{
 "meta": {
  "game": "dota2",
  "source_build": "game",
  "described": 3183,
  "named": 5146,
  "by_source": {
   "derived": 1517,
   "generated": 1666
  },
  "valve_described_elsewhere": 1963,
  "note": "Keyed on NAME, which is stable across builds. Descriptions are SIGNATURE-FREE: arity, types and verdicts join from abi-<game>.json at render time. Valve's own text always wins and is NOT duplicated here \u2014 see bindings-<game>.json."
 },
 "descriptions": {
  "AddAegisPickup": {
   "text": "Credits a player with picking up an Aegis, incrementing the per-player Aegis tally kept for match statistics. Read from the name; which record it writes and at what point in the pickup are not established here.",
   "source": "generated"
  },
  "AddClaimedFarm": {
   "text": "Attributes an amount of farm to a player, accumulating the claimed-farm statistic used for farm-share and efficiency reporting. Read from the name; whether it counts gold, experience or creep kills, and when it is credited, is unverified.",
   "source": "generated"
  },
  "AddDamage": {
   "text": "Accumulates a damage amount into a running total, the building block for damage-dealt and damage-taken bookkeeping. Read from the name; whose total it updates and what qualifies as damage are not established by this data.",
   "source": "generated"
  },
  "AddGoldSpentOnSupport": {
   "text": "Adds to a player's tally of gold spent on support items such as wards and consumables, the figure surfaced in end-of-match support statistics. Name-level reading; which purchases qualify and where the tally lives are unverified.",
   "source": "generated"
  },
  "AddRunePickup": {
   "text": "Records that a player collected a rune, incrementing the per-player rune-pickup count used for statistics. Read from the name; whether rune type is distinguished, and where the count is stored, is not established.",
   "source": "generated"
  },
  "AngerNearbyUnits": {
   "text": "Provokes units within a radius of a point or entity so they acquire and attack a target, the aggro pull associated with creeps and neutral camps. Read from the name; the radius, filtering and target choice are unverified.",
   "source": "generated"
  },
  "AppendDataChannels": {
   "text": "Adds animation data channels to a channel collection, the per-attribute streams (bone transforms, floats, flags) that animation data is written into. Read from the name and its animation-system home; the container it appends to and the channel kinds are unverified.",
   "source": "generated"
  },
  "AreUnitsSharedWithPlayerID": {
   "text": "Tests whether a player's units are currently shared with the given player ID, the unit-sharing state behind allied control of another player's units. Read from the name; the direction of the query and how sharing is stored are unverified.",
   "source": "generated"
  },
  "AssignSharedChangeCallbackIndex": {
   "text": "Assigns the index that identifies a shared change callback, the handle networking uses so one notification covers entries watching the same field change. Read from the name and its networking home; the allocation scheme and what the index keys into are unverified.",
   "source": "generated"
  },
  "AttackNoEarlierThan": {
   "text": "Concerns the earliest time a unit is permitted to attack, the gate enforcing attack cooldown and swing timing. Read from the name; whether it sets or queries that time, and in what time units, is not established.",
   "source": "generated"
  },
  "AttackReady": {
   "text": "Reports whether a unit's attack is currently able to fire, with cooldown elapsed and nothing blocking the swing. Read from the name; the specific conditions folded into readiness are not established by this data.",
   "source": "generated"
  },
  "BoundingRadius2D": {
   "text": "Gives an entity's bounding radius projected onto the horizontal plane, the flat radius used for ground-plane range, overlap and selection checks. Read from the name; whether it is cached or derived from collision bounds is unverified.",
   "source": "generated"
  },
  "CAI_ChangeHintGroup::InputActivate": {
   "text": "Handles the `Activate` entity-IO input on `CAI_ChangeHintGroup`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAggregateSceneObject::OnBeginRenderingFrame": {
   "text": "Performs per-frame work on an aggregate scene object as a rendering frame begins, the point where batched scene geometry can refresh itself before drawing. Read from the name and its presence in libscenesystem; the exact per-frame work is unverified.",
   "source": "generated"
  },
  "CAmbientGeneric::InputFadeIn": {
   "text": "Handles the `FadeIn` entity-IO input on `CAmbientGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAmbientGeneric::InputFadeOut": {
   "text": "Handles the `FadeOut` entity-IO input on `CAmbientGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAmbientGeneric::InputPitch": {
   "text": "Handles the `Pitch` entity-IO input on `CAmbientGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAmbientGeneric::InputPlaySound": {
   "text": "Handles the `PlaySound` entity-IO input on `CAmbientGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAmbientGeneric::InputStopSound": {
