UFO: Alien Invasion
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345]
 C_libtrace_data
 C_sym_info
 CAABB
 CabstractOptionExtraData_t
 CabstractScrollableExtraData_t
 CabstractScrollbarExtraData_sExtradata for scrollbar widget
 CabstractValueExtraData_sExtradata for common GUI widget which allow to edit a value (scrollbar, spinner, and more)
 CactorSkin_s
 CAI_sArtificial intelligence of a character
 CAiAction
 CaiActor_sWrapper 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_sAn aircraft with all it's data
 CaircraftProjectile_sProjectile used during fight between two or more aircraft
 CaircraftSlot_sSlot of aircraft
 CalienBase_sAlien Base
 CAlienCargoAlien cargo class
 CalienCargo_sAlien cargo entry
 CalienTeamCategory_sAlien team category definition
 CalienTeamGroup_sAlien team group definition
 Canim_s
 CanimState_s
 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_sData structure for a simulated or auto mission
 CAutoPtr< T >
 CautoUnit_sOne unit (soldier/alien/civilian) of the autobattle
 CbarExtraData_tExtradata for the panel node
 Cbase_sA base with all it's data
 CbaseBuildingTile_s
 CbaseExtraData_s
 CbaseInventoryExtraData_s
 CbaseTemplate_sTemplate for creating a base
 CbaseWeapon_s
 Cbatch_arrays_sArray to store batched vertices and colors per frame
 CbattleParam_s
 Cbbox_arrays_s
 CBinaryExpressionParserEvaluates stuff like this expression
 Cblendmode_s
 CBodyData
 CBodyPartData
 Cboxtrace_s
 Cbrush_texture_s
 Cbspbrush_s
 CbspRenderRef_s
 CbufState_t
 Cbuilding_sA building with all it's data
 CbuildingTypeMapping_s
 CbuttonExtraData_s
 Ccamera_edict_data_s
 Ccamera_s
 Ccampaign_s
 CcampaignEvent_sDefines campaign events when story related technologies should be researched
 CcampaignEvents_s
 CcampaignTriggerEvent_t
 Ccapacities_sStore capacities in base
 CcBspBrush_s
 CcBspBrushSide_s
 CcBspLeaf_s
 CcBspModel_s
 CcBspNode_s
 CcBspPlane_sPlane_t structure
 CcBspSurface_s
 Cccs_sClient campaign structure
 Ccgame_export_s
 Ccgame_import_s
 CcgameType_s
 Cchar_arrays_sCharacters are batched per frame and drawn in one shot accumulate coordinates and colors as vertex arrays
 Ccharacter_sDescribes a character with all its attributes
 Cchead_s
 CcheckboxExtraData_t
 CchrReservations_sHow many TUs (and of what type) did a player reserve for a unit?
 CchrScoreGlobal_sStructure of all stats collected for an actor over time
 CchrScoreMission_sStructure of all stats collected in a mission
 CchrTemplate_s
 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_s
 Ccity_sCity definition
 Cclient_s
 Cclient_static_sNot cleared on a map change (static data)
 CclientBattleScape_sThis is the structure that should be used for data that is needed for tactical missions only
 Cclientinfo_t
 CClump
 Ccmd_alias_s
 Ccmd_function_s
 CcmdList_s
 CCmdListenerListener for command changes
 Ccom_constNameInt_sStructure to map (script) strings and integer (enum) values
 CcomDrop_t
 CCompareScheduleEvent
 Ccomponent_type_data_t
 Ccomponents_sThe definition of a "components" entry (i.e. an assembly of several items) parsed from a ufo-file
 CcompositeSide_s
 CcomRestart_t
 Cconfig_s
 Cconsole_t
 CconsoleHistory_t
 CconstListEntry_sList of script aliases to register
 CContainer
 CcontainerExtraData_sExtradata for container widget
 CcontainerItemIterator_t
 Ccorona_sCoronas are soft, alpha-blended, rounded polys
 Ccraftitem_sAircraft items
