group2 0.1.0
CSE 125 Group 2
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 Cnet::FragmentReassembler::ActiveSet
 Cphysics::detail::ActiveWorldStateShared singleton state for the runtime-switchable world
 CAnimatedCharacterECS component for an animated, skin-rendered character
 CAnimationInputsDriving inputs for the animation state machine
 CAnimationLibraryCollection of animation clips loaded on top of a shared skeleton
 CAnimationTesterStatePersistent UI state for the Animation Tester panel
 CAnimSlotOne slot in an entity's blend stack
 CAnimSnapshotSnapshot of an entity's full animation state at one instant
 CDamageIndicator::Arc
 CArcVertexLightning arc vertex (pre-expanded triangle strip, uploaded as flat stream)
 CAssetDefinitionHeader-authored defaults for assets registered with AssetRegistry
 CAssetEntryOne entry in the asset registry
 CAssetLoaderLoads 3D models via Assimp and populates the global Asset registries
 CAssetRegistryCentral asset registry — maps names to renderer model indices
 CBeamStatePer-entity state of a continuous beam weapon
 CHitscanEffect::BezierBeamState for a single active Bezier-spine beam
 CBillboardParticleSingle billboard particle (sparks, impact flash, shockwave ring)
 CBot
 CHitscanEffect::BranchA single forked branch diverging from the main arc
 CBoilerplate::BufferUploadDescribes a pending CPU-to-GPU buffer upload: target buffer, source data, and byte size
 CBulletHoleDecalRing-buffer pool of 512 world-space decal quads (bullet holes, scorch marks)
 Cphysics::BVHNodeA single BVH node for spatial acceleration of triangle meshes
 CCameraFirst-person camera managing view and projection matrices
 CCharacterAnimatorPer-entity animator
 CCharacterRigShared skinned rig — skeleton + bind-pose meshes + joint map
 CClientTCP stream client — sends input to the server and receives state updates
 CClientIdAssociates an entity with a connected network client
 CServer::ClientNetStatePR-2b (server-perf): bulk-snapshot every connected client's last-reported network state in one (mostly lock-free) operation
 CServer::ClientRttSnapshotAtomic-published snapshot of every connected client's network state
 CClipSamplerOne active sampler slot contributing to the per-frame blend
 CCollisionShapeAxis-aligned bounding box defined by half-extents from the entity's Position
 CServer::ConnectionPer-client connection state
 CConstPlayerStateRefRead-only counterpart of PlayerStateRef, for const consumers
 CControllableClient side Tag component — entity is eligible to receive player input
 CAsset::CpuMesh
 CCrosshairStyleCrosshair appearance parameters
 CDamageProfileDamage profile
 CDeathInfoECS component: information about the entity that killed this player
 CDebugUIForward-declared to avoid pulling in heavy particle headers
 CDecalInstanceWorld-space decal instance (bullet hole, scorch mark)
 CClient::DelayedInboundOne inbound payload queued for delayed dispatch
 CClient::DelayedOutboundOne outbound UDP datagram queued for delayed send
 CMinimap::Dot
 CEntityRenderCmdPer-entity render command – built by Game, consumed by Renderer::drawFrame
 CDamageNumberWidget::Entry
 CInputRingBuffer::Entry
 CKillFeed::Entry
 CEventA single gameplay event produced by network input processing
 CEventQueueThread-safe FIFO queue of gameplay events awaiting processing each tick
 CExplosionPending explosion to process this tick
 CExplosionEffectSpawns shockwave ring + fireball + smoke cloud for rocket explosions
 CExplosionEventEmitted when a rocket/grenade explodes
 CDebugUI::ExternalPanelBuild the unified debug menu window
 Cnet::FragmentReassembler
 CFrameRecorderRecords per-frame state to a timestamped directory on disk
 CGame::FrameSectionMsPer-frame phase-time breakdown
 CFrameStatePer-frame snapshot written to the recording CSV
 CGameTop-level client game object
 Csystems::GamepadAimAssistConfigTunable parameters for gamepad aim assist
 Csystems::GamepadAimAssistStatePer-frame state required to compute the rotational pull as a delta between frames
 CAsset::GeoBufferInfoReferences a CPU-side source pointer and its corresponding GPU buffer