   "text": "Handles the `StopSound` entity-IO input on `CAmbientGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAmbientGeneric::InputToggleSound": {
   "text": "Handles the `ToggleSound` entity-IO input on `CAmbientGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAmbientGeneric::InputVolume": {
   "text": "Handles the `Volume` entity-IO input on `CAmbientGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CAnimGraphGameSystem::AnimTickUpdate": {
   "text": "Advances animation-graph state on each animation tick, driving animgraph evaluation for the entities the game system tracks. Read from the name and its presence in libserver; the tick source and the scope of what it updates are unverified.",
   "source": "generated"
  },
  "CAnimationSystem::FrameUpdate": {
   "text": "Steps the animation system forward for a frame, advancing animation state for that frame. The owning CAnimationSystem class is implied by the name rather than derived from the data, and the update's scope is unverified.",
   "source": "generated"
  },
  "CAnimationSystemUtils::CreateAnimationHelper": {
   "text": "Creates an animation helper object, the utility handle a modder obtains before driving animation on a model. The CAnimationSystemUtils class is implied by the name; a prototype is derived, but what the helper wraps is unverified.",
   "source": "generated"
  },
  "CAnimationSystemUtils::DestroyAnimationHelper": {
   "text": "Releases an animation helper obtained from this utility, freeing what it holds. The CAnimationSystemUtils class is implied by the name; pair it with CAnimationSystemUtils::CreateAnimationHelper so helpers are not leaked.",
   "source": "generated"
  },
  "CAnimationSystemUtils::~CAnimationSystemUtils": {
   "text": "Destroys a CAnimationSystemUtils instance and tears down whatever the utility owns. The class is implied by the name; beyond ordinary destruction, no further purpose is established.",
   "source": "generated"
  },
  "CAppSystemDict::ConnectInterfaces": {
   "text": "Supplies interfaces to the app-system dictionary so registered systems can resolve one another. Read from the name and its presence in libtier0; the exact wiring, and when it occurs, are unverified.",
   "source": "generated"
  },
  "CAppSystemDict::LoadSystemAndDependencies": {
   "text": "Loads an app system together with the systems it depends on, bringing a module and its prerequisites into the dictionary in one operation. Read from the name and its presence in libengine2; which module identifiers it accepts, and how failures surface, are unverified.",
   "source": "generated"
  },
  "CAssetModifier::Compare": {
   "text": "Compares one asset modifier against another, giving the equality or ordering test used to deduplicate or sort modifiers. Read from the name; a prototype is derived, but the comparison key is unverified.",
   "source": "generated"
  },
  "CAssetModifier::Init": {
   "text": "Purpose is not established; the name indicates only that it initialises a CAssetModifier.",
   "source": "generated"
  },
  "CAssetModifier::Precache": {
   "text": "Precaches the resources an asset modifier refers to, so they are resident rather than loaded on demand at use time. Read from the name and its presence in libserver; which assets are touched is unverified.",
   "source": "generated"
  },
  "CAsyncFileSystem::RunCallbackAndMarkComplete": {
   "text": "Invokes the completion callback for an asynchronous file request and marks that request finished. Read from the name and its presence in libfilesystem_stdio; the callback contract and any threading rules are unverified.",
   "source": "generated"
  },
  "CAttributeContainer::NetworkVar_m_Item::NetworkStateChanged": {
   "text": "Flags the container's m_Item field as dirty so the changed CEconItemView state replicates to clients; server-side writes to that field need it or clients keep showing stale item data. Read from the name and the m_Item schema field; a prototype is derived, though the dirty-bit mechanics are unverified.",
   "source": "generated"
  },
  "CBaseAnimatingController::DispatchAnimEvents": {
   "text": "Fires the animation events reached by the controller's current sequence playback, the path by which anim-tagged events reach gameplay code. Read from the name together with m_flLastEventCycle and m_nResetEventsParity; the event payloads and firing conditions are unverified.",
   "source": "generated"
  },
  "CBaseClientUIEntity::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CBaseClientUIEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseClientUIEntity::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CBaseClientUIEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseCombatCharacter::InputSetRelationship": {
   "text": "Handles the `SetRelationship` entity-IO input on `CBaseCombatCharacter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseEntity::PerformInvalidatePhysicsRecursive": {
