Nuclide
Software Development Kit for id Tech
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level
1
2
]
C
achievement_t
Data for an achievement definition
C
ambient_generic
C
botScript_t
C
breakmodel_t
C
button_target
C
cycler
C
cycler_sprite
C
cycler_weapon
C
cycler_wreckage
C
decal
C
decalGroup_t
C
dynamic_light
C
entityDef_t
C
env_beam
C
env_beverage
C
env_bubbles
C
env_cascade_light
C
env_cubemap
C
env_explosion
C
env_fade
C
env_fire
C
env_fog
C
env_fog_controller
C
env_funnel
C
env_global
C
env_glow
C
env_hudhint
C
env_instructor_hint
C
env_laser
C
env_message
C
env_model
C
env_muzzleflash
C
env_particle
C
env_physexplosion
C
env_projectedtexture
C
env_render
C
env_shake
C
env_shockwave
C
env_shooter
C
env_smoker
C
env_smoker_cloud
C
env_sound
C
env_soundscape
C
env_spark
C
env_sprite
C
env_steam
C
env_steam_particle
C
env_sun
C
fb_header
C
font_s
Representation of a font
C
func_areaportal
C
func_breakable
C
func_brush
C
func_button
C
func_conveyor
C
func_detail
C
func_detail_illusionary
C
func_door
C
func_door_rotating
C
func_dustcloud
C
func_dustcloud_cloud
C
func_dustmotes
C
func_friction
C
func_group
C
func_guntarget
C
func_healthcharger
C
func_illusionary
C
func_ladder
C
func_lod
C
func_monitor
C
func_monsterclip
C
func_mortar_field
C
func_pendulum
C
func_physbox
C
func_plat
C
func_plat_helper
C
func_platrot
C
func_pushable
C
func_recharge
C
func_rot_button
C
func_rotating
C
func_smokevolume
C
func_smokevolume_cloud
C
func_tank
C
func_tankcontrols
C
func_tankmortar
C
func_trackautochange
C
func_trackchange
C
func_tracktrain
C
func_train
C
func_traincontrols
C
func_vehicle
C
func_vehicle_wheel
C
func_vehiclecontrols
C
func_wall
C
func_wall_toggle
C
game_counter
C
game_counter_set
C
game_end
C
game_player_equip
C
game_player_hurt
C
game_player_team
C
game_score
C
game_team_master
C
game_team_set
C
game_text
C
game_zone_player
C
gametext_t
Definition of a text channel
C
gibshooter
C
hlmaterials_lut
Hlmaterial to classname mapper table
C
info_hint
C
info_intermission
C
info_landmark
C
info_node
C
info_node_air
C
info_notnull
C
info_null
C
info_particle_system
C
info_waypoint
C
infodecal
C
item_food
C
item_generic
C
light
C
light_dynamic
C
light_environment
C
light_surface
C
logic_achievement
C
logic_auto
C
logic_case
C
logic_relay
C
logic_timer
C
mapLibrary_t
C
mapTweak_t
C
math_counter
C
momentary_door
C
momentary_rot_button
C
monster_furniture
C
monster_generic
C
monstermaker
C
multi_manager
C
multi_manager_sub
C
multisource
►
C
node_s
C
neighbour_s
C
NSBot
A virtual multiplayer opponent
C
NSBrushTrigger
This entity class represents brush volume based triggers
C
NSClient
This entity class is the lowest client/player class
C
NSClientPlayer
This entity class represents every player client
C
NSClientSpectator
This entity class represents every spectator client
C
NSDebris
C
NSEntity
NSEntity
is the lowest of the user-accessible entity class
C
NSGameRules
This class represents active gamerules
C
NSInteractiveSurface
This entity class represents fully interactive surfaces
C
NSIO
This class is responsible for handling core entity functionality
C
NSItem
Id Tech 4 keys to support:
C
NSMomentary
This entity class represents momentary entities
C
NSMonster
This entity class represents non-player characters
C
NSMoverEntity
NSMoverEntity
is responsible for handling movement functions of mainly brush-based entities that move and push other entities around the game world
C
NSNavAI
This entity class represents a moving/pathfinding object
C
NSOutput