 CGlyphInfoPer-glyph metrics stored after SDF atlas bake
 CAsset::GpuMesh
 CRenderer::GpuMeshGPU-side mesh data for one mesh within a loaded model
 CGpuParticleBufferManages a GPU storage buffer + CPU-side transfer buffer pair for particle data
 CGraphicsConfig
 CGunInstanceStruct that defines this weapon's type, cooldown, and ammo
 Cstd::hash< ClientId >Hash function for ClientId, allowing it to be used as a key in unordered containers
 CHealthECS component: player health, armor, and passive heal cooldown
 CHitboxDefHitbox definition (static, per-rig)
 CHitboxHistoryRing buffer of recent hitbox snapshots for one entity
 CHitboxHistorySamplePer-tick capsule snapshot stored in the history ring
 CHitboxHitSkeleton-driven hitbox raycast (capsule-based)
 Cphysics::HitboxHitSkeleton-driven hitbox raycast (capsule-based)
 CHitboxInstanceECS components
 CHitboxRigHitbox rig (shared per character archetype)
 CHitDebugSnapshotDebug: hit detection snapshot (for client-server mismatch debugging)
 Cphysics::HitResultResult of a swept AABB collision query
 CHitscanBeamHitscan energy beam (main glowing quad)
 CHitscanEffectHitscan energy beam using fBm (fractional Brownian motion) path deviation
 CHitscanHitResult of a hitscan raycast
 Cphysics::HitscanHitResult of a hitscan raycast
 CHudTop-level HUD system
 CHudColorRGBA color for HUD elements (linear space, straight alpha)
 CHudContextAccumulates HUD geometry during a frame for batch rendering
 CHudDamageAccumCurrent damage accumulator state for the local player
 CHudDamageEventDamage direction indicator
 CHudDamageNumberFloating damage number spawned at a world-space hit position
 CHudGameStateSnapshot of game state consumed by the HUD each frame
 CHudHitConfirmHit confirmation event
 CHudKillFeedEntryKill feed entry data
 CHudMinimapDotWorld-space position for minimap display
 CHudRendererRenders batched HUD geometry to an offscreen RGBA8 texture
 CHudTeamMemberStatusPer-teammate status (for scoreboard / team bar)
 CHudTweenEntryOne active interpolation targeting a float
 CHudTweenPoolFixed-size tween pool. No heap allocations
 CHudVertexPer-vertex data for all HUD geometry (48 bytes)
 CHudWidgetBase class for a retained HUD element
 CImpactEffectSpawns spark bursts + impact flash quads on hit events
 CAnimationLibrary::Impl
 CCharacterAnimator::Impl
 CCharacterRig::Impl
 CInputArchiveArchive that deserializes trivially-copyable values from a byte buffer
 CInputRingBuffer
 CInputSnapshotOne tick of player input, stamped with the tick it was sampled on
 Centity_interpolation::InterpolatedTransformResult of sampling an entity's interpolation buffer
 CInterpolationBufferRender-time interpolation history for a remote entity
 CIRendererAbstract renderer contract
 CISkinningBackendAbstract skinning backend
 CJointMatricesECS component: per-entity model-space joint matrices from animation
 Canim_utils::JointRestPoseRest-pose local transform cached during skeleton building, reused as a fallback keyframe for joints without animation channels
 CKillFeedEvent
 CLagCompTargetServer tick to which to rewind other entities' hitboxes when resolving this entity's hitscan
 CLoadedModelEverything returned by loadModel()
 Cregistry_serialization::LoaderDeserializes registry snapshots received from the server and applies them locally
 CLocalPlayerMarker component that tags exactly one entity per client as the locally controlled player
 Cphysics::MapCollisionDataCollision data
 Cphysics::MapLoadOptionsLoad options
 CMatchControllerManages match flow: warmup → countdown → in-progress → finished → warmup
 CMatchStatePacket
 CAsset::Material
 CMaterialDataPBR material scalar parameters extracted from Assimp/glTF
 CAsset::MeshA single mesh: CPU-side vertex/index data plus GPU buffer info
 CMeshDataCPU-side mesh data ready for GPU upload
 CMessageStreamLength-prefixed framing layer over a TCP stream socket
 CAsset::Model
 CAsset::ModelElement
 CAsset::ModelInstance
 CRenderer::ModelInstanceOne loaded model instance in the scene
 CAsset::ModelNode
 CModelVertexOne vertex in a loaded 3-D model (PBR-ready)
 CNetKillEventEvent representing a player kill, sent from server to client for kill feed updates