   "text": "Invalidates cached physics state on the entity and, per the name, recursively on its children, so stale absolute transforms and collision bounds are recomputed rather than reused - useful when a modder moves or reparents an entity. Read from the name alongside m_vecAbsVelocity and m_pCollision; no prototype is derived, so the exact scope and conditions are unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::Close": {
   "text": "Closes an open file handle and releases it. The CBaseFileSystem class is implied by the name; a prototype is derived, but the handle's lifetime rules are unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::FileExists": {
   "text": "Reports whether a file is present, the cheap existence check to use before opening a path. The CBaseFileSystem class is implied by the name; a prototype is derived, though search-path behaviour is unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::FindFirst": {
   "text": "Begins a directory search for files matching a pattern and yields the first match. Read from the name and its presence in libfilesystem_stdio; use it with CBaseFileSystem::FindNext to walk a wildcard listing.",
   "source": "generated"
  },
  "CBaseFileSystem::FindNext": {
   "text": "Yields the next match in a directory search already begun, letting a mod walk a wildcard listing entry by entry. Read from the name and its presence in libfilesystem_stdio; use it with CBaseFileSystem::FindFirst, though the termination semantics are unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::GetFileTime": {
   "text": "Retrieves a file's timestamp, useful for cache invalidation or reload-on-change logic over mod assets. The CBaseFileSystem class is implied by the name; a prototype is derived, but the time base and units are unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::IsOk": {
   "text": "Reports whether an open file handle is still in a good state, the error check for a handle that may have hit end-of-file or an I/O failure. The CBaseFileSystem class is implied by the name; a prototype is derived, though what counts as not-ok is unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::Open": {
   "text": "Opens a file through the filesystem and yields a handle for subsequent access. The CBaseFileSystem class is implied by the name; no prototype is derived, so how paths and access modes are specified is unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::Read": {
   "text": "Reads bytes from an open file into memory. The CBaseFileSystem class is implied by the name; a prototype is derived, but buffering and partial-read behaviour are unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::ReadEx": {
   "text": "Reads from an open file with extended options beyond the plain read path, such as caller-controlled buffer handling. The CBaseFileSystem class is implied by the name; a prototype is derived, though what the extension actually provides is unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::Seek": {
   "text": "Moves the read/write position of an open file to a new offset, enabling random access instead of streaming from the start. The CBaseFileSystem class is implied by the name; a prototype is derived, but the accepted origin modes are unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::Size": {
   "text": "Reports the length of a file. The CBaseFileSystem class is implied by the name; no prototype is derived, so the unit and how the file is identified are unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::Tell": {
   "text": "Reports the current read/write position of an open file, the counterpart to CBaseFileSystem::Seek. The CBaseFileSystem class is implied by the name; a prototype is derived, though the offset's base is unverified.",
   "source": "generated"
  },
  "CBaseFileSystem::Write": {
   "text": "Writes bytes to an open file. The CBaseFileSystem class is implied by the name; a prototype is derived, but flushing and partial-write behaviour are unverified.",
   "source": "generated"
  },
  "CBaseFilter::InputTestActivator": {
   "text": "Handles the `TestActivator` entity-IO input on `CBaseFilter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseGameUIInputHandler::GetName": {
   "text": "Purpose is not established beyond returning an identifying name for the handler. The CBaseGameUIInputHandler class is implied by the name, not derived from the data.",
   "source": "generated"
  },
  "CBaseGameUIInputHandler::HandleInputEvent": {
   "text": "Handles a single game-UI input event, the point where a UI input handler consumes keyboard, mouse or controller input. The CBaseGameUIInputHandler class is implied by the name; whether a handler can swallow an event is unverified.",
   "source": "generated"
  },
  "CBasePlayerPawn::InputSetFogController": {
   "text": "Handles the `SetFogController` entity-IO input on `CBasePlayerPawn`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBasePlayerPawn::InputSetHUDVisibility": {
   "text": "Handles the `SetHUDVisibility` entity-IO input on `CBasePlayerPawn`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBasePlayerPawn::PhysicsSimulate": {
