Here is a list of all class members with links to the classes they belong to:
- r -
- RadiusDamage() : combatAPI_t
- random_speaker() : random_speaker
- random_trigger() : random_trigger
- RandomPlayer() : teamAPI_t
- ReadBool() : ncIO
- ReadEntity() : ncIO
- ReadFloat() : ncIO
- ReadInt() : ncIO
- readme : gameEntry_t
- ReadString() : ncIO
- ReadVector() : ncIO
- Realign() : func_vehicle
- ReceiveEntity() : ambient_generic, env_beam, env_bubbles, env_cascade_light, env_fire, env_fog, env_fog_controller, env_funnel, env_glow, env_instructor_hint, env_laser, env_projectedtexture, env_smoker, env_sprite, func_conveyor, func_monitor, func_tankmortar, func_tracktrain, func_vehicle, info_particle_system, info_waypoint, light_dynamic, ncEntity, ncItem, ncMonster, ncPhysicsEntity, ncPlayer, ncPMoveVars, ncProjectile, ncRagdoll, ncRenderableEntity, ncSound, ncSoundScape, ncSpectator, ncSurfacePropEntity, ncTalkMonster, ncVehicle, ncWeapon, phys_rope, point_spotlight, prop_rope, prop_vehicle_driveable, speaker, trigger_camera, trigger_push
- ReceiveEvent() : ncEntity, ncItem, ncWeapon
- Rect() : drawAPI_t
- RectOutline() : drawAPI_t
- Release() : ncWeapon
- ReleasedWeaponAttack() : ncWeapon
- ReleaseThink() : ncIO
- Relink() : ncEntity
- Reload() : ncWeapon
- ReloadSave() : player_loadsaved
- RemoveAllItems() : ncActor
- RemoveAllWeapons() : ncActor
- RemovedFromInventory() : ncItem, ncWeapon
- RemoveEffects() : ncEntity
- RemoveFlags() : ncEntity
- RemoveFromSquad() : ncSquadMonster
- RemoveItem() : ncActor
- RemoveKey() : declAPI_t, ncDict
- RemoveVFlags() : ncEntity
- RenderAxialScale() : ncRenderableEntity
- RenderDebugInfo() : func_tracktrain
- RenderDebugSkeleton() : ncRenderableEntity
- RendererRestarted() : env_beam, env_cascade_light, env_fog_controller, env_funnel, env_glow, env_laser, env_sun, light_dynamic, ncEntity, ncInteractiveSurface, ncRenderableEntity, ncSpraylogo, point_spotlight
- RenderFire() : ncSurfacePropEntity
- RenderFXPass() : ncRenderableEntity
- RenderGlow() : env_funnel, env_glow
- RenderGLQuakeShadow() : ncRenderableEntity
- RenderNormal() : env_glow
- RenderOverviewPlane() : ncRadar
- RenderPlayerIcon() : ncRadar
- RenderScene() : ncInteractiveSurface
- RenderView() : ncRadar, ncView
- RenderWireframePlane() : ncRadar
- Reposition() : vguiMenuButton, vguiMenuTitle, vguiWidget
- reserved_spot() : reserved_spot
- ResetHealth() : func_healthcharger, func_recharge, item_healthcharger, item_recharge, ncCharger
- Respawn() : ambient_generic, button_target, cycler, env_beam, env_bubbles, env_cascade_light, env_explosion, env_fire, env_fog, env_fog_controller, env_funnel, env_glow, env_instructor_hint, env_laser, env_message, env_model, env_particle, env_projectedtexture, env_shooter, env_smoker, env_soundscape, env_spark, env_sprite, func_breakable, func_brush, func_button, func_conveyor, func_door, func_door_rotating, func_friction, func_guntarget, func_healthcharger, func_illusionary, func_ladder, func_lod, func_monitor, func_monsterclip, func_mortar_field, func_pendulum, func_physbox, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_tankmortar, func_tracktrain, func_train, func_traincontrols, func_useableladder, func_vehicle, func_wall, func_wall_toggle, game_counter, game_counter_set, game_zone_player, info_node, info_node_air, info_particle_system, infodecal, item_eyescanner, item_food, item_generic, item_healthcharger, item_recharge, light, light_dynamic, light_environment, logic_achievement, logic_auto, logic_case, logic_relay, logic_timer, momentary_door, momentary_rot_button, monster_furniture, monster_generic, monstermaker, multi_manager, multisource, ncBrushTrigger, ncCharger, ncEntity, ncIO, ncItem, ncMonster, ncOutput, ncPhysicsEntity, ncPlayer, ncPointTrigger, ncRenderableEntity, ncSound, ncSpawnPoint, ncSurfacePropEntity, ncTalkMonster, ncTrigger, path_corner, path_track, phys_ballsocket, phys_constraint, phys_constraintsystem, phys_convert, phys_hinge, phys_keepupright, phys_rope, phys_slideconstraint, point_camera, point_spotlight, point_trigger, prop_door_rotating, prop_dynamic, prop_physics, prop_portal, prop_rope, prop_static, prop_vehicle_driveable, random_speaker, random_trigger, reserved_spot, scripted_sequence, speaker, targ_speaker, target_cdaudio, target_speaker, trigger_auto, trigger_autosave, trigger_camera, trigger_cdaudio, trigger_changelevel, trigger_counter, trigger_endsection, trigger_gravity, trigger_hurt, trigger_look, trigger_monsterjump, trigger_once, trigger_playerfreeze, trigger_push, trigger_relay, trigger_teleport, trigger_transition
- Restore() : ambient_generic, env_beverage, env_bubbles, env_cascade_light, env_explosion, env_fade, env_fog, env_fog_controller, env_funnel, env_global, env_hudhint, env_instructor_hint, env_message, env_muzzleflash, env_physexplosion, env_shake, env_shooter, env_smoker, env_spark, func_areaportal, func_breakable, func_brush, func_button, func_conveyor, func_door, func_door_rotating, func_guntarget, func_healthcharger, func_mortar_field, func_pendulum, func_plat, func_platrot, func_pushable, func_recharge, func_rot_button, func_rotating, func_tank, func_trackchange, func_tracktrain, func_train, func_vehicle, func_wall_toggle, game_counter, game_counter_set, game_player_equip, game_player_hurt, game_score, game_team_master, game_text, game_zone_player, info_hint, info_waypoint, infodecal, item_food, item_generic, item_healthcharger, item_recharge, light, logic_achievement, logic_auto, logic_case, logic_timer, momentary_rot_button, monstermaker, multi_manager, ncActor, ncAttack, ncCharger, ncClient, ncEntity, ncGameRules, ncIO, ncItem, ncMomentary, ncMonster, ncMoverEntity, ncPhysicsConstraint, ncPhysicsEntity, ncPlayer, ncPointTrigger, ncProjectile, ncRenderableEntity, ncSoundScape, ncSpectator, ncSquadMonster, ncSurfacePropEntity, ncTalkMonster, ncTimer, ncTrigger, ncVehicle, ncWeapon, NSWorldspawn, path_corner, path_track, phys_convert, phys_hinge, phys_keepupright, phys_rope, phys_slideconstraint, player_loadsaved, point_camera, point_trigger, prop_door_rotating, prop_rope, random_speaker, random_trigger, scripted_sentence, scripted_sequence, speaker, targ_speaker, target_cdaudio, trigger_auto, trigger_autosave, trigger_camera, trigger_cdaudio, trigger_changelevel, trigger_changetarget, trigger_counter, trigger_gravity, trigger_hurt, trigger_look, trigger_monsterjump, trigger_multiple, trigger_once, trigger_push, trigger_relay, trigger_teleport
- RestoreAngles() : ncEntity
- RestoreComplete() : light, logic_auto, ncActor, ncGameRules, ncIO, trigger_auto, trigger_changelevel
- Retract() : item_eyescanner, item_healthcharger, item_recharge
- RetractShot() : item_healthcharger, item_recharge
- RGBtoHex() : fontAPI_t
- RoomToWorldAngles() : NSXRSpace
- RoomToWorldOrigin() : NSXRSpace
- Rope() : ncPhysicsConstraint
- Rotate() : func_rot_button, func_rotating
- RotateToPosition() : ncMoverEntity
- RotateToReverse() : ncMoverEntity
- rotdamping : propdata_solids_t
- RoundedBox() : drawAPI_t
- RouteClear() : ncActor, ncBot
- RouteEnded() : ncActor, ncMonster
- RouteToPosition() : ncActor
- RouteToPositionDenyFlags() : ncActor
- RText() : drawAPI_t
- RText_A() : drawAPI_t
- RText_RGB() : drawAPI_t
- RText_RGBA() : drawAPI_t
- RunAI() : ncBot, ncMonster, ncTalkMonster
- RunOnEntity() : scripted_sequence
- RunTimer() : ncTimer
- RunVehiclePhysics() : func_vehicle, prop_vehicle_driveable