 CNetParticleEventWire-format particle event broadcast from server to all clients
 CNetworkAddressNetwork address parameters
 CNetworkConfigRuntime network connection parameters
 Cgroup2::perf::NetworkCountersPer-tick network counters maintained by the network code
 CNetworkStatsLive network statistics updated each frame
 CNewCameraCamera for the new renderer, combining view and projection into one matrix
 CRibbonEmitter::NodeA single recorded point along the ribbon trail
 Cnet::FragmentReassembler::OptionalSet
 COutboundEntryBytes already framed (4-byte length prefix + payload) ready for the wire
 COutboundQueuePer-connection outbound message queue
 COutputArchiveArchive that serializes trivially-copyable values into a byte buffer
 Cnet::PacketHeader16-byte header at the start of every UDP datagram we send
 CParticleEmitterTagTag component for world entities that continuously emit smoke/fire/steam particles
 CParticlePool< T, MaxN >Fixed-capacity particle pool with O(1) swap-remove
 CParticleRendererOwns all particle GPU pipelines and per-category GPU buffers
 CParticleSystemTop-level particle system orchestrator
 CParticleUniformsStd140-compatible uniform block pushed before every particle pipeline
 CGame::PendingDamageNumber
 CServer::Connection::PendingReliableEventPhase 3d-5: pending reliable events, each scheduled for remainingSends more cycles
 CPendingShotIntentPR-27: transient component placed on the shooter entity for the duration of one runWeapon invocation when the matching SHOT_INTENT packet was received from that client
 CExplosionEffect::PendingSmokeDeferred smoke or fire spawn scheduled after the initial explosion
 CRenderer::PendingVertexUploadQueued vertex buffer update for skinned animation
 Cgroup2::perf::PerScopeStatsPer-scope, all-thread atomic counters
 Cphysics::PlaneAn infinite plane dividing free space from solid geometry
 CPlayerECS tag component: marks an entity as a player (vs. projectile, spawner, etc.)
 CPlayerMatchStatsECS component: per-player scoreboard statistics for the current match
 CPlayerSimStateServer-only locomotion bookkeeping
 CPlayerStateRefCombined-reference helper for code that needs both halves
 CPlayerVisStateReplicated subset of player locomotion state
 CPointLightDynamic point light – built by Game, injected into the PBR light array
 CPositionWorld-space position of an entity, in game units
 CPreviousPositionCopy of Position from the previous physics tick, used for render interpolation
 CProjectileComponent attached to projectile entities
 CProjectileConfig
 CProjectileImpactEventEmitted when a projectile or hitscan hits a surface
 CRecoilParamsVisual recoil params per weapon type (viewmodel-only, does not affect aim)
 Cregistry_serialization::RemoteInputRecordA paired entity ID and input snapshot received from a remote client
 CRenderableLightweight handle into the Renderer's models[] vector
 CRenderTogglesLive toggles for every render system – exposed to ImGui
 Cnet::shotdebug::ReportHeaderHeader that precedes the variable-length per-target body of the SHOT_DEBUG_REPORT packet
 CRespawnPointECS component: player respawn point with cooldown state
 CRespawnTimerECS component: countdown until a dead player respawns
 CHitscanEffect::ReturnStrokeA scheduled return stroke that re-randomises the arc path
 Csystems::RewindHitboxesGuardRAII handle that restores hitbox capsules on scope exit after a rewindHitboxes call swapped them for historical samples
 CRibbonEmitterComponent attached to slow/arcing projectile entities (rockets, slow bolts)
 CRibbonTrailBuilds camera-facing ribbon trails for slow/arcing projectiles (rockets)
 CRibbonVertexRibbon vertex (pre-expanded on CPU, uploaded as flat vertex stream)
 CRigMeshDataPer-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX
 CInterpolationBuffer::SampleOne snapshot's worth of interpolatable state
 Centity_interpolation::SampleInputsPR-28: full sample payload
 Cgroup2::perf::Snapshot::ScopeSummaryPer-scope summary, filled for [0, scopeCount)
 Cgroup2::perf::ScopeTimerRAII scoped timer
 CHudRenderer::ScreenUniforms