   "text": "Runs a physics simulation step for a player pawn, advancing its movement and collision state. The CBasePlayerPawn class is implied by the name; relevant alongside m_pMovementServices, though the step's exact work is unverified.",
   "source": "generated"
  },
  "CBasePlayerWeapon::InputSetClipPrimary": {
   "text": "Handles the `SetClipPrimary` entity-IO input on `CBasePlayerWeapon`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBasePlayerWeapon::InputSetClipSecondary": {
   "text": "Handles the `SetClipSecondary` entity-IO input on `CBasePlayerWeapon`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseQueuedRenderable::Age": {
   "text": "Deals with the age of a queued renderable, the staleness measure for how long a queued item has lived. The CBaseQueuedRenderable class is implied by the name; whether it reports age or advances it is unverified.",
   "source": "generated"
  },
  "CBaseQueuedRenderable::ShouldDestroy": {
   "text": "Decides whether a queued renderable has outlived its usefulness and can be torn down. The CBaseQueuedRenderable class is implied by the name; the criteria, which may involve CBaseQueuedRenderable::Age, are unverified.",
   "source": "generated"
  },
  "CBaseTrigger::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CBaseTrigger`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseTrigger::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CBaseTrigger`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseTrigger::InputEndTouch": {
   "text": "Handles the `EndTouch` entity-IO input on `CBaseTrigger`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseTrigger::InputStartTouch": {
   "text": "Handles the `StartTouch` entity-IO input on `CBaseTrigger`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseTrigger::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CBaseTrigger`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBaseTrigger::InputTouchTest": {
   "text": "Handles the `TouchTest` entity-IO input on `CBaseTrigger`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBeam::InputNoise": {
   "text": "Handles the `Noise` entity-IO input on `CBeam`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBeam::InputWidth": {
   "text": "Handles the `Width` entity-IO input on `CBeam`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBenchmarkService::Connect": {
   "text": "Wires the benchmark service up to the interfaces it depends on as the service framework brings it online. Read from the name; the class is implied by the name, and no prototype is derived, so the inputs and any failure path are unverified.",
   "source": "generated"
  },
  "CBenchmarkService::Disconnect": {
   "text": "Releases the interfaces the benchmark service acquired, unwinding it during service teardown. Read from the name; the class is implied by the name, and what it drops is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::GetBuildType": {
   "text": "Reports the build flavour the benchmark service identifies itself as, useful when a caller needs to distinguish builds while enumerating loaded services. Read from the name; the class is implied by the name, and the build-type values are unverified.",
   "source": "generated"
  },
  "CBenchmarkService::GetDependencies": {
   "text": "Reports the other services the benchmark service requires before it can operate, which a service framework can consult when staging startup. Read from the name; the class is implied by the name, and the form of the dependency list is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::GetName": {
   "text": "Returns the benchmark service's registered name; beyond that identity accessor role, no purpose is established here. The class is implied by the name.",
   "source": "generated"
  },
  "CBenchmarkService::GetRenderingMultiplier": {
   "text": "Reports the rendering multiplier the benchmark applies \u2014 a scale factor on render workload for a benchmark run. Read from the name; the class is implied by the name, so what the multiplier scales and where it is configured remain unverified.",
   "source": "generated"
  },
  "CBenchmarkService::GetServiceDependencies": {
   "text": "Reports the services this one needs present, the service-level counterpart to its general dependency query. Read from the name; the class is implied by the name, and the returned container's form is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::GetServiceIndex": {
   "text": "Reports the index the service framework assigned to this benchmark service, the handle used to find it among registered services. Read from the name; the class is implied by the name, and the indexing scheme is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::GetTier": {
   "text": "Reports which initialisation tier the benchmark service belongs to, a grouping a framework can use when staging service startup. Read from the name; the class is implied by the name, and the tier values are unverified.",
   "source": "generated"
  },
  "CBenchmarkService::Init": {
   "text": "Initialises the benchmark service; beyond that, no specific purpose is established from this data. The class is implied by the name.",
   "source": "generated"
  },
  "CBenchmarkService::IsActive": {
