UFO: Alien Invasion
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345]
 CAABB
 CabstractOptionExtraData_t
 CabstractScrollableExtraData_t
 CabstractScrollbarExtraData_tExtradata for scrollbar widget
 CabstractValueExtraData_tExtradata for common GUI widget which allow to edit a value (scrollbar, spinner, and more)
 CactorSkin_t
 CAI_tArtificial intelligence of a character
 CAiAction
 CaiActor_tWrapper around edict
 CAiAreaSearchAiAreaSearch class, used to get an area of the map around a certain position for the AI to check possible moving positions
 CAilSortTable< T >
 Caircraft_tAn aircraft with all it's data
 CaircraftProjectile_tProjectile used during fight between two or more aircraft
 CaircraftSlot_tSlot of aircraft
 CalienBase_tAlien Base
 CAlienCargoAlien cargo class
 CalienCargo_tAlien cargo entry
 CalienTeamCategory_tAlien team category definition
 CalienTeamGroup_tAlien team group definition
 Canim_t
 CanimState_t
 CareaParms_t
 Case_t
 CaseGeomObject_tAnimate sequence of a single surface using a single material
 CaseMaterial_t
 CaseMesh_t
 CaseMeshAnimation_t
 CaseTVertex_t
 CaseVertex_t
 CAssemblyStores the parsed data of an assembly definition. See *.ump files
 CautoMissionBattle_tData structure for a simulated or auto mission
 CAutoPtr< T >
 CautoUnit_tOne unit (soldier/alien/civilian) of the autobattle
 CbarExtraData_tExtradata for the panel node
 Cbase_tA base with all it's data
 CbaseBuildingTile_t
 CbaseExtraData_t
 CbaseInventoryExtraData_t
 CbaseTemplate_tTemplate for creating a base
 CbaseWeapon_t
 Cbatch_arrays_tArray to store batched vertices and colors per frame
 CbattleParam_t
 Cbbox_arrays_t
 CBinaryExpressionParserEvaluates stuff like this expression
 Cblendmode_t
 CBodyData
 CBodyPartData
 Cboxtrace_t
 Cbrush_texture_t
 Cbspbrush_t
 CbspRenderRef_t
 CbufState_t
 Cbuilding_tA building with all it's data
 CbuildingTypeMapping_s
 CbuttonExtraData_t
 Ccamera_edict_data_t
 Ccamera_t
 Ccampaign_t
 CcampaignEvent_tDefines campaign events when story related technologies should be researched
 CcampaignEvents_t
 CcampaignTriggerEvent_t
 Ccapacities_tStore capacities in base
 CcBspBrush_t
 CcBspBrushSide_t
 CcBspHead_t
 CcBspLeaf_t
 CcBspModel_t
 CcBspNode_t
 CcBspPlane_tPlane_t structure
 CcBspSurface_t
 Cccs_tClient campaign structure
 Ccgame_export_t
 Ccgame_import_t
 CcgameType_t
 Cchar_arrays_tCharacters are batched per frame and drawn in one shot accumulate coordinates and colors as vertex arrays
 Ccharacter_tDescribes a character with all its attributes
 CcheckboxExtraData_t
 CchrReservations_tHow many TUs (and of what type) did a player reserve for a unit?