 Ccsi_sThe csi structure is the client-server-information structure which contains all the static data needed by the server and the client
 CcursorChange_s
 Ccvar_sThis is a cvar definition. Cvars can be user modified and used in our menus e.g
 CcvarChangeListener_s
 CcvarList_s
 Ccvarlist_s
 CCvarListenerListener for cvar changes
 CdAliasFrame_sVariable sized structure, however all frame_t structures within the same file will have the same size (numVertices in the header)
 CdamageType_s
 CdataExtraData_s
 Cdatagram
 Cdatagram_socket
 Cdate_sEngine-side time information in the game
 CdateLong_sHuman readable time information in the game
 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
 CdBspVertex_t
 Cdbuffer
 CdebugLevel_s
 Cdirt_s
 Cdlhandle_s
 Cdlqueue_s
 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
 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_s
 Centity_t
 CentityDef_s
 CentityKeyDef_s
 CentityKeyRange_s
 CEnvironment
 Cepair_s
 CequipDef_s
 CeventMail_sAvailable mails for a tech - mail and mail_pre in script files
 CeventNames_t
 CeventRegister_sStruct that defines one particular event with all its callbacks and data
 CeventTiming_sCL_ParseEvent timers and vars
 CevTimes_s
 Cextents_sFace extents
 Cface_s
 Cfacelight_sBuckets for sample accumulation - clipped by the surface
 Cfile_in_zip_read_info_s
 Cfilelink_sLinks one file onto another - like a symlink
 CfireDef_sThis is a fire definition for our weapons/ammo
 CFiremodeSettings
 Cfloatint_t
 Cfont_s
 CfontRenderStyle_t
 CforbiddenList_sA list of locations that cannot be moved to
 Cgame_export_sFunctions exported by the game subsystem
 Cgame_import_sFunctions provided by the main engine
 Cgame_locals_sThis structure is left intact through an entire game it should be initialized at game library load time
 CgameLapse_s
 Cgametype_s
 CgeoscapeData_s
 CglTextureMode_t
 Cgltexunit_sTexunits 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_s
 ChudRadarImage_sEach maptile must have an entry in the images array
 Cimage_s
 CimageArray_s
 CimageExtraData_s
 Cimplant_s
 CimplantDef_s
 Cinstallation_sA installation with all it's data
 CinstallationTemplate_s
 Cint_float_u
 CinvDef_sInventory definition for our menus
 CInventoryInventory definition with all its containers
 CinventoryImport_s
 CInventoryInterface
 Cipfilter_sPACKET FILTERING
 Cipos3_struct_s
 Circ_bucket_message_s
 Circ_bucket_s
 Circ_channel_s
 Circ_command_s
 Circ_server_msg_s
 Circ_user_s
 CItemItem instance data, with linked list capability
 CItemCargoItem cargo class
 CitemCargo_sItem cargo entry
 CitemEffect_s
 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_sStruct that reflects parsed language definitions from our script files
 Cle_sLocal entity
 Cleaf_check_s
 CleakyBucket_s
 CleStep_s
 Clevel_locals_sThis structure is cleared as each map is entered
 Clight_sLight source
 Clightinfo_tLightinfo is a temporary bucket for lighting calculations
 Clighting_sLighting structure which contains static and dynamic lighting info for entities
 Clightmaps_s
 CLine
 Cline_sStructure describes a line
 ClineChartExtraData_sExtradata for the linechart node
 ClinkedList_t
 ClistBlock_s
 ClocaleMapping_sList of all mappings for a locale
 ClocalEntityParse_s
 ClocalModel_sLocal models
 CAiAreaSearch::LQueueA simple queue class
 Clump_tDirectory of the different data blocks
 CmAliasAnim_s
 CmAliasBone_s
 CmAliasBoneMatrix_s
 CmAliasBoneVertex_s