   "text": "Reports whether the benchmark service is currently active \u2014 the query a modder would use before assuming benchmark behaviour is running. Read from the name; the class is implied by the name, and what the active state gates is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::IsSingleton": {
   "text": "Reports whether one shared instance of the benchmark service is expected rather than an instance per loop or session. Read from the name; the class is implied by the name, and how the answer is consumed is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::OnLoopActivate": {
   "text": "Handles the engine loop the benchmark service is attached to becoming active, the natural place for per-loop benchmark state to be established. Read from the name; the class is implied by the name, and what it touches is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::OnLoopDeactivate": {
   "text": "Handles the attached engine loop going inactive, where per-loop benchmark state would be torn down. Read from the name; the class is implied by the name, and the actual cleanup is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::PreShutdown": {
   "text": "Performs benchmark-service work that belongs before shutdown proper, such as quiescing in-flight state while other services still exist. Read from the name; the class is implied by the name, and the actual pre-shutdown work is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::QueryInterface": {
   "text": "Resolves a requested interface exposed by the benchmark service, the accessor a caller uses to obtain a specific interface from it. Read from the name; the class is implied by the name, and which interface identifiers are accepted is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::Reconnect": {
   "text": "Re-resolves an interface the benchmark service holds, for when that interface is swapped or reloaded underneath it. Read from the name; the class is implied by the name, and which interfaces participate is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::RegisterEventMap": {
   "text": "Registers the benchmark service's event handlers so it receives the events it subscribes to. Read from the name; the class is implied by the name, and the map's contents are unverified.",
   "source": "generated"
  },
  "CBenchmarkService::SetActive": {
   "text": "Turns the benchmark service's active state on or off, the writer paired with its active-state query. Read from the name; the class is implied by the name, and the side effects of toggling are unverified.",
   "source": "generated"
  },
  "CBenchmarkService::SetName": {
   "text": "Assigns the benchmark service's registered name. Read from the name; the class is implied by the name, and whether the string is copied or merely aliased is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::SetServiceIndex": {
   "text": "Stores the index the service framework assigns to this benchmark service, the write side of its index accessor. Read from the name; the class is implied by the name, and the indexing scheme is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::ShouldActivate": {
   "text": "Answers whether the benchmark service should be activated in the current context, letting a host skip it when benchmarking is not wanted. Read from the name; the class is implied by the name, so the conditions it tests are unverified.",
   "source": "generated"
  },
  "CBenchmarkService::Shutdown": {
   "text": "Shuts the benchmark service down, releasing what it set up at initialisation. Read from the name; the class is implied by the name, and the specific teardown is unverified.",
   "source": "generated"
  },
  "CBenchmarkService::~CBenchmarkService": {
   "text": "Destroys a benchmark service instance and frees what it owns. This is the class destructor; the class is implied by the name, and exactly what it releases is unverified.",
   "source": "generated"
  },
  "CBodyComponentBaseAnimating::ResetSequence": {
   "text": "Restarts the animation sequence on an entity's animating body component, putting playback back to the sequence start. Read from the name and the component's m_animationController field; no prototype is derived, so the reset semantics \u2014 cycle, layers, animation events \u2014 are unverified.",
   "source": "generated"
  },
  "CBodyComponentBaseAnimating::SetPlaybackRate": {
   "text": "Sets the playback rate of the animation on an entity's animating body component, the speed multiplier for its current sequence, so a mod can slow down or speed up an entity's animation. Read from the name and the component's m_animationController field; the scaling and any clamping are unverified.",
   "source": "generated"
  },
  "CBoneSetup::AllocateResult": {
   "text": "Obtains the result buffer that a bone-setup pass writes its computed bone data into. Read from the name; the class is implied by the name, and the buffer's layout, pooling and lifetime are unverified.",
   "source": "generated"
  },
  "CBoneSetup::FreeResult": {
