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group2 0.1.0
CSE 125 Group 2
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| Cnet::FragmentReassembler::ActiveSet | |
| Cphysics::detail::ActiveWorldState | Shared singleton state for the runtime-switchable world |
| CAnimatedCharacter | ECS component for an animated, skin-rendered character |
| CAnimationInputs | Driving inputs for the animation state machine |
| CAnimationLibrary | Collection of animation clips loaded on top of a shared skeleton |
| CAnimationTesterState | Persistent UI state for the Animation Tester panel |
| CAnimSlot | One slot in an entity's blend stack |
| CAnimSnapshot | Snapshot of an entity's full animation state at one instant |
| CDamageIndicator::Arc | |
| CArcVertex | Lightning arc vertex (pre-expanded triangle strip, uploaded as flat stream) |
| CAssetDefinition | Header-authored defaults for assets registered with AssetRegistry |
| CAssetEntry | One entry in the asset registry |
| CAssetLoader | Loads 3D models via Assimp and populates the global Asset registries |
| CAssetRegistry | Central asset registry — maps names to renderer model indices |
| CBeamState | Per-entity state of a continuous beam weapon |
| CHitscanEffect::BezierBeam | State for a single active Bezier-spine beam |
| CBillboardParticle | Single billboard particle (sparks, impact flash, shockwave ring) |
| CBot | |
| CHitscanEffect::Branch | A single forked branch diverging from the main arc |
| CBoilerplate::BufferUpload | Describes a pending CPU-to-GPU buffer upload: target buffer, source data, and byte size |
| CBulletHoleDecal | Ring-buffer pool of 512 world-space decal quads (bullet holes, scorch marks) |
| Cphysics::BVHNode | A single BVH node for spatial acceleration of triangle meshes |
| CCamera | First-person camera managing view and projection matrices |
| CCharacterAnimator | Per-entity animator |
| CCharacterRig | Shared skinned rig — skeleton + bind-pose meshes + joint map |
| CClient | TCP stream client — sends input to the server and receives state updates |
| CClientId | Associates an entity with a connected network client |
| CServer::ClientNetState | PR-2b (server-perf): bulk-snapshot every connected client's last-reported network state in one (mostly lock-free) operation |
| CServer::ClientRttSnapshot | Atomic-published snapshot of every connected client's network state |
| CClipSampler | One active sampler slot contributing to the per-frame blend |
| CCollisionShape | Axis-aligned bounding box defined by half-extents from the entity's Position |
| CServer::Connection | Per-client connection state |
| CConstPlayerStateRef | Read-only counterpart of PlayerStateRef, for const consumers |
| CControllable | Client side Tag component — entity is eligible to receive player input |
| CAsset::CpuMesh | |
| CCrosshairStyle | Crosshair appearance parameters |
| CDamageProfile | Damage profile |
| CDeathInfo | ECS component: information about the entity that killed this player |
| CDebugUI | Forward-declared to avoid pulling in heavy particle headers |
| CDecalInstance | World-space decal instance (bullet hole, scorch mark) |
| CClient::DelayedInbound | One inbound payload queued for delayed dispatch |
| CClient::DelayedOutbound | One outbound UDP datagram queued for delayed send |
| CMinimap::Dot | |
| CEntityRenderCmd | Per-entity render command – built by Game, consumed by Renderer::drawFrame |
| CDamageNumberWidget::Entry | |
| CInputRingBuffer::Entry | |
| CKillFeed::Entry | |
| CEvent | A single gameplay event produced by network input processing |
| CEventQueue | Thread-safe FIFO queue of gameplay events awaiting processing each tick |
| CExplosion | Pending explosion to process this tick |
| CExplosionEffect | Spawns shockwave ring + fireball + smoke cloud for rocket explosions |
| CExplosionEvent | Emitted when a rocket/grenade explodes |
| CDebugUI::ExternalPanel | Build the unified debug menu window |
| Cnet::FragmentReassembler | |
| CFrameRecorder | Records per-frame state to a timestamped directory on disk |
| CGame::FrameSectionMs | Per-frame phase-time breakdown |
| CFrameState | Per-frame snapshot written to the recording CSV |
| CGame | Top-level client game object |
| Csystems::GamepadAimAssistConfig | Tunable parameters for gamepad aim assist |
| Csystems::GamepadAimAssistState | Per-frame state required to compute the rotational pull as a delta between frames |