 CmAliasComplexVertex_s
 CmAliasFrame_s
 CmAliasMesh_s
 CmAliasModel_s
 CmAliasSkin_s
 CmAliasTag_s
 CmAliasTagOrientation_s
 CmAliasVertex_s
 Cmapbrush_s
 CmapConfig_s
 Cmapcycle_sMap cycle list element
 CmapData_s
 CmapDef_s
 CmapExtraData_s
 CMapInfo
 Cmapline_sA path on the map described by 2D points
 CmapParticle_sMap particles
 CMapTileStores the data of a map tile, mostly the BSP stuff
 CmapTiles_s
 Cmarket_s
 CmarkResearched_s
 Cmaterial_s
 CmaterialDescription_s
 CmaterialStage_s
 Cmatrix4x4_s
 CmBspEdge_s
 CmBspFlare_s
 CmBspHeader_s
 CmBspLeaf_s
 CmBspModel_sBrush model
 CmBspNode_s
 CmBspSurface_s
 CmBspSurfaces_sSurfaces are assigned to arrays based on their primary rendering type and then sorted by world texture index to reduce binds
 CmBspTexInfo_s
 CmBspVertex_s
 CMD5Context
 Cmdfour
 CmemBlock_t
 CmemBlockFoot_t
 CmemPool_t
 CmessageSettings_sStructure holding pause and notify settings for a notify type
 CmIndexList_s
 Cmission_sMission definition
 Cmission_s::missionData_t
 CmissionResults_sStructure with mission info needed to create results summary at menu won
 Cmobj_s
 Cmobjtri_s
 Cmobjvert_s
 Cmodel_s
 CteamDef_s::model_t
 CmodelConfig_s
 CmodelExtraData_sExtradata for the model node
 CmodelInfo_t
 CMoveClipThe bounding box of a moving object
 Cmoveinfo_sActor movement
 CmPlaced_sDefines a placed tile
 CmsgCategory_s
 CmsgCategoryEntry_s
 Cmsgid_s
 CmToPlace_sDefines a tile to place
 Cmusic_s
 CmusicStream_s
 Cnation_sNation definition
 CnationInfo_sDetailed information about the nation relationship (currently per month, but could be used elsewhere)
 Cnet_stream
 Cnode_index_s
 Cnode_s
 CobjDef_sDefines all attributes of objects used in the inventory
 CogmCinematic_t
 Copening_sAn 'opening' describes the connection between two adjacent spaces where an actor can exist in a cell
 CoptionExtraData_sOption definition
 Cpack_s
 Cpackfile_t
 CpanelExtraData_tExtradata for the panel node
 CparseItemWeapon_t
 CWeather::particle
 Cpatch_s
 Cpathing_s
 CpediaChapter_s
 Cpending_event_s
 Cplace_sA '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_s
 Cpolyset_t
 Cpopup_intercept_s
 Cportal_s
 Cpos3_struct_s
 Cpos4_struct_s
 CpriorityQueue_sPriority queue struct the actual data is stored in priorityQueueElement_t
 CpriorityQueueElement_s
 Cproduction_queue_sA production queue. Lists all items to be produced
 Cproduction_sHolds all information for the production of one item-type
 CproductionData_t
 CproductionData_t::productionItem_t
 Cptl_s
 CptlArt_s
 CptlCmd_s
 CptlDef_s
 CptlTraceCache_s
 Cpulse_s
 CqFILE_s
 CAiAreaSearch::LQueue::qnode_s
 Cr_array_state_s
 Cr_framebuffer_t
 Cr_program_s
 Cr_progvar_s
 Cr_sdl_config_s
 Cr_shader_s
 Cr_viewport_t
 Cradar_s
 CradioButtonExtraData_s
 Crank_sDescribes 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_s
 CrendererData_t
 Crequirement_s
 Crequirements_s
 CreserveShot_s
 Crlocals_s
 CroqChunk_t
 CroqCinematic_t
 CroqQuadCell_t
 CroqQuadVector_t
 Crotate_s
 CRouting
 Crouting_sPathfinding routing structure and tile layout
 CRoutingDataRT_data_s contains the essential data that is passed to most of the RT_* functions
 CrowsExtraData_s
 Crstate_s
 Cs_channel_s
 Cs_env_s
 Cs_sample_s
 Csalary_s
 Csanity_functions_tStruct that holds the sanity check data
 CsaveFileHeader_s
 CsaveSubsystems_s
 Cscale_s
 CscheduleEvent_t
 CScopedCommand
 CScopedFile
 CScopedMutex
 CscreenPoint_t
 Cscript_t