   "text": "Releases a bone-setup result buffer, ending that result's lifetime and returning its storage. Read from the name; the class is implied by the name, and the ownership rules are unverified.",
   "source": "generated"
  },
  "CBoneSetup::GetCModel": {
   "text": "Exposes the model the bone setup is operating on \u2014 the source of its skeleton and animation data. Read from the name; the class is implied by the name, and which model representation is handed out is unverified.",
   "source": "generated"
  },
  "CBoneSetup::GetPoseParameter": {
   "text": "Reads one pose-parameter value driving the bone setup, the scalar that blends animation poses during evaluation. Read from the name; the class is implied by the name, and whether the value is normalised or in model units is unverified.",
   "source": "generated"
  },
  "CBoneSetup::GetPoseParameterArray": {
   "text": "Exposes the bone setup's pose-parameter values together rather than one at a time, for code that reads or copies them in bulk. Read from the name; the class is implied by the name, and the array's length and ordering are unverified.",
   "source": "generated"
  },
  "CBoneSetup::GetRealtime": {
   "text": "Supplies the real-time clock value the bone setup uses when evaluating time-dependent animation. Read from the name; the class is implied by the name, and the clock's origin and units are unverified.",
   "source": "generated"
  },
  "CBreakable::InputAddHealth": {
   "text": "Handles the `AddHealth` entity-IO input on `CBreakable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakable::InputBreak": {
   "text": "Handles the `Break` entity-IO input on `CBreakable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakable::InputRemoveHealth": {
   "text": "Handles the `RemoveHealth` entity-IO input on `CBreakable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakable::InputSetEnableBreaking": {
   "text": "Handles the `SetEnableBreaking` entity-IO input on `CBreakable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakable::InputSetEnableCollisions": {
   "text": "Handles the `SetEnableCollisions` entity-IO input on `CBreakable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakable::InputSetHealth": {
   "text": "Handles the `SetHealth` entity-IO input on `CBreakable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakable::InputSetMass": {
   "text": "Handles the `SetMass` entity-IO input on `CBreakable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputAddHealth": {
   "text": "Handles the `AddHealth` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputBreak": {
   "text": "Handles the `Break` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputDisablePuntSound": {
   "text": "Handles the `DisablePuntSound` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputEnablePuntSound": {
   "text": "Handles the `EnablePuntSound` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputForceDrop": {
   "text": "Handles the `ForceDrop` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputRemoveHealth": {
   "text": "Handles the `RemoveHealth` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputSetEnableBreaking": {
   "text": "Handles the `SetEnableBreaking` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputSetEnableCollisions": {
   "text": "Handles the `SetEnableCollisions` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputSetHealth": {
   "text": "Handles the `SetHealth` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBreakableProp::InputSetNavIgnore": {
   "text": "Handles the `SetNavIgnore` entity-IO input on `CBreakableProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CBugService::OnFrameBoundary": {
   "text": "Handles the frame boundary for the bug-reporting service, the per-frame point where bug-report capture or state sampling would be driven. Read from the name; the class is implied by the name, and what it samples or submits is unverified.",
   "source": "generated"
  },
  "CCallResult<CJobCallResult<SteamUGCQueryCompleted_t>, SteamUGCQueryCompleted_t>::GetCallbackSizeBytes": {
   "text": "Reports how many bytes a SteamUGCQueryCompleted_t result payload occupies, so the Steam callback machinery knows how much data to hand across when a workshop query finishes. Read from the name; useful when hooking or forwarding UGC query completions.",
   "source": "generated"
  },
  "CCallResult<CJobCallResult<SteamUGCQueryCompleted_t>, SteamUGCQueryCompleted_t>::Run": {
   "text": "Its anchored string, 'UGC DownloadItemResult_t callback for unexpected ID %llu!', shows this handles delivery of a finished Steam UGC result and complains when one arrives for an item ID it does not recognise. Together with the name, that indicates completion handling for a queued CJobCallResult; exact conditions are unverified.",
   "source": "generated"
  },
  "CCallResult<CScriptHTTPRequest, HTTPRequestCompleted_t>::GetCallbackSizeBytes": {
   "text": "Reports the byte size of the HTTPRequestCompleted_t payload the Steam callback layer moves when a script-issued HTTP request finishes. Read from the name; relevant when marshalling or re-dispatching HTTP results to script.",
   "source": "generated"
  },
  "CCallResult<CScriptHTTPRequest, HTