group2
0.1.0
CSE 125 Group 2
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Here is a list of all functions with links to the files they belong to:
- a -
abilityCooldownRemaining() :
AbilityState.hpp
abilityDescription() :
AbilityState.hpp
abilityName() :
AbilityState.hpp
- b -
bodyRegionName() :
Hitbox.hpp
buildAnimationTesterUI() :
AnimationTesterUI.cpp
,
AnimationTesterUI.hpp
- c -
calcPickupReserve() :
WeaponConfig.hpp
canAcceptType() :
GrenadeConfig.hpp
choicesForPendingSelection() :
AbilityState.hpp
choosePendingAbility() :
AbilityState.hpp
clipFile() :
AnimationLibrary.cpp
,
AnimationLibrary.hpp
clipName() :
AnimationLibrary.cpp
,
AnimationLibrary.hpp
computeIdleGroundedMinY() :
CharacterAnimator.cpp
,
CharacterAnimator.hpp
- d -
defaultDamageProfile() :
Hitbox.hpp
- e -
easeInOutQuad() :
HudTween.cpp
,
HudTween.hpp
easeInQuad() :
HudTween.cpp
,
HudTween.hpp
easeLinear() :
HudTween.cpp
,
HudTween.hpp
easeOutBack() :
HudTween.cpp
,
HudTween.hpp
easeOutElastic() :
HudTween.cpp
,
HudTween.hpp
easeOutQuad() :
HudTween.cpp
,
HudTween.hpp
emoteClipForIndex() :
AnimationLibrary.cpp
,
AnimationLibrary.hpp
explosionVfxKindForWeapon() :
ExplosionVfxEffect.cpp
,
ExplosionVfxEffect.hpp
- f -
fbm() :
HitscanEffect.cpp
findSlotWithType() :
WeaponState.hpp
- g -
getEquippedGun() :
WeaponState.hpp
getFirstPersonHandMountParams() :
ViewmodelConfig.hpp
getGrenadeConfig() :
GrenadeConfig.hpp
getPowerupConfig() :
PowerupState.hpp
getProjectileConfig() :
WeaponConfig.hpp
getRecoilParams() :
ViewmodelConfig.hpp
getSlot() :
WeaponState.hpp
getThirdPersonWeaponParams() :
ViewmodelConfig.hpp
getViewmodelParams() :
ViewmodelConfig.hpp
getWeaponConfig() :
WeaponConfig.hpp
getWeaponHoldPose() :
ViewmodelConfig.hpp
getWeaponModelInfo() :
ViewmodelConfig.hpp
getWeaponSpawnerModelParams() :
ViewmodelConfig.hpp
gpuBackendHintString() :
GraphicsConfig.cpp
,
GraphicsConfig.hpp
grenadeAmmo() :
GrenadeState.hpp
grenadeTypeAt() :
GrenadeConfig.hpp
grenadeTypeIndex() :
GrenadeConfig.hpp
grenadeTypeName() :
GrenadeConfig.hpp
- h -
hash1() :
HitscanEffect.cpp
hasMetadataKey() :
AssetLoader.cpp
hasPendingAbilitySelection() :
AbilityState.hpp
hudIconFromFilename() :
HudSvgRaster.cpp
,
HudSvgRaster.hpp
hudSvgFilename() :
HudSvgRaster.cpp
,
HudSvgRaster.hpp
- i -
isAbilityOnCooldown() :
AbilityState.hpp
isCollisionOnlyName() :
AssetLoader.cpp
isGrenadeType() :
GrenadeConfig.hpp
isMuzzleMarkerName() :
AssetLoader.cpp
isWeaponMountPointName() :
AssetLoader.cpp
- l -
loadDeveloperConfig() :
DeveloperConfig.cpp
,
DeveloperConfig.hpp
loadGraphicsConfig() :
GraphicsConfig.cpp
,
GraphicsConfig.hpp
loadNetworkConfig() :
NetworkConfig.cpp
,
NetworkConfig.hpp
loadShader() :
ShaderUtils.cpp
,
ShaderUtils.hpp
loadWeaponGripPose() :
GripPose.cpp
,
GripPose.hpp
loadWeaponHoldPose() :
WeaponHoldPose.cpp
,
WeaponHoldPose.hpp
- m -
main() :
main.cpp
makeDefaultGrenadeState() :
GrenadeState.hpp
makeTimestamp() :
FrameRecorder.cpp
- n -
nodeUsesMuzzleMarkerMesh() :
AssetLoader.cpp
- o -
operator==() :
ClientId.hpp
- p -
packRect() :
SdfAtlas.cpp
pendingAbilitySlot() :
AbilityState.hpp
- r -
randf() :
HitscanEffect.cpp
,
ImpactEffect.cpp
,
SmokeEffect.cpp
randRange() :
ImpactEffect.cpp
,
SmokeEffect.cpp
rasterizeHudSvg() :
HudSvgRaster.cpp
,
HudSvgRaster.hpp
readAiColor() :
AssetLoader.cpp
recoilPatternH_R301() :
WeaponConfig.hpp
recoilPatternV_R301() :
WeaponConfig.hpp
resolveHitscan() :
PowerupSystem.cpp
,
WeaponSystem.cpp
resolveHitscanHitbox() :
PowerupSystem.cpp
,
WeaponSystem.cpp
rotationFromTransform() :
AssetLoader.cpp
- s -
saveWeaponGripPoseToml() :
GripPose.cpp
,
GripPose.hpp
saveWeaponHoldPose() :
WeaponHoldPose.cpp
,
WeaponHoldPose.hpp
SDL_AppEvent() :
main.cpp
SDL_AppInit() :
main.cpp
SDL_AppIterate() :
main.cpp
SDL_AppQuit() :
main.cpp
setAbilityCooldown() :
AbilityState.hpp
sfxCategoryName() :
SfxTypes.hpp
sfxIdFromName() :
SfxTypes.hpp
sfxIdName() :
SfxTypes.hpp
spawnBloodBurst() :
ImpactEffect.cpp
surfaceTypeFromMaterialName() :
SurfaceType.hpp
surfaceTypeName() :
SurfaceType.hpp
- v -
vnoise() :
HitscanEffect.cpp
- w -
wfbm() :
HitscanEffect.cpp
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