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 123]
 CAsset::AABB
 CAbility
 CEquipmentSlots::AbilityElementTuning
 CAbilityRegistry
 CAbilityState
 CActivePowerup
 Cnet::FragmentReassembler::ActiveSet
 Cphysics::detail::ActiveWorldStateShared singleton state for the runtime-switchable world
 CAngularVelocityBody-space angular velocity in radians per second (axis-magnitude)
 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
 CAppRoot application class; owns shared resources and manages screen transitions
 CAppContextNon-owning view of App-owned services and configuration
 CDamageIndicator::Arc
 CArcVertexLightning arc vertex (pre-expanded triangle strip, uploaded as flat stream)
 CArmHoldPoseOne arm's authored 3-DOF FK pose
 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
 Caudio::AudioAction
 Caudio::AudioBusDef
 Caudio::AudioBusId
 Caudio::AudioClipDef
 Caudio::AudioClipId
 Caudio::AudioCommand
 Caudio::AudioEventDef
 Caudio::AudioEventId
 Caudio::AudioManifest
 Caudio::AudioNodeChild
 Caudio::AudioNodeDef
 Caudio::AudioNodeId
 Caudio::AudioObjectId
 Caudio::AudioObjectState
 Caudio::AudioRuntime
 Caudio::AudioRuntimeStats
 CEnergyTeslaArcEffect::Beam
 CTeslaBeamEffect::BeamState for a single sustained, curved beam
 CGame::BeamAudioState
 Csystems::BeamLockResultResult of an auto-lock cone scan for a Tesla-style beam
 CBeamLockStatePer-shooter lock state for a Winston-style auto-lock beam
 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)
 CBindingOne configurable action binding
 CBoneInfluencePer-vertex bone-influence record — 4 bones per vertex, weighted
 CBot
 CEnergyTeslaArcEffect::Branch
 CHitscanEffect::BranchA single forked branch diverging from the main arc
 CTeslaBeamEffect::BranchOne forked branch diverging from the main arc
 CBoilerplate::BufferUploadDescribes a pending CPU-to-GPU buffer upload: target buffer, source data, and byte size
 CBuildResultOutput from a single lobby UI frame
 CBulletHoleDecalRing-buffer pool of 512 world-space decal quads (bullet holes, scorch marks)
 Cphysics::BVHNodeA single BVH node for spatial acceleration of triangle meshes
 CHudSvgAtlas::CacheKey
 CHudSvgAtlas::CacheKeyHash
 Cphysics::CapsuleShapeCapsule shape input for swept-collision queries
 Cnet::UdpSessionTransport::ChannelState
 CCharacterAnimatorPer-entity animator
 CCharacterRigShared skinned rig — skeleton + bind-pose meshes + joint map
 Cphysics::ClearanceResultResult of a shape-vs-geometry closest-point clearance query
 CClientTCP stream client — sends input to the server and receives state updates
 CGlobalDirectoryServer::ClientEndpoint
 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
 CClientPerfFrameOne rendered client frame worth of timing and workload counters
 CClientPerfRecorderSession recorder enabled by GROUP2_CLIENT_PERF=1
 CServer::ClientRttSnapshotAtomic-published snapshot of every connected client's network state
 Cnet::chat::ClientTextChat
 Cnet::voice::ClientVoiceFrame
 Cnet::voice::ClientVoiceFrameView
 CClipSamplerOne active sampler slot contributing to the per-frame blend
 Cphysics::ClosestPointOnMeshResultResult of a closest-point-on-mesh query
 CCollisionLayerOptional layer assignment for an entity
 CCollisionShapeCollision shape attached to an entity
 Cphysics::ConeTwistJointCone-twist joint — locks anchors AND constrains relative rotation to a swing-cone + twist-limit
 CConfirmModal
 CConfirmRequest
 CServer::ConnectionPer-client connection state
 CConstPlayerStateRefRead-only counterpart of PlayerStateRef, for const consumers
 Cphysics::debug::ContactA single recorded contact event
 Cphysics::ContactCache
 Cphysics::ContactFeatureIdIdentifier built from "which feature of A" and "which feature of B" met at this contact
 Cphysics::ContactManifoldA contact manifold between exactly two entities
 Cphysics::ContactPointOne sub-contact in a multi-point manifold
 CControllableClient side Tag component — entity is eligible to receive player input
 CAsset::CpuMesh
 CCrosshairStyleCrosshair appearance parameters
 CDamageProfileDamage profile
 CDeathDissolveEffectOne-shot disintegration effect spawned from a character's skinned mesh at the moment of death
 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
 Cphysics::DepenContactSingle deepest contact from a capsule against a primitive or the world
 Cphysics::diag::DepenContactOne row of depen-contact telemetry
 Cphysics::DepenetrationOptions
 Cphysics::DepenetrationResult
 CDeveloperConfigDeveloper-only runtime toggles shared by client and server
 CDiscoveryClient::DiscoveredServer