 CSdfAtlasLoads a TTF font, bakes an SDF glyph atlas, and uploads it to the GPU
 CSdfGlyphGPUSDF glyph quad (world-space or screen-space HUD)
 CSdfRendererQueues SDF glyph quads for world-space and screen-space text
 CServerTCP stream socket — receives client packets and echoes them back
 CServerGameTop-level server game loop
 CServerReplicationConfigServer-side replication tuning parameters
 CSfxSystemClient-side sound effects system
 CBoilerplate::ShaderInfoDescriptor for a single shader stage: file path, stage, and resource counts
 CShelfSingle shelf row used by the shelf-packing algorithm
 Cnet::shotdebug::ShotDebugCaptureServer-side runtime capture of one shot's debug data, produced by WeaponSystem::handleFire and consumed by ServerGame (which serialises into the wire form above and sends to the shooter via Server::enqueueTo)
 CDebugUI::ShotDebugPair
 CServerGame::ShotIntentKey
 CServerGame::ShotIntentKeyHash
 CShotIntentPayloadPR-27: per-shot animation-state assertion from the client
 Cgroup2::perf::shotlog::ShotResolutionPer-shot record for the server-side shot-resolution log
 CRenderer::SkinnedInstancePer-frame instance entry — one per visible animated character
 CRenderer::SkinnedMeshOne skinned mesh on GPU
 CRenderer::SkinVertexPer-vertex bone influence data, parallel to the rig's vertex buffer
 CSkinWeightPer-vertex skin data — up to 4 bone influences, with parallel weights
 CSmokeEffectManages volumetric smoke billboard particles
 CSmokeParticleSmoke / fire billboard (uses noise texture for volumetric look)
 Cgroup2::perf::SnapshotGlobally-visible snapshot returned to the aggregator callback
 CSoundClipA decoded sound clip ready for playback
 Cphysics::SphereHitResultResult of a sphere-cast query (includes world-space hit point)
 CSurfaceParamsVisual tuning parameters for a single surface material type
 Cnet::shotdebug::ShotDebugCapture::TargetPer in-range target's REWOUND capsule list at fire-time
 Cnet::shotdebug::TargetHeaderPer-target sub-header preceding the variable-length capsule list
 CTextureDataRGBA pixel data for one texture (decoded from embedded PNG/JPEG)
 CThirdPersonWeaponParamsThird-person weapon attachment params for remote players
 CTracerEffectManages oriented-capsule tracers for fast-bullet projectile entities
 CTracerEmitterComponent attached to fast-bullet projectile entities
 CTracerParticleOriented capsule streak for fast-bullet tracers (R301 style)
 CTransportConfigPhase 3d: per-feature toggles for the UDP transport rollout
 Cnet::UdpEndpointWraps a NET_DatagramSocket with header-prefixed I/O
 Cnet::UdpEndpointAddrA UDP datagram address (server's view of a remote peer)
 Cnet::UdpReceivedMessageOne framed UDP message ready to dispatch to upper layers
 CVelocityLinear velocity of an entity, in game units per second
 CAsset::VertexPer-vertex attributes: position, normal, and texture coordinates
 CVertex
 CBoilerplate::VertexInputLayoutVertex buffer layout: stride (pitch) and per-attribute descriptions
 CViewmodelParamsFirst-person viewmodel positioning/rotation params per weapon type
 CSfxSystem::VoiceA single concurrent playback voice
 Cphysics::WallDetectionResultResults of wall detection sphere casts
 CWeaponConfigImmutable gameplay stats for a weapon type
 CWeaponFiredEventEmitted when a weapon fires (both hitscan and projectile)
 CWeaponModelInfoAsset filename + load flags for a weapon model
 CWeaponSpawnerECS component: world weapon pickup point with respawn cooldown
 CWeaponStateComponent attached to armed entities (players)
 CWeaponViewmodelFirst-person weapon viewmodel descriptor sent per frame
 Cnet::shotdebug::WireCapsuleOne capsule on the wire
 CWorkerPool
 Cphysics::WorldAABBAn axis-aligned box in world space, used as static collision geometry
 Cphysics::WorldBrushA convex volume defined by bounding planes (for ramps, angled walls, etc.)
 CWorldCapsuleRuntime capsule (world-space, per-entity, per-frame)
 Cphysics::WorldCylinderA vertical (Y-axis) cylinder in world space
 Cphysics::WorldGeometryAll world collision geometry for one tick
 Cphysics::WorldSphereA sphere in world space
 Cphysics::WorldTriMeshA triangle mesh with BVH acceleration for collision queries