- i -
- id()
: BodyData
- incValue()
: uiAbstractValueNode
- init()
: boxtrace_s
, character_s
, chrScoreMission_s
, Edict
, Inventory
, le_s
, ReactionFireTargetList
, ReactionFireTargets
, Routing
, Step
, trace_s
- initInventory()
: InventoryInterface
- initNode()
: uiAbstractOptionNode
, uiAbstractScrollableNode
, uiAbstractValueNode
, uiBaseInventoryNode
, uiContainerNode
, uiNode
, uiSequenceNode
, uiVideoNode
, uiWindowNode
- initNodeDynamic()
: uiAbstractValueNode
, uiModelNode
, uiNode
- int()
: cgame_export_s
, cgame_import_s
, game_export_s
, game_import_s
- INV_GetEquipmentDefinitionByID()
: cgame_import_s
- INV_GetFilterType()
: cgame_import_s
- Inventory()
: Inventory
- InventoryInterface()
: InventoryInterface
- isAmmo()
: objDef_s
- isArmour()
: Item
, objDef_s
- isArmourDef()
: invDef_s
- isAssigned()
: Employee
- isAwayFromBase()
: Employee
- isBaseDefenceItem()
: objDef_s
- isCraftItem()
: objDef_s
- isCrouched()
: Actor
- isDazed()
: Actor
- isDead()
: Actor
- isEmpty()
: AiAreaSearch::LQueue
, ItemCargo
- isEnemy()
: ReactionFire
- isEquipDef()
: invDef_s
- isFloorDef()
: invDef_s
- isHeldTwoHanded()
: Item
- isHired()
: Employee
- isHiredInBase()
: Employee
- isInRescueZone()
: Actor
- isInsane()
: Actor
- isInUse()
: SrvPlayer
- isInWeaponRange()
: ReactionFire
- isKey()
: KeyValuePair
- isLeftDef()
: invDef_s
- isLifeSupported()
: AlienContainment
- isLoadableInWeapon()
: objDef_s
- isMoving()
: le_s
- isOpponent()
: Edict
- isOurRound()
: client_static_s
- isPanicked()
: Actor
- isParentship()
: SrvEdict
- isPilot()
: Employee
- isPositionIncrease()
: uiSpinnerNode
- isPossible()
: ReactionFire
, Step
- isRaged()
: Actor
- isReaction()
: Actor
- isReady()
: SrvPlayer
- isReloadable()
: Item
, objDef_s
- isRightDef()
: invDef_s
- 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_s
- isWeapon()
: Item
- isWorker()
: Employee
- isZero()
: AABB
, GridBox
- Item()
: Item
- ItemCargo()
: ItemCargo
- itemFilterTypes_t()
: cgame_import_s