 CchrScoreGlobal_tStructure of all stats collected for an actor over time
 CchrScoreMission_tStructure of all stats collected in a mission
 CchrTemplate_t
 CchunkCache_tThis structure holds one piece of text (usually a whole line) and the texture on which it is rendered. It also holds positioning information about the place of this piece in a multiline text. Further information is held in the wrapCache_t struct that points to this struct
 Ccinematic_t
 Ccity_tCity definition
 Cclient_static_tNot cleared on a map change (static data)
 Cclient_t
 CclientBattleScape_tThis is the structure that should be used for data that is needed for tactical missions only
 Cclientinfo_t
 CClump
 Ccmd_alias_t
 Ccmd_function_t
 CcmdList_t
 CCmdListenerListener for command changes
 Ccom_constNameInt_tStructure to map (script) strings and integer (enum) values
 CcomDrop_t
 CCompareScheduleEvent
 Ccomponent_type_data_t
 Ccomponents_tThe definition of a "components" entry (i.e. an assembly of several items) parsed from a ufo-file
 CcompositeSide_t
 CcomRestart_t
 Cconfig_t
 Cconsole_t
 CconsoleHistory_t
 CconstListEntry_tList of script aliases to register
 CContainer
 CcontainerExtraData_tExtradata for container widget
 CcontainerItemIterator_t
 Ccorona_tCoronas are soft, alpha-blended, rounded polys
 CcraftItemAircraft items
 Ccsi_tThe csi structure is the client-server-information structure which contains all the static data needed by the server and the client
 CcursorChange_t
 Ccvar_tThis is a cvar definition. Cvars can be user modified and used in our menus e.g
 CcvarChangeListener_t
 CcvarList_t
 Ccvarlist_t
 CCvarListenerListener for cvar changes
 CdamageType_t
 CdataExtraData_t
 Cdatagram
 Cdatagram_socket
 CdateLong_tHuman readable time information in the game
 CDateTimeClass describing a point of time
 CdBspBrush_t
 CdBspBrushSide_t
 CdBspEdge_t
 CdBspHeader_tThe BSP header definition with the data block directory
 CdBspLeaf_tConvex region of space in the BSP tree
 CdBspModel_t
 CdBspNode_t
 CdBspNormal_t
 CdBspPlane_t
 CdBspSurface_t
 CdBspTexinfo_t
 CdBspVertex_t
 Cdbuffer
 CdebugLevel_t
 Cdirt_t
 Cdlhandle_t
 Cdlqueue_t
 CdMapTile_t
 CdMD2Coord_tThese two shorts are used to map a vertex onto a skin The horizontal axis position is given by s, and the vertical axis position is given by t. The ranges for s and t are greater than or equal to 0 and less than skinWidth and skinHeight
 CdMD2Frame_tVariable sized structure, however all frame_t structures within the same file will have the same size (numVertices in the header)
 CdMD2Model_tGlcmd format: a positive integer starts a tristrip command, followed by that many vertex structures. a negative integer starts a trifan command, followed by -x vertexes a zero indicates the end of the command list. a vertex consists of a floating point s, a floating point t, and an integer vertex index
 CdMD2tag_tTag file header structure - 32 byte A tag for a model must have the same amount of frames as the model. A tag is nothing more than a coordinate. It's used to e.g. determine the hand of a model when the walking animation is played. The renderer has to know where to place the weapon
 CdMD2Triangle_t
 CdMD2TriangleVertex_t
 Cdmd3_t
 Cdmd3coord_t
 Cdmd3frame_t
 Cdmd3mesh_t
 Cdmd3skin_t
 Cdmd3tag_t
 Cdmd3vertex_t
 Cdorientation_t
 CEdict
 CEmployee
 Centity_t
 CentityDef_t
 CentityKeyDef_t
 CentityKeyRange_t
 Ctesting::Environment
 Cepair_t
 CequipDef_t
 CeventMail_tAvailable mails for a tech - mail and mail_pre in script files
 CeventNames_t
 CeventRegister_tStruct that defines one particular event with all its callbacks and data
 CeventTiming_tCL_ParseEvent timers and vars
 CevTimes_t
 Cextents_tFace extents