 CDiscoveryClient
 CDiscoveryServer
 CDiscoverySettingsHost-managed discovery visibility flags
 CMiniScoreboardWidget::DisplayRow
 CMinimap::Dot
 CDroppedWeaponECS component: one-shot weapon pickup spawned at a player's death position
 CVoiceCapture::EncodedFrame
 CVoiceJitterBuffer::EncodedFrame
 CEnemyWorldHealthBar::EnemyState
 CEnergyTeslaArcEffectContinuous EnergyGun lightning built on the same ArcVertex path as Railgun
 CEntityRenderCmdPer-entity render command — built by Game, consumed by Renderer::drawFrame
 CDamageNumberWidget::Entry
 CInputRingBuffer::Entry
 CKillFeed::Entry
 Cphysics::ContactCache::Entry
 CPickupNotification::Entry
 CPopupNotification::Entry
 CEventA single gameplay event produced by network input processing
 Cnet::UdpSessionTransport::Event
 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
 CExplosionVfxEffectOwns the new explosion VFX path for rockets, frags, stickies, and molotovs
 CDebugUI::ExternalPanelBuild the unified debug menu window
 Cgroup2::perf::FallbackThreadPool
 CFireFieldA burning area on the ground that damages players standing in it
 CFirstPersonArmMountSetFirst-person arm controls, independent from third-person weapon grips
 CFirstPersonHandMountParamsPer-weapon first-person shoulder/elbow/palm/finger target data
 Cnet::FragmentReassembler
 CFrameRecorderRecords per-frame state to a timestamped directory on disk
 CFrameStatePer-frame snapshot written to the recording CSV
 Cphysics::perf::FrameStats
 CFrustumPlanes
 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
 CGlobalDirectoryServer
 CGlobalDiscoveryClient
 CGlobalDiscoveryConfigGlobal server browser / directory-service settings
 CGlobalServerAdvertiser
 CGlyphInfoPer-glyph metrics stored after SDF atlas bake
 CAsset::GpuMesh
 CGpuParticleBufferManages a GPU storage buffer + CPU-side transfer buffer pair for particle data
 CGraphicsConfig
 CGrenadeConfigAll tuning for one grenade type
 CGrenadeState
 CGripPoseAuthored local-space finger angles describing how a hand wraps a weapon
 CGame::GripSwapStatePer-entity weapon-swap fade state
 CExplosionVfxEffect::GroundFireAnchor
 Cphysics::GroundProbeResultResult of a downward ground probe — what's directly under a character's feet, classified for walkability
 CGunInstanceStruct that defines this weapon's type, cooldown, and ammo
 CGame::HandMountDebugTarget
 CHandMountPointA weapon-local grip point for either hand
 Cstd::hash< audio::AudioEventId >
 Cstd::hash< audio::AudioObjectId >
 Cstd::hash< ClientId >Hash function for ClientId, allowing it to be used as a key in unordered containers
 Cphysics::cook::Header32-byte fixed-size header that opens every cooked-mesh blob
 CHealthECS component: player health, armor, and passive heal cooldown
 Cgamemap::HealthPackSpawner
 CHealthPackSpawnerECS component: world weapon pickup point with respawn cooldown
 Cphysics::HingeJointSingle-axis hinge — locks the bodies' anchors together AND constrains their relative rotation to a single axis
 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
 CHostConfigResultUser actions emitted by the host-configuration UI for one frame
 CHostConfigStatePersistent host-screen options used when launching a local server
 CHostConfigUIInputsInputs needed to render the host-configuration UI for one frame
 CHostedServerStarts, monitors, and shuts down a server process spawned by the client
 CHostSessionInfoReserved metadata for an active hosted session
 CHudTop-level HUD system
 CHudAbilityChoice
 CHudAbilitySelectionState
 CHudChatMessage
 CHudChatState
 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
 CHudEmoteWheelStateEmote wheel state — drives the radial emote selection menu
 CHudEquipmentStateEquipment slot state — drives the bottom-center grapple/grenade/tactical row
 CHudGameStateSnapshot of game state consumed by the HUD each frame
 CHudGrenadeRadialItem
 CHudGrenadeRadialState
 CHudHitConfirmHit confirmation event
 CHudKdaCounterLocal player K/D/A — feeds the top-right counter
 CHudKillerBoxKillcam killer marker — the killer's world AABB + nickname, used on the death screen to float the killer's name above them while awaiting respawn
 CHudKillFeedEntryKill feed entry data
 CHudMatchInfoMatch info for the top-center header
 CHudMinimapDotWorld-space position for minimap display
 CHudPickupNotificationPickup notification entry — slide-in messages for items just acquired
 CHudPopupMessageGeneric transient HUD popup message
 CHudRendererRenders batched HUD geometry to an offscreen RGBA8 texture
