Here is a list of all functions with links to the structures/unions they belong to:
- i -
- id() : BodyData
- implant_s() : implant_t
- incValue() : uiAbstractValueNode
- init() : boxtrace_t, character_t, chrScoreMission_t, Edict, Inventory, le_t, ReactionFireTargetList, ReactionFireTargets, Routing, Step, trace_t
- initInventory() : InventoryInterface
- initNode() : uiAbstractOptionNode, uiAbstractScrollableNode, uiAbstractValueNode, uiBaseInventoryNode, uiContainerNode, uiNode, uiSequenceNode, uiVideoNode, uiWindowNode
- initNodeDynamic() : uiAbstractValueNode, uiModelNode, uiNode
- int() : cgame_export_t, cgame_import_t, game_export_t, game_import_t
- INV_GetEquipmentDefinitionByID() : cgame_import_t
- INV_GetFilterType() : cgame_import_t
- Inventory() : Inventory
- InventoryInterface() : InventoryInterface
- isAmmo() : objDef_t
- isArmour() : Item, objDef_t
- isArmourDef() : invDef_t
- isAssigned() : Employee
- isAwayFromBase() : Employee
- isBaseDefenceItem() : objDef_t
- isCraftItem() : objDef_t
- isCrouched() : Actor
- isDazed() : Actor
- isDead() : Actor
- isEmpty() : AiAreaSearch::LQueue, ItemCargo
- isEnemy() : ReactionFire
- isEquipDef() : invDef_t
- isFloorDef() : invDef_t
- isHeldTwoHanded() : Item
- isHired() : Employee
- isHiredInBase() : Employee
- isInRescueZone() : Actor
- isInsane() : Actor
- isInUse() : SrvPlayer
- isInWeaponRange() : ReactionFire
- isKey() : KeyValuePair
- isLeftDef() : invDef_t
- isLifeSupported() : AlienContainment
- isLoadableInWeapon() : objDef_t
- isMoving() : le_t
- isOpponent() : Edict
- isOurRound() : client_static_t
- isPanicked() : Actor
- isParentship() : SrvEdict
- isPilot() : Employee
- isPositionIncrease() : uiSpinnerNode
- isPossible() : ReactionFire, Step
- isRaged() : Actor
- isReaction() : Actor
- isReady() : SrvPlayer
- isReloadable() : Item, objDef_t
- isRightDef() : invDef_t
- isRobot() : Employee
- isSameAs() : Edict, Item, SrvEdict
- isSamePosAs() : Edict
- isSameTeamAs() : Edict
- isSaneFiremode() : FiremodeSettings
- isScientist() : Employee
- isShaken() : Actor
- isSizeChange() : uiAbstractScrollableNode
- isSoldier() : Employee
- isState() : Actor
- isStepDownLevel() : Routing
- isStepUpLevel() : Routing
- isStunned() : Actor
- isUsable() : place_t
- isWeapon() : Item
- isWorker() : Employee
- isZero() : AABB, GridBox
- Item() : Item
- ItemCargo() : ItemCargo
- itemFilterTypes_t() : cgame_import_t