 Cface_t
 Cfacelight_tBuckets for sample accumulation - clipped by the surface
 Cfile_in_zip_read_info_s
 Cfilelink_tLinks one file onto another - like a symlink
 CfireDef_tThis is a fire definition for our weapons/ammo
 CFiremodeSettings
 Cfloatint_t
 Cfont_t
 CfontRenderStyle_t
 CforbiddenList_tA list of locations that cannot be moved to
 Cgame_export_tFunctions exported by the game subsystem
 Cgame_import_tFunctions provided by the main engine
 Cgame_locals_tThis structure is left intact through an entire game it should be initialized at game library load time
 CgameLapse_t
 Cgametype_t
 CgeoscapeData_t
 CglTextureMode_t
 Cgltexunit_tTexunits maintain multitexture state
 Cgltmode_t
 CGridBox
 ChashBucket_sThe hash bucket structure, contains a linked list of items
 ChashItem_sThe linked list item
 ChashTable_sThe hash table structure, contains an array of buckets being indexed by the hash function
 ChudRadar_t
 ChudRadarImage_tEach maptile must have an entry in the images array
 Cimage_t
 CimageArray_t
 CimageExtraData_t
 Cimplant_t
 CimplantDef_t
 Cinstallation_tA installation with all it's data
 CinstallationTemplate_t
 Cint_float_tu
 CinvDef_tInventory definition for our menus
 CInventoryInventory definition with all its containers
 CinventoryImport_t
 CInventoryInterface
 Cipfilter_tPACKET FILTERING
 Cipos3_struct_t
 Circ_bucket_message_t
 Circ_bucket_t
 Circ_channel_t
 Circ_command_t
 Circ_server_msg_t
 Circ_user_t
 CItemItem instance data, with linked list capability
 CItemCargoItem cargo class
 CitemCargo_tItem cargo entry
 CitemEffect_t
 Ckbutton_t
 CkeyName_t
 CKeyValuePairA pair of strings representing a key and a value The value string can be trimmed and rendered in the data type it is expected to be. We might add some validity checking here
 Cswig::LANGUAGE_OBJ
 Clanguage_tStruct that reflects parsed language definitions from our script files
 Cle_tLocal entity
 Cleaf_check_t
 CleakyBucket_t
 CleStep_t
 Clevel_locals_tThis structure is cleared as each map is entered
 Clibtrace_data
 Clight_tLight source
 Clightinfo_tLightinfo is a temporary bucket for lighting calculations
 Clighting_tLighting structure which contains static and dynamic lighting info for entities
 Clightmaps_t
 CLine
 Cline_tStructure describes a line
 ClineChartExtraData_tExtradata for the linechart node
 ClinkedList_t
 ClistBlock_t
 ClocaleMapping_tList of all mappings for a locale
 ClocalEntityParse_t
 ClocalModel_tLocal models
 CAiAreaSearch::LQueueA simple queue class
 Clump_tDirectory of the different data blocks
 CmAliasAnim_t
 CmAliasBone_t
 CmAliasBoneMatrix_t
 CmAliasBoneVertex_t
 CmAliasComplexVertex_t
 CmAliasFrame_t
 CmAliasMesh_t
 CmAliasModel_t
 CmAliasSkin_t
 CmAliasTag_t
 CmAliasTagOrientation_t
 CmAliasVertex_t
 Cmapbrush_t
 CmapConfig_t
 Cmapcycle_tMap cycle list element
 CmapData_t
 CmapDef_t
 CmapExtraData_t
 CMapInfo
 Cmapline_tA path on the map described by 2D points
 CmapParticle_tMap particles
 CMapTileStores the data of a map tile, mostly the BSP stuff
 CmapTiles_t
 Cmarket_t
 CmarkResearched_t
 Cmaterial_t
 CmaterialDescription_t
 CmaterialStage_t
 Cmatrix4x4_t
 CmBspEdge_t
 CmBspFlare_t
 CmBspHeader_t
 CmBspLeaf_t
 CmBspModel_tBrush model
 CmBspNode_t
 CmBspSurface_t
 CmBspSurfaces_tSurfaces are assigned to arrays based on their primary rendering type and then sorted by world texture index to reduce binds
 CmBspTexInfo_t
 CmBspVertex_t
 CMD5_CTX
 Cmdfour
 CmemBlock_t
 CmemBlockFoot_t
 CmemPool_t
 CmessageSettings_tStructure holding pause and notify settings for a notify type
 CmIndexList_t
 Cmission_tMission definition
 Cmission_t::missionData_t
 CmissionResults_tStructure with mission info needed to create results summary at menu won
