- particleSystem : Game, Renderer
- path : Boilerplate::ShaderInfo
- payload : Client::DelayedInbound, Client::DelayedOutbound, net::UdpReceivedMessage
- pbrModels : RenderToggles
- pbrPipeline : Renderer
- pbrSampler : Renderer
- pbrSkinnedPipeline : Renderer
- pbrTransparentPipeline : Renderer
- pcmData : SoundClip
- peakBacklog : group2::perf::NetworkCounters, group2::perf::Snapshot
- pending_ : ExplosionEffect
- pendingAmmoRefill_ : DebugUI
- pendingCapPath : Renderer
- pendingCount_ : ExplosionEffect
- pendingDamageNumbers_ : Game
- pendingInitialization : Server::Connection
- pendingKillEvents : ServerGame
- pendingReopen_ : SfxSystem
- pendingReopenDeviceId_ : SfxSystem
- pendingScrollSwitch_ : Game
- pendingShotIntents_ : ServerGame
- pendingSnapshotFramed_ : Server
- pendingSnapshotPayload_ : Server
- pendingUncrouch : PlayerVisState
- pendingVertexUploads : Renderer
- perSamplerLocals : CharacterAnimator::Impl
- phase : MatchStatePacket
- physicalDeviceId_ : SfxSystem
- physics : Game::FrameSectionMs
- physPos : FrameState
- physVel : FrameState
- pickup : InputSnapshot
- pickupAvailable : HudGameState
- pickupWeaponId : HudGameState
- ping : HudTeamMemberStatus
- pingOverUdp : TransportConfig
- pingTimer : Game
- pipeline_ : HudRenderer
- pitch : entity_interpolation::InterpolatedTransform, entity_interpolation::SampleInputs, FrameState, InputSnapshot, InterpolationBuffer::Sample
- pitchKick : RecoilParams
- pitchOffset : ThirdPersonWeaponParams, ViewmodelParams
- pitchRad : AnimationInputs
- pixels : TextureData
- planeCount : physics::WorldBrush
- planes : physics::MapCollisionData, physics::WorldBrush, physics::WorldGeometry
- playbackSpeed : ClipSampler
- playbackSpeedMul : AnimationTesterState
- playingId : SfxSystem::Voice
- point : HitboxHit, HitscanHit, physics::HitboxHit, physics::HitscanHit, physics::SphereHitResult
- pointA : WorldCapsule
- pointAx : net::shotdebug::WireCapsule
- pointAy : net::shotdebug::WireCapsule
- pointAz : net::shotdebug::WireCapsule
- pointB : WorldCapsule
- pointBx : net::shotdebug::WireCapsule
- pointBy : net::shotdebug::WireCapsule
- pointBz : net::shotdebug::WireCapsule
- pointLights : Renderer
- pool_ : ImpactEffect, SmokeEffect, TracerEffect
- port : net::UdpEndpointAddr, NetworkAddress
- pos : ArcVertex, BillboardParticle, DecalInstance, ExplosionEffect::PendingSmoke, ExplosionEvent, Game::PendingDamageNumber, ProjectileImpactEvent, RibbonEmitter::Node, RibbonVertex, SmokeParticle
- pos1 : NetParticleEvent
- pos2 : NetParticleEvent
- position : Asset::Vertex, entity_interpolation::InterpolatedTransform, entity_interpolation::SampleInputs, Explosion, HudVertex, InterpolationBuffer::Sample, ModelVertex, PointLight, Vertex
- postProcH : Renderer
- postProcW : Renderer
- predictTick_ : Bot
- prefilterMap : Renderer
- prefilterPipeline : Renderer
- prefilterWorkMap : Renderer
- prevArmor_ : Game, SfxSystem
- prevDeaths_ : SfxSystem
- prevHealth_ : Game, SfxSystem
- previousMode : CharacterAnimator::Impl
- previousVP : Renderer
- prevKills_ : SfxSystem
- prevPos : TracerEmitter
- prevRenderTime : Game
- prevShootingForDebug_ : Game
- prevShootingForLog_ : Bot
- prevSnapshotApplyNs_ : Client
- prevSwayPitch_ : Game
- prevSwayYaw_ : Game
- prevTickPitch : InputSnapshot
- prevTickYaw : InputSnapshot
- prevTime : Game
- primary : WeaponState
- proj : ParticleUniforms
- projection_ : Camera
- pushBack : RecoilParams