 CHudShotgunBlastA single completed shotgun blast (11 pellets) staged for the HUD widget
 CHudShotgunPelletPer-pellet result for a single shotgun blast, used by ShotgunPelletWidget
 CHudSvgAtlas
 CHudSvgBitmap
 CHudSvgSprite
 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)
 CHudVoiceSpeaker
 CHudWidgetBase class for a retained HUD element
 CHudWorldEnemyWorld-space enemy entry — for the floating HP bar that hovers above each visible enemy in the world (renders only when on-screen)
 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
 CInputBindingsStores action-to-input bindings and helper conversions for UI and persistence
 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
 CIScreenInterface implemented by each full-screen mode (Lobby, Game)
 CISkinningBackendAbstract skinning backend
 CApp::JoinAttemptResult
 CJoinMenuResultOutput from a single main menu UI frame
 CJoinMenuStateMutable widget state for the server join form
 CJoinRequestServer address and port entered by the user on the main menu screen
 Cphysics::Joint6DOFGeneric 6-DOF joint — per-axis lock / limit / free + optional motor and spring on each axis
 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
 Csystems::JoystickAxisGamepad axis mapping configuration for look and move axes, used to support stick swapping in user settings
 CJumpPadECS component: world jump pad that imparts an instantaneous velocity to any player whose AABB overlaps the pad's trigger volume
 Cgamemap::JumpPadSpawnerJump pad authored in Blender (entity_type = 3)
 Cphysics::KccFrameResultCollision-owned result for one player KCC step
 Cphysics::diag::KccTimingFrameOne row of timing telemetry for the player KCC
 CKillFeedEvent
 CKillzoneECS component: trigger volume that kills any player whose AABB overlaps it
 Cgamemap::KillzoneSpawnerKillzone authored in Blender (entity_type = 4)
 CLagCompTargetServer tick to which to rewind other entities' hitboxes when resolving this entity's hitscan
 CLightUBO
 Caudio::ListenerState
 CSettingsEditor::ListeningBinding
 Cregistry_serialization::LoaderDeserializes registry snapshots received from the server and applies them locally
 CLobbyManagerManages authoritative lobby state and broadcasts updates to connected clients
 CLobbyPlayerPer-player state entry in the lobby
 CLobbyStateFull lobby snapshot sent to a client upon joining
 CLobbyUIConfigInput data consumed by lobby_ui::buildPlayerList each frame
 CLobbyUpdateEventIncremental lobby change event broadcast to all connected clients
 CLocalPlayerMarker component that tags exactly one entity per client as the locally controlled player
 Canim_locomotion::LocalVelocity
 Canim_locomotion::LocomotionSelection
 Cphysics::MapCollisionDataCollision data
 Cphysics::MapLoadOptionsLoad options
 CMatchConfig
 CMatchControllerManages match flow: lobby → countdown → in-progress → finished → lobby
 CMatchStatePacket
 CAsset::Material
 CAsset::MeshA single mesh: CPU-side vertex/index data plus GPU buffer info
 CMessageStreamLength-prefixed framing layer over a TCP stream socket
 CAsset::Model
 CAsset::ModelElement
 CAsset::ModelInstance
 CAsset::ModelNode
 CModelVertexOne vertex in a skinned bind-pose mesh
 CAsset::MountPoint
 Cphysics::diag::MovementFrameOne row captured around MovementSystem, before CollisionSystem/KCC
 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
 CNewRendererGraphics-team's work-in-progress SDL3 GPU renderer
 Cphysics::broadphase::Tree::Node
 CRibbonEmitter::NodeA single recorded point along the ribbon trail
 Cnet::FragmentReassembler::OptionalSet
 COrientationWorld-space orientation as a unit quaternion. Identity = no rotation
 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::PacketHeader36-byte header at the start of every UDP datagram
 Cgroup2::perf::ParallelFlagGuard
 CDeathDissolveEffect::ParticleFull CPU simulation state for one dissolve particle
 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
 CEnergyTeslaArcEffect::PathSample
 CPauseMenuLightweight in-game pause overlay
 CPauseMenuResultResult commands emitted by one pause-menu render pass
 Cnet::UdpSessionTransport::Peer
 CGame::PendingDamageNumber
 Cnet::UdpSessionTransport::PendingReliable
 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
 Csystems::PendingWeaponDropA weapon drop queued during view iteration, spawned afterward
 Cgroup2::perf::PerScopeStatsPer-scope, all-thread atomic counters
 CBoilerplate::PipelineDescription
 Cphysics::PlaneAn infinite plane dividing free space from solid geometry
 CPlayerECS tag component: marks an entity as a player (vs. projectile, spawner, etc.)
 CPlayerColorReplicated tint assigned to a player on connect
 Cphysics::diag::PlayerFrameOne row of telemetry — captured per player per tick
 CPlayerMatchStatsECS component: per-player scoreboard statistics for the current match
 CPlayerNameReplicated player display name
 CPlayerRosterEventServer-authored join/leave notification for in-progress matches
 CGame::PlayerSfxState
 CPlayerSimStateServer-only locomotion bookkeeping
 CPlayerStateRefCombined-reference helper for code that needs both halves
 CPlayerVisStateReplicated subset of player locomotion state
 Cphysics::PointJointSpherical/ball joint — locks the world-space anchor points of two bodies together while permitting arbitrary rotation
 CAsset::PointLight
 CPointLightDynamic point light — built by Game, injected into the PBR light array
 CPositionWorld-space position of an entity, in game units
 CPostMatchResult
 CPostMatchScoreRow
 CPowerupConfig
 Cgamemap::PowerupSpawner
 CPowerupSpawnerECS component: world powerup pickup point with respawn cooldown
 CPowerupState
 CGame::PredictedPlayerState
 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
 Cphysics::broadphase::ProxyStable handle to a tree leaf
 Cnet::UdpSessionTransport::PunchAssistDirect UDP hole-punch assist for global joins
 Cnet::discovery::PunchRequest
 Cnet::discovery::PunchResponse
 CRagdollParent component on the dead character; holds the 15 ragdoll body entities and the joint entities connecting them
 CRagdollBoneTagMarker on each ragdoll-body entity; points back to the parent ragdoll character and which bone slot this body fills
 Cphysics::RagdollPbdJointOne articulated joint in a PBD ragdoll skeleton
 CRecoilParamsVisual recoil params per weapon type (viewmodel-only, does not affect aim)
 CGame::ReconciliationDecision
 Csystems::ReconciliationStats
 Cnet::discovery::RegisterAck
 Cnet::UdpSessionTransport::RelayConfig
 Cnet::RelayToken
 Cregistry_serialization::RemoteInputRecordA paired entity ID and input snapshot received from a remote client
 CVoiceChatSystem::RemoteSpeaker
 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)
 CRigidBodyDynamic-body state shared across the force, impulse, and (Phase 7+) constraint-solver paths
 CRigMeshDataPer-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX
 CRigMeshSourceSource data for one mesh of a skinned character rig
 CMiniScoreboardWidget::RowTuning
 Caudio::RtpcId
 CTracerEffect::RuntimeState
 CInterpolationBuffer::SampleOne snapshot's worth of interpolatable state
 Centity_interpolation::SampleInputsPR-28: full sample payload
 Cphysics::perf::ScopedClosestPointContext
 Cmenu_theme::ScopedTerminalFontRAII helper that pushes terminalFont() for its lifetime. No-op when the font is missing
 Cmenu_theme::ScopedThemeTemporarily replace the live menu theme and restore it when leaving scope
 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
 CDiscoveryServer::ServerInfo
 Cnet::discovery::ServerInfo
 CGlobalDirectoryServer::ServerRecord
 Cnet::discovery::ServerRegistration
 CServerReplicationConfigServer-side replication tuning parameters
 Cnet::chat::ServerTextChat
 Cnet::voice::ServerVoiceFrame
 CSettingsEditorShared tabbed settings editor used by front-end screens and the pause menu
 CSettingsEditorResultResult commands emitted by one settings-editor render pass
 CSfxRuntimeStats
 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
 CSkinnedInstancePer-frame instance entry — one per visible animated character
 CSkinnedRenderer::SkinnedMeshOne mesh of the installed skinned rig
 CSkinnedRendererInstanced GPU-skinning subsystem. One per renderer
 CSkinWeightPer-vertex skin data — up to 4 bone influences, with parallel weights
 Cphysics::SleepConfig
 CSmokeEffectManages volumetric smoke billboard particles
 CSmokeParticleSmoke / fire billboard (uses noise texture for volumetric look)
 Cgroup2::perf::SnapshotGlobally-visible snapshot returned to the aggregator callback
 Cphysics::SolverConfig