 Cmobj_t
 Cmobjtri_t
 Cmobjvert_t
 Cmodel_t
 CteamDef_t::model_t
 CmodelConfig_t
 CmodelExtraData_tExtradata for the model node
 CmodelInfo_t
 CMoveClipThe bounding box of a moving object
 Cmoveinfo_tActor movement
 CmPlaced_tDefines a placed tile
 CmsgCategory_t
 CmsgCategoryEntry_t
 Cmsgid_t
 CmToPlace_tDefines a tile to place
 Cmusic_t
 CmusicStream_t
 Cnation_tNation definition
 CnationInfo_tDetailed information about the nation relationship (currently per month, but could be used elsewhere)
 Cnet_stream
 Cnode_index_t
 Cnode_t
 CobjDef_tDefines all attributes of objects used in the inventory
 CogmCinematic_t
 Copening_tAn 'opening' describes the connection between two adjacent spaces where an actor can exist in a cell
 CoptionExtraData_tOption definition
 Cpack_t
 Cpackfile_t
 CpanelExtraData_tExtradata for the panel node
 CparseItemWeapon_t
 CWeather::particle
 Cpatch_t
 Cpathing_t
 CpediaChapter_t
 Cpending_event_t
 Cplace_tA 'place' is a part of a grid column where an actor can exist Unlike for a grid-cell, floor and ceiling are absolute values
 Cplane_t
 Cpolyset_t
 Cpopup_intercept_t
 Cportal_t
 Cpos3_struct_t
 Cpos4_struct_t
 CpriorityQueue_tPriority queue struct the actual data is stored in priorityQueueElement_t
 CpriorityQueueElement_t
 Cproduction_queue_tA production queue. Lists all items to be produced
 Cproduction_tHolds all information for the production of one item-type
 CproductionData_t
 CproductionData_t::productionItem_t
 Cptl_t
 CptlArt_t
 CptlCmd_t
 CptlDef_t
 CptlTraceCache_t
 Cpulse_t
 CqFILE
 CAiAreaSearch::LQueue::qnode_s
 Cr_array_state_t
 Cr_framebuffer_t
 Cr_program_t
 Cr_progvar_t
 Cr_sdl_config_t
 Cr_shader_t
 Cr_viewport_t
 Cradar_t
 CradioButtonExtraData_t
 Crank_tDescribes a rank that a recruit can gain
 Crconfig_tGL config stuff
 CReactionFire
 CReactionFireTargetA single relation between a shooter and his target
 CReactionFireTargetListA list of relations between a shooter and all his targets
 CReactionFireTargetsA table with all the relations between all shooters and all their targets
 Crect_t
 Crenderer_threadstate_t
 CrendererData_t
 Crequirement_t
 Crequirements_t
 CreserveShot_t
 Crlocals_t
 CroqChunk_t
 CroqCinematic_t
 CroqQuadCell_t
 CroqQuadVector_t
 Crotate_t
 CRouting
 Crouting_tPathfinding routing structure and tile layout
 CRoutingDataRT_data_s contains the essential data that is passed to most of the RT_* functions
 CrowsExtraData_t
 Crstate_t
 Cs_channel_t
 Cs_env_t
 Cs_sample_t
 Csalary_t
 Csanity_functions_tStruct that holds the sanity check data
 CsaveFileHeader_t
 CsaveSubsystems_t
 Cscale_t
 CscheduleEvent_t
 CScopedCommand
 CScopedFile
 CScopedMutex
 CscreenPoint_t
 Cscript_t
 Cscroll_t
 Csearchpath_t
 Cseq2D_tRepresents a text object or image object
 CseqCamera_t
 CseqCmd_t
 CseqEnt_t
 Csequence_t
 CsequenceContext_t
 CsequenceExtraData_t
 CserverCommand_tList for SV_CompleteServerCommand
 CserverInstanceGame_tStruct that is only valid for one map. It's deleted on every map load
 CserverInstanceStatic_t
 CserverList_t
 CSHA1Context
 Csha2_context
 CSharedPtr< T >
 CSharedPtrDeletionInternal
 Cshot_mock_tUsed in shot probability calculations (pseudo shots)
 Cside_t
 Csizebuf_t
 Cspawn_t
 Cspawn_temp_tThis is only used to hold entity field values that can be set from the editor, but aren't actually present in Edict during gameplay
 Csphere_t
 CspinnerExtraData_t
 CSrvEdict
 CSrvPlayer
 Cstats_t
 CStepStruct holding the relevant data to check if we can move between two adjacent cells
 CstoredUFO_tStructure for stored UFOs
 Cstretch_t
 CstringExtraData_t
 CstringHunk_t
 Csustain_tSustains are light flashes which slowly decay
 Csv_edict_t
 Csv_model_tStatic mesh models (none-animated) can have a server side flag set to be clipped for pathfinding
 Cswig_cast_info
 Cswig_dycast_func
 Cswig_lua_attribute
 Cswig_lua_class
 Cswig_lua_const_info
 Cswig_lua_namespace
 Cswig_lua_rawdata
 Cswig_lua_userdata
 Cswig_lua_var_info
 Cswig_module_info
 Csym_info
 CsysConsole_t
 Ctape_t
 CtbarExtraData_t
 CteamData_t
 CteamDef_t
 CteamNames_t
 CteamSaveFileHeader_t
 CtechMail_tAvailable mails for a tech - mail and mail_pre in script files
 Ctechnology_tThis is the technology parsed from research.ufo
 CtechnologyDescriptions_t
 Cterrain_t
 CTerrainDefTerrain property table entry Terrain is defined by the file map_earth_terrain.png in pics/geoscape. It is a map of the world where the different terrainTypes are drawn in different colors. The colors used in that map must have the exact RGB values as in the table, or they won't be recognized
 CTerrainDefs
 CterrainType_tDifferent terrain definitions for footsteps and particles
 Ctesting::Test
 Ctest_property_t
 Ctext2ExtraData_t
 CtextEntryExtraData_tExtradata for the textentry, to custom draw and behaviour
 CtextExtraData_t
 Ctextureref_t
 Cthreadstate_t
 CTileStores the parsed data for a map tile. (See *.ump files)
 CTileSetA list of tiles with the same size and neighbouring requirements to randomly pick from
 CtimedParticle_t
 Ctimer
 CtimerExtraData_tExtradata for the window node
 CtipOfTheDay_t
 Ctm_unz
 Ctnode_tData for line tracing (?)
 Ctrace_t
 Ctransfer_tTransfer information (they are being stored in ccs.transfers)
 Ctransform_tEntity transform matrix
 Ctree_t
 Ctriangle_t
 Ctutorial_t
 Crequirement_t::typelink_t
 Cucmd_t
 Cugv_tDefines a type of UGV/Robot
 Cui_typedActionToken_t
 CuiAction_tAtomic element to store UI scripts The parser use this atom to translate script action into many trees of actions. One function is one tree, and when we call this function, the tree is executed
 CuiBehaviour_tNode behaviour, how a node work
 CuiBox_t
 CuiCallContext_tContain the context of the calling of a function
 CuiExcludeRect_t
 CuiFont_t
 CuiGlobal_tGlobal data shared into all UI code
 CuiKeyBinding_t
 CuiMessageListNodeMessage_t
 CuiMessageListNodeMessage_t
 CuiModel_tModel that have more than one part (top and down part of an aircraft)
 CuiNode
 CuiNode_tAtomic structure used to define most of the UI
 CuiOptionIterator_t
 CuiScroll_tScroll representation
 CuiSharedData_t
 CuiSprite_t
 CuiTerminalActionData_tDefines the data of a uiAction_t leaf. It allows different kind of data without cast
 CuiTimer_t
 CuiValue_tType for uiAction_t It also contain type about type (for example EA_BINARYOPERATOR)
 Cunz_file_info
 Cunz_file_info_internal
 Cunz_file_pos
 Cunz_global_info
 Cunz_s
 CupdateCharacter_t
 Cupparam_t
 CusagePair_t
 Cvalue_t
 Cvec2_struct_t
 Cvec3_struct_t
 Cvec4_struct_t
 Cvec5_struct_t
 Cviddef_tContains the game screen size and drawing scale
 CviddefContext_tContains the game screen context, everything that is needed to create the graphic context. These value are stored to allow to restore the old context
 CvideoExtraData_t
 Cvidmode_t
 CWeather
 Cwinding_tFor storing the vertices of the side of a brush or other polygon
 CwindowExtraData_tExtradata for the window node
 CworldSector_tTo avoid linearly searching through lists of entities during environment testing, the world is carved up with an evenly spaced, axially aligned bsp tree
 CwoundInfo_tInfo on a wound
 CwrapCache_tThis structure caches information about rendering a text in one font wrapped to a specific width. It points to structures in the chunkCache that cache detailed information and the textures used
 CyuvTable_t
 Czlib_filefunc_def
 CzoneExtraData_t