This entity class represents a child-output, generated by
NSIO
's modern trigger system
C
NSPhysicsConstraint
This entity class represents constraints for physically-simulated entities
C
NSPhysicsEntity
This entity class represents physically-simulated entities
C
NSPMoveVars
This class networks pmove related variables to each client
C
NSPointTrigger
This entity class represents point-entity triggers
C
NSPortal
C
NSProjectile
This entity class represents an interactive projectile
C
NSRadar
Tasked with managing overview/radar type widgets
C
NSRenderableEntity
This entity represents any
NSEntity
with advanced rendering properties
C
NSSpawnPoint
This entity class represents spawnpoints
C
NSSpraylogo
This entity class represents a
NSClientPlayer
their spraylogo
C
NSSquadMonster
NSSquadMonster
based NPCs are able to communicate strategies together
C
NSSurfacePropEntity
This entity represents an
NSRenderableEntity
with interactive surface properties
C
NSTalkMonster
This class represents NSMonsters that talk
C
NSTimer
This class provides a way to trigger a function in the future
C
NSTraceAttack
This class handles traceline/hitscan attacks
C
NSTrigger
NSTrigger
handles all the non-input as well as Legacy (Quake, GoldSource) style trigger behaviour
C
NSVehicle
This entity class represents vehicles that are predicted across the network
C
NSView
This class represents 3D views, used for rendering the game
C
NSWeapon
C
NSXRInput
This class represents an input device in the world
C
NSXRSpace
This class represents a local client space in the world
C
path_corner
C
path_track
C
pb_header
C
phys_ballsocket
C
phys_constraint
C
phys_constraintsystem
C
phys_convert
C
phys_hinge
C
phys_keepupright
C
phys_rope
C
phys_slideconstraint
C
player_loadsaved
C
player_weaponstrip
C
plugin_t
C
point_camera
C
point_message
C
point_servercommand
C
point_spotlight
C
point_trigger
C
prop_door_rotating
C
prop_dynamic
C
prop_physics
C
prop_physics_multiplayer
C
prop_rope
C
prop_static
C
prop_vehicle_driveable
C
prop_vehicle_driveable_wheel
C
propdata_t
C
random_speaker
C
random_trigger
C
script_brushmodel
C
script_model
C
script_origin
C
script_struct
C
script_vehicle
C
scripted_sentence
C
scripted_sequence
C
sentences_t
C
sky_camera
C
snd_t
A soundDef aka 'sound shader' type
C
sound_t
A sound sample of a sentences.txt word sequence
C
speaker
C
surfaceData_t
C
targ_speaker
C
target_cdaudio
C
tcpinfo_t
C
TestUI
C
titles_s
C
traced_t
C
trigger_auto
C
trigger_autosave
C
trigger_camera
C
trigger_cdaudio
C
trigger_changelevel
C
trigger_changetarget
C
trigger_counter
C
trigger_endsection
C
trigger_gravity
C
trigger_hurt
C
trigger_look
C
trigger_monsterjump
C
trigger_multiple
C
trigger_once
C
trigger_playerfreeze
C
trigger_push
C
trigger_relay
C
trigger_teleport
C
trigger_transition
C
update_t
C
VGUI3DView
C
vgui_input_scene_t
C
VGUIButton
C
VGUICheckbox
C
VGUIColor
Container class that'll deal with handling colors via a variety of different means
C
VGUIControl
An abstract control class for various VGUI related widgets
C
VGUIFrame
C
VGUILabel
A VGUI label/text field
C
VGUIList
C
VGUIListBox
C
VGUIMenuButton
C
VGUIPic
C
VGUIRadio
C
VGUIScrollbar
This is a scollbar widget
C
VGUISlider
C
VGUITabView
C
VGUITextBox
C
VGUITheme
Abstract class than can be set/overriden to customize to final appearance of GUI widgets
C
VGUIView
C
VGUIWidget
The base VGUI widget class
C
VGUIWindow
Top-most window class in VGUILib
►
C
waypoint_s
C
wpneighbour_s
C
weapon_t
C
worldspawn
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