| CAsset::GeoBufferInfo | References a CPU-side source pointer and its corresponding GPU buffer |
| CGlyphInfo | Per-glyph metrics stored after SDF atlas bake |
| CAsset::GpuMesh | |
| CRenderer::GpuMesh | GPU-side mesh data for one mesh within a loaded model |
| CGpuParticleBuffer | Manages a GPU storage buffer + CPU-side transfer buffer pair for particle data |
| CGraphicsConfig | |
| CGunInstance | Struct 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 |
| CHealth | ECS component: player health, armor, and passive heal cooldown |
| CHitboxDef | Hitbox definition (static, per-rig) |
| CHitboxHistory | Ring buffer of recent hitbox snapshots for one entity |
| CHitboxHistorySample | Per-tick capsule snapshot stored in the history ring |
| CHitboxHit | Skeleton-driven hitbox raycast (capsule-based) |
| Cphysics::HitboxHit | Skeleton-driven hitbox raycast (capsule-based) |
| CHitboxInstance | ECS components |
| CHitboxRig | Hitbox rig (shared per character archetype) |
| CHitDebugSnapshot | Debug: hit detection snapshot (for client-server mismatch debugging) |
| Cphysics::HitResult | Result of a swept AABB collision query |
| CHitscanBeam | Hitscan energy beam (main glowing quad) |
| CHitscanEffect | Hitscan energy beam using fBm (fractional Brownian motion) path deviation |
| CHitscanHit | Result of a hitscan raycast |
| Cphysics::HitscanHit | Result of a hitscan raycast |
| CHud | Top-level HUD system |
| CHudColor | RGBA color for HUD elements (linear space, straight alpha) |
| CHudContext | Accumulates HUD geometry during a frame for batch rendering |
| CHudDamageAccum | Current damage accumulator state for the local player |
| CHudDamageEvent | Damage direction indicator |
| CHudDamageNumber | Floating damage number spawned at a world-space hit position |
| CHudGameState | Snapshot of game state consumed by the HUD each frame |
| CHudHitConfirm | Hit confirmation event |
| CHudKillFeedEntry | Kill feed entry data |
| CHudMinimapDot | World-space position for minimap display |
| CHudRenderer | Renders batched HUD geometry to an offscreen RGBA8 texture |
| CHudTeamMemberStatus | Per-teammate status (for scoreboard / team bar) |
| CHudTweenEntry | One active interpolation targeting a float |
| CHudTweenPool | Fixed-size tween pool. No heap allocations |
| CHudVertex | Per-vertex data for all HUD geometry (48 bytes) |
| CHudWidget | Base class for a retained HUD element |
| CImpactEffect | Spawns spark bursts + impact flash quads on hit events |
| CAnimationLibrary::Impl | |
| CCharacterAnimator::Impl | |
| CCharacterRig::Impl | |
| CInputArchive | Archive that deserializes trivially-copyable values from a byte buffer |
| CInputRingBuffer | |
| CInputSnapshot | One tick of player input, stamped with the tick it was sampled on |
| Centity_interpolation::InterpolatedTransform | Result of sampling an entity's interpolation buffer |
| CInterpolationBuffer | Render-time interpolation history for a remote entity |
| CIRenderer | Abstract renderer contract |
| CISkinningBackend | Abstract skinning backend |
| CJointMatrices | ECS component: per-entity model-space joint matrices from animation |
| Canim_utils::JointRestPose | Rest-pose local transform cached during skeleton building, reused as a fallback keyframe for joints without animation channels |
| CKillFeedEvent | |
| CLagCompTarget | Server tick to which to rewind other entities' hitboxes when resolving this entity's hitscan |
| CLoadedModel | Everything returned by loadModel() |
| Cregistry_serialization::Loader | Deserializes registry snapshots received from the server and applies them locally |
| CLocalPlayer | Marker component that tags exactly one entity per client as the locally controlled player |
| Cphysics::MapCollisionData | Collision data |
| Cphysics::MapLoadOptions | Load options |
| CMatchController | Manages match flow: warmup → countdown → in-progress → finished → warmup |
| CMatchStatePacket | |
| CAsset::Material | |
| CMaterialData | PBR material scalar parameters extracted from Assimp/glTF |
| CAsset::Mesh | A single mesh: CPU-side vertex/index data plus GPU buffer info |
| CMeshData | CPU-side mesh data ready for GPU upload |
| CMessageStream | Length-prefixed framing layer over a TCP stream socket |
| CAsset::Model | |
| CAsset::ModelElement | |
| CAsset::ModelInstance | |