 Cscroll_s
 Csearchpath_s
 Cseq2D_sRepresents a text object or image object
 CseqCamera_s
 CseqCmd_s
 CseqEnt_s
 Csequence_s
 CsequenceContext_s
 CsequenceExtraData_t
 CserverCommand_tList for SV_CompleteServerCommand
 CserverInstanceGame_sStruct that is only valid for one map. It's deleted on every map load
 CserverInstanceStatic_s
 CserverList_s
 CSHA1Context
 Csha2_context
 CSharedPtr< T >
 CSharedPtr< dbuffer >
 CSharedPtr< uiNode >
 CSharedPtrDeletionInternal
 Cshot_mock_sUsed in shot probability calculations (pseudo shots)
 Cside_s
 Csizebuf_s
 CslicerConfig_s
 Cspawn_s
 Cspawn_t
 Cspawn_temp_sThis 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_s
 CspinnerExtraData_t
 CSrvEdict
 CSrvPlayer
 Cstats_s
 CStepStruct holding the relevant data to check if we can move between two adjacent cells
 CstoredUFO_sStructure for stored UFOs
 Cstretch_s
 CstringExtraData_t
 CstringHunk_s
 Csustain_sSustains are light flashes which slowly decay
 Csv_edict_s
 Csv_model_sStatic mesh models (none-animated) can have a server side flag set to be clipped for pathfinding
 Cswig_cast_info
 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
 Cswig_type_info
 CsysConsole_t
 Ctape_s
 CtbarExtraData_s
 CteamData_s
 CteamDef_s
 CteamNames_s
 CteamSaveFileHeader_s
 CtechMail_sAvailable mails for a tech - mail and mail_pre in script files
 Ctechnology_sThis is the technology parsed from research.ufo
 CtechnologyDescriptions_s
 Cterrain_s
 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_sDifferent terrain definitions for footsteps and particles
 CTest
 Ctest_property_s
 Ctexinfo_s
 Ctext2ExtraData_t
 CtextEntryExtraData_sExtradata for the textentry, to custom draw and behaviour
 CtextExtraData_t
 Ctextureref_t
 Cthreadstate_s
 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_s
 Ctimer
 CtimerExtraData_tExtradata for the window node
 CtipOfTheDay_s
 Ctm_unz_s
 Ctnode_sData for line tracing (?)
 Ctrace_s
 Ctransfer_sTransfer information (they are being stored in ccs.transfers)
 Ctransform_tEntity transform matrix
 Ctree_s
 Ctriangle_t
 Ctutorial_s
 Crequirement_s::typelink_t
 Cucmd_t
 Cugv_sDefines a type of UGV/Robot
 Cui_typedActionToken_s
 CuiAction_sAtomic 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_sContain the context of the calling of a function
 CuiExcludeRect_s
 CuiFont_s
 CuiGlobal_sGlobal data shared into all UI code
 CuiKeyBinding_s
 CuiMessageListNodeMessage_s
 CuiModel_sModel 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_s
 CuiSprite_t
 CuiTerminalActionData_sDefines the data of a uiAction_t leaf. It allows different kind of data without cast
 CuiTimer_s
 CuiValue_sType for uiAction_t It also contain type about type (for example EA_BINARYOPERATOR)
 Cunz_file_info_internal_s
 Cunz_file_info_s
 Cunz_file_pos_s
 Cunz_global_info_s
 Cunz_s
 CupdateCharacter_t
 Cupparam_s
 CusagePair_s
 Cvalue_s
 Cvec2_struct_s
 Cvec3_struct_s
 Cvec4_struct_s
 Cvec5_struct_s
 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_s
 CWeather
 Cwinding_sFor storing the vertices of the side of a brush or other polygon
 CwindowExtraData_tExtradata for the window node
 CworldSector_sTo avoid linearly searching through lists of entities during environment testing, the world is carved up with an evenly spaced, axially aligned bsp tree
 CwoundInfo_sInfo on a wound
 CwrapCache_sThis 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_s
 CzoneExtraData_t