ACK_DATA | ACKNEX Data struct |
ACTION_DATA | Data used to act on CGameEntities |
CAngle3D | Mange a 3D set of angles (pan, tilt, roll) |
CAnimation | Entity animation info |
CAnimationEvent | Animation Event Base Class |
CAnimationEventSound | Animation Event for Sounds |
CAnimationPool | Singleton used to store animation data |
CCameraBase | Camera base class |
CCameraFirst | First Person camera |
CCameraFree | Free moving camera |
CCameraManager | Camera Manager class |
CCameraOrbit | Orbiting camera |
CCameraTarget | Camera Target class. Stores the position, angle, and entity pointer used as the target for all cameras |
CCameraThird | Third Person camera |
CCmp | Base component class |
CCmpActivator | Send activation events to other entities |
CCmpAnimate | Animation Component |
CCmpBrain | AI used to control Entities |
CCmpCollision | Manage collision data |
CCmpControl | Entity Controller Component |
CCmpDebug | Debug component |
CCmpFader | Fade out a Game Entity Countdown starts on kActDie action. Once it finishes, the entity fades and then is removed |
CCmpHead | 'Head' offsets. Gives the actual direction/location this entity is looking to/from. Used for camera, aiming, scanning, etc |
CCmpHealth | Health Component |
CCmpHUD | HUD Component |
CCmpInventory | Inventory Component |
CCmpMoveBasic | Simple movement component |
CCmpMoveLift | Lift movement component |
CCmpObjType | Object Type Gives the GE a 'type' that can be scanned by other entities |
CCmpPath | Path following Component |
CCmpPhys | Physics Component |
CCmpPhys_Environ | Environmental values used to calculate physics |
CCmpPhysBiped | Simple biped movement physics |
CCmpSenses | Senses Looks, listens, smells for GEs with certain ObjTypes (see CCmpObjType) |
CCmpSound | Sound Component |
CCmpTrigger | Trigger Component |
CCmpWeapon | Define a weapon. Owned by GameEntity |
CDebugOut | Debug output |
CDisplay | Set, edit, and store the current display settings |
CFileManager | Handle loading and saving to files |
CFlagSet< EnumT > | Enum dependent bit flags |
CFx | Base class for all managed effects |
CFxBatch | Effects |
CFxBrass | "Gun Brass" effect |
CFxHole | "Bullet Hole" effect |
CFxPool | Effects Pool |
CGame | Manages all the elements of the game (level, input, network, etc.) |
CGameEntity | Game Entity (GEs) |
CGameEntityData | Data for creating game entities |
CInputMap | Used to get the state of a key, control, button etc |
CLevel | Manages a game level |
CObjTypePool | Stores the ids of GEs by their CCmpObjType values |
CRangeType | Store a range A pair of numbers storing the start/end values |
CSound | Used to play a sound |
CSoundPool | Singleton used to store sounds |
CTriggerPool | Singleton used to store trigger states |
CUi | Base class for all User Interface objects |
CUiHealth | Display information about health |
CUiWeapon | Display information about weapons |
CUserInput | Interface to user input |
CVector3D | Mange a 3D vector |
CWeapon | Define a weapon. Owned by GameEntity |
CWeaponDef | Define common weapon data |
CWeaponDefPool | Singleton used to store all the weapon definitions used in the game |
EDIT_CMP_DATA | Data used to preform multiple edits on a single CMP |
EDIT_DATA | Data used to edit CGameEntities (get or set) |
EDIT_SKILL_DATA | Data used for skill edits |
FX_DATA | Data used to play an FX |
INT_PAIR | Simple int pair |
INT_VEC | Simple int vec |
OBJTYPE_DATA | Record of object type data plus link to the source GE (id) |
T7EVENT_DATA | Data used to pass EVENTs |