| CRenderer::ModelInstance | One loaded model instance in the scene |
| CAsset::ModelNode | |
| CModelVertex | One vertex in a loaded 3-D model (PBR-ready) |
| CNetKillEvent | Event representing a player kill, sent from server to client for kill feed updates |
| CNetParticleEvent | Wire-format particle event broadcast from server to all clients |
| CNetworkAddress | Network address parameters |
| CNetworkConfig | Runtime network connection parameters |
| Cgroup2::perf::NetworkCounters | Per-tick network counters maintained by the network code |
| CNetworkStats | Live network statistics updated each frame |
| CNewCamera | Camera for the new renderer, combining view and projection into one matrix |
| CRibbonEmitter::Node | A single recorded point along the ribbon trail |
| Cnet::FragmentReassembler::OptionalSet | |
| COutboundEntry | Bytes already framed (4-byte length prefix + payload) ready for the wire |
| COutboundQueue | Per-connection outbound message queue |
| COutputArchive | Archive that serializes trivially-copyable values into a byte buffer |
| Cnet::PacketHeader | 16-byte header at the start of every UDP datagram we send |
| CParticleEmitterTag | Tag component for world entities that continuously emit smoke/fire/steam particles |
| CParticlePool< T, MaxN > | Fixed-capacity particle pool with O(1) swap-remove |
| CParticleRenderer | Owns all particle GPU pipelines and per-category GPU buffers |
| CParticleSystem | Top-level particle system orchestrator |
| CParticleUniforms | Std140-compatible uniform block pushed before every particle pipeline |
| CGame::PendingDamageNumber | |
| CServer::Connection::PendingReliableEvent | Phase 3d-5: pending reliable events, each scheduled for remainingSends more cycles |
| CPendingShotIntent | PR-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::PendingSmoke | Deferred smoke or fire spawn scheduled after the initial explosion |
| CRenderer::PendingVertexUpload | Queued vertex buffer update for skinned animation |
| Cgroup2::perf::PerScopeStats | Per-scope, all-thread atomic counters |
| Cphysics::Plane | An infinite plane dividing free space from solid geometry |
| CPlayer | ECS tag component: marks an entity as a player (vs. projectile, spawner, etc.) |
| CPlayerMatchStats | ECS component: per-player scoreboard statistics for the current match |
| CPlayerSimState | Server-only locomotion bookkeeping |
| CPlayerStateRef | Combined-reference helper for code that needs both halves |
| CPlayerVisState | Replicated subset of player locomotion state |
| CPointLight | Dynamic point light – built by Game, injected into the PBR light array |
| CPosition | World-space position of an entity, in game units |
| CPreviousPosition | Copy of Position from the previous physics tick, used for render interpolation |
| CProjectile | Component attached to projectile entities |
| CProjectileConfig | |
| CProjectileImpactEvent | Emitted when a projectile or hitscan hits a surface |
| CRecoilParams | Visual recoil params per weapon type (viewmodel-only, does not affect aim) |
| Cregistry_serialization::RemoteInputRecord | A paired entity ID and input snapshot received from a remote client |
| CRenderable | Lightweight handle into the Renderer's models[] vector |
| CRenderToggles | Live toggles for every render system – exposed to ImGui |
| Cnet::shotdebug::ReportHeader | Header that precedes the variable-length per-target body of the SHOT_DEBUG_REPORT packet |
| CRespawnPoint | ECS component: player respawn point with cooldown state |
| CRespawnTimer | ECS component: countdown until a dead player respawns |
| CHitscanEffect::ReturnStroke | A scheduled return stroke that re-randomises the arc path |
| Csystems::RewindHitboxesGuard | RAII handle that restores hitbox capsules on scope exit after a rewindHitboxes call swapped them for historical samples |
| CRibbonEmitter | Component attached to slow/arcing projectile entities (rockets, slow bolts) |
| CRibbonTrail | Builds camera-facing ribbon trails for slow/arcing projectiles (rockets) |
| CRibbonVertex | Ribbon vertex (pre-expanded on CPU, uploaded as flat vertex stream) |
| CRigMeshData | Per-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX |
| CInterpolationBuffer::Sample | One snapshot's worth of interpolatable state |
| Centity_interpolation::SampleInputs | PR-28: full sample payload |
| Cgroup2::perf::Snapshot::ScopeSummary | Per-scope summary, filled for [0, scopeCount) |
| Cgroup2::perf::ScopeTimer | RAII scoped timer |
| CHudRenderer::ScreenUniforms | |
| CSdfAtlas | Loads a TTF font, bakes an SDF glyph atlas, and uploads it to the GPU |
| CSdfGlyphGPU | SDF glyph quad (world-space or screen-space HUD) |
| CSdfRenderer | Queues SDF glyph quads for world-space and screen-space text |
| CServer | TCP stream socket — receives client packets and echoes them back |
| CServerGame | Top-level server game loop |
| CServerReplicationConfig | Server-side replication tuning parameters |
| CSfxSystem | Client-side sound effects system |
| CBoilerplate::ShaderInfo | Descriptor for a single shader stage: file path, stage, and resource counts |
| CShelf | Single shelf row used by the shelf-packing algorithm |
| Cnet::shotdebug::ShotDebugCapture | Server-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 | |
| CShotIntentPayload | PR-27: per-shot animation-state assertion from the client |
| Cgroup2::perf::shotlog::ShotResolution | Per-shot record for the server-side shot-resolution log |
| CRenderer::SkinnedInstance | Per-frame instance entry — one per visible animated character |
| CRenderer::SkinnedMesh | One skinned mesh on GPU |
| CRenderer::SkinVertex | Per-vertex bone influence data, parallel to the rig's vertex buffer |
| CSkinWeight | Per-vertex skin data — up to 4 bone influences, with parallel weights |
| CSmokeEffect | Manages volumetric smoke billboard particles |
| CSmokeParticle | Smoke / fire billboard (uses noise texture for volumetric look) |
| Cgroup2::perf::Snapshot | Globally-visible snapshot returned to the aggregator callback |
| CSoundClip | A decoded sound clip ready for playback |
| Cphysics::SphereHitResult | Result of a sphere-cast query (includes world-space hit point) |
| CSurfaceParams | Visual tuning parameters for a single surface material type |
| Cnet::shotdebug::ShotDebugCapture::Target | Per in-range target's REWOUND capsule list at fire-time |
| Cnet::shotdebug::TargetHeader | Per-target sub-header preceding the variable-length capsule list |
| CTextureData | RGBA pixel data for one texture (decoded from embedded PNG/JPEG) |
| CThirdPersonWeaponParams | Third-person weapon attachment params for remote players |
| CTracerEffect | Manages oriented-capsule tracers for fast-bullet projectile entities |
| CTracerEmitter | Component attached to fast-bullet projectile entities |
| CTracerParticle | Oriented capsule streak for fast-bullet tracers (R301 style) |
| CTransportConfig | Phase 3d: per-feature toggles for the UDP transport rollout |
| Cnet::UdpEndpoint | Wraps a NET_DatagramSocket with header-prefixed I/O |
| Cnet::UdpEndpointAddr | A UDP datagram address (server's view of a remote peer) |
| Cnet::UdpReceivedMessage | One framed UDP message ready to dispatch to upper layers |
| CVelocity | Linear velocity of an entity, in game units per second |
| CAsset::Vertex | Per-vertex attributes: position, normal, and texture coordinates |
| CVertex | |
| CBoilerplate::VertexInputLayout | Vertex buffer layout: stride (pitch) and per-attribute descriptions |
| CViewmodelParams | First-person viewmodel positioning/rotation params per weapon type |
| CSfxSystem::Voice | A single concurrent playback voice |
| Cphysics::WallDetectionResult | Results of wall detection sphere casts |
| CWeaponConfig | Immutable gameplay stats for a weapon type |
| CWeaponFiredEvent | Emitted when a weapon fires (both hitscan and projectile) |
| CWeaponModelInfo | Asset filename + load flags for a weapon model |
| CWeaponSpawner | ECS component: world weapon pickup point with respawn cooldown |
| CWeaponState | Component attached to armed entities (players) |
| CWeaponViewmodel | First-person weapon viewmodel descriptor sent per frame |
| Cnet::shotdebug::WireCapsule | One capsule on the wire |
| CWorkerPool | |
| Cphysics::WorldAABB | An axis-aligned box in world space, used as static collision geometry |
| Cphysics::WorldBrush | A convex volume defined by bounding planes (for ramps, angled walls, etc.) |
| CWorldCapsule | Runtime capsule (world-space, per-entity, per-frame) |
| Cphysics::WorldCylinder | A vertical (Y-axis) cylinder in world space |
| Cphysics::WorldGeometry | All world collision geometry for one tick |
| Cphysics::WorldSphere | A sphere in world space |
| Cphysics::WorldTriMesh | A triangle mesh with BVH acceleration for collision queries |