 CSoundClipA decoded sound clip ready for playback
 CSfxSystem::Source
 Caudio::SpatialParams
 Cgamemap::SpawnPointA player spawn point: world position plus an authored facing yaw
 Csystems::SpawnResolutionA resolved spawn: safe center position plus the point's facing yaw
 CVoiceChatSystem::SpeakingState
 Cphysics::SphereHitResultResult of a sphere-cast query (includes world-space hit point)
 CSkinnedRenderer::SsboInfo
 Caudio::StateGroupId
 Caudio::StateValueId
 Cphysics::StaticWorldBroadphaseImmutable world-level BVH over WorldTriMesh bounds
 Cnet::UdpSessionTransport::Stats
 CSurfaceParamsVisual tuning parameters for a single surface material type
 CEquipmentSlots::SvgComponentTuning
 CEquippedWeaponsWidget::SvgPartTuning
 Caudio::SwitchGroupId
 Caudio::SwitchValueId
 CSystemMenuOverlayShared Escape menu for non-gameplay screens
 CSystemMenuOverlayResultCommands emitted by one system-menu overlay frame
 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
 CTeslaBeamEffectSustained curved energy-arc beams, keyed by owner entity id
 CTextChatPayload
 CAsset::Texture
 Cmenu_theme::ThemeSettings
 CThirdPersonWeaponParamsPer-weapon procedural-overlay + scale params for the third-person body
 CTitleScreenResultOutput from a single title-screen UI frame
 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)
 CGame::TransientVfxLight
 Canim_locomotion::TransitionIntent
 Canim_locomotion::TransitionTracker
 CTransportConfigPhase 3d: per-feature toggles for the UDP transport rollout
 Cphysics::broadphase::TreeDynamic AABB tree
 Cphysics::events::TriggerEventOne trigger-overlap event
 CTriggerVolumeMarker + filter data for a trigger-volume entity
 Cphysics::TriMeshCookStatsRuntime/cook summary for authored static collision triangle meshes
 Cphysics::TriMeshValidationReportMap-cooking validation counters for authored collision triangle meshes
 Cphysics::TriMeshValidationTotalsAggregate validation counters across a whole authored collision set
 Cnet::UdpEndpointWraps a NET_DatagramSocket with header-prefixed I/O
 Cnet::UdpEndpointAddrA UDP datagram address (server's view of a remote peer)
 Cnet::discovery::UdpHello
 Cnet::discovery::UdpPunchPeer
 Cnet::UdpReceivedMessageOne framed UDP message ready to dispatch to upper layers
 Cnet::UdpSessionTransport
 CUserSettingsPer-user gameplay settings loaded from SDL's pref-path TOML file
 CVelocityLinear velocity of an entity, in game units per second
 CAsset::VertexPer-vertex attributes: position, normal, texture coordinates, and tangent
 CVertexForward-declared — owned by Game, registered via setParticleSystem()
 CBoilerplate::VertexInputLayoutVertex buffer layout: stride (pitch) and per-attribute descriptions
 CVfxDebrisParticleTiny shard/spark particle used by explosion debris and embers
 CVfxSpriteParticleAnimated textured sprite used by the fresh explosion VFX path
 CViewmodelAttachmentExtra first-person models drawn in the weapon pass, after the gun
 CViewmodelHandsFirst-person hand attachments driven by weapon-authored mount points
 CViewmodelParamsFirst-person viewmodel positioning/rotation params per weapon type
 CVoiceCapture
 CVoiceChatSystem
 CVoiceDecoder
 CVoiceEncoder
 CVoiceFramePayload
 CVoiceJitterBuffer
 Cphysics::WallAttachmentResultStable wallrun attachment target on authored triangle meshes
 Cphysics::WallDetectionResultResults of wall detection probes
 CWeaponConfigImmutable gameplay stats for a weapon type
 CWeaponFiredEventEmitted when a weapon fires (both hitscan and projectile)
 CWeaponGripPosePer-weapon pair of hand grip poses
 CWeaponHoldPoseAuthored per-weapon third-person hold pose (see file header)
 CWeaponModelInfoAsset filename + load flags for a weapon model
 CEquippedWeaponsWidget::WeaponSlotTuning
 Cgamemap::WeaponSpawner
 CWeaponSpawnerECS component: world weapon pickup point with respawn cooldown
 CWeaponSpawnerModelParamsWorld weapon spawner model params
 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