Here is a list of all class members with links to the classes they belong to:
- i -
- Idle() : ncWeapon
- IdleNoise() : ncMonster
- idx : hlmaterials_lut
- iFlags : font_s
- Ignite() : ncSurfacePropEntity
- IgnoresPitch() : func_tracktrain
- iID : font_s
- ImpulseCommand() : ncGameRules
- InAnimation() : ncMonster
- index : propdata_solids_t
- inertia : propdata_solids_t, propdata_t
- info_hint() : info_hint
- info_intermission() : info_intermission
- info_node() : info_node
- info_node_air() : info_node_air
- info_notnull() : info_notnull
- info_null() : info_null
- info_particle_system() : info_particle_system
- info_type : gameEntry_t
- info_waypoint() : info_waypoint
- infodecal() : infodecal
- inheritID : entityDef_t
- inheritKeys : entityDef_t
- InIntermission() : ncGameRules
- InInventory() : ncItem
- Init() : ncOutput
- InitBrushTrigger() : ncBrushTrigger
- InitEmpty() : ncRadar
- InitForCurrentMap() : ncRadar
- InitFromHLTVScript() : ncRadar
- InitFromSourceHLTVScript() : ncRadar
- InitIdle() : scripted_sequence
- InitPointTrigger() : ncPointTrigger
- InitPostEnts() : ncGameRules
- InitWireframe() : ncRadar
- InitWithMapname() : ncRadar
- InitWithSpawnData() : ncDict
- InMap() : existsAPI_t
- Input() : ambient_generic, entsAPI_t, env_beam, env_bubbles, env_cascade_light, env_explosion, env_fade, env_fog_controller, env_funnel, env_instructor_hint, env_muzzleflash, env_physexplosion, env_projectedtexture, env_shake, env_shooter, env_smoker, env_spark, env_sprite, func_areaportal, func_conveyor, func_door, func_door_rotating, func_guntarget, func_monitor, func_plat, func_tracktrain, func_wall_toggle, game_team_master, game_text, info_particle_system, info_waypoint, light, light_dynamic, logic_achievement, logic_case, logic_relay, logic_timer, ncActor, ncEntity, ncGameRules, ncInteractiveSurface, ncIO, ncItem, ncMonster, ncPhysicsConstraint, ncPlayer, ncRenderableEntity, ncSoundScape, ncSurfacePropEntity, ncTrigger, path_track, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint, point_camera, point_servercommand, point_spotlight, point_trigger, prop_portal, scripted_sentence, trigger_camera, trigger_changelevel, trigger_hurt, trigger_multiple, trigger_once, vgui3DView, vguiButton, vguiCheckbox, vguiCommandButton, vguiLabel, vguiList, vguiListBox, vguiMenuButton, vguiMenuTitle, vguiPic, vguiRadio, vguiRect, vguiSlider, vguiTabView, vguiTabViewItem, vguiTextBox, vguiTextView, vguiView, vguiWidget, vguiWindow
- InputFrame() : ncWeapon, NSXRInput
- InputMode() : ncSpectator
- InputNext() : ncSpectator
- InputPrevious() : ncSpectator
- InputUse_Down() : ncPlayer
- InputUse_Up() : ncPlayer
- InPVS() : existsAPI_t
- InSequence() : ncMonster
- InSquad() : ncSquadMonster
- installed : gameEntry_t, updaterPackage_t
- Interact() : prop_door_rotating
- IntermissionCycle() : ncGameRules
- IntermissionEnd() : ncGameRules
- IntermissionStart() : ncGameRules
- IntermissionToPlayer() : ncGameRules
- IntersectsWith() : ncEntity
- introvideo : gameEntry_t
- InventoryType() : weaponInfo_t
- InVFS() : existsAPI_t
- isAI() : entsAPI_t
- isAlive() : entsAPI_t
- IsAlive() : ncMonster, ncSurfacePropEntity
- IsAsleep() : ncPhysicsEntity
- IsAvailable() : NSXRInput
- isBot() : entsAPI_t
- IsBrush() : ncEntity
- iScaleX : font_s
- iScaleY : font_s
- IsClipOnly() : weaponInfo_t
- IsCollisionEnabled() : ncPhysicsEntity
- IsCrouched() : playerAPI_t
- IsCrouching() : ncActor
- IsDead() : ncClient, ncPlayer, ncSpectator
- IsDetonationTimed() : weaponInfo_t
- IsDragEnabled() : ncPhysicsEntity
- IsEmpty() : ncWeapon
- IsFacing() : ncEntity
- IsFacingPosition() : ncEntity
- IsFakeSpectator() : ncClient, ncPlayer, ncSpectator
- IsFriend() : ncMonster
- isGodMode() : entsAPI_t
- IsGravityEnabled() : ncPhysicsEntity
- IsHidden() : ncEntity
- IsInside() : trigger_changelevel
- IsLeaning() : ncActor, playerAPI_t
- IsLocalDriver() : ncVehicle
- IsMotionEnabled() : ncPhysicsEntity
- IsMoveable() : ncPhysicsEntity
- IsMoving() : ncMoverEntity
- IsMultiplayer() : ncGameRules
- IsOnFire() : ncSurfacePropEntity
- IsOnGround() : ncEntity
- IsOnRoute() : ncMonster
- IsPenetrating() : ncPhysicsEntity
- IsPerforming() : ncActor
- isPlayer() : entsAPI_t
- IsPlayer() : ncClient, ncPlayer, ncSpectator
- IsProne() : ncActor, playerAPI_t
- IsRealSpectator() : ncClient, ncPlayer, ncSpectator
- IsSemiAuto() : weaponInfo_t
- isSentient() : entsAPI_t
- IsSolid() : ncEntity
- IsSprinting() : ncActor, playerAPI_t
- IsSquadLeader() : ncSquadMonster
- IsStanding() : ncActor, playerAPI_t
- IsTeamplay() : ncGameRules
- IsThinking() : ncIO
- IsValid() : weaponAPI_t
- IsValidEnemy() : ncMonster
- IsVisible() : env_glow
- IsVulnerable() : ncSurfacePropEntity
- IsWeapon() : ncItem, ncWeapon
- item_eyescanner() : item_eyescanner
- item_food() : item_food
- item_generic() : item_generic
- item_healthcharger() : item_healthcharger
- item_recharge() : item_recharge
- ItemPickupCheck() : ncItem
- itemTable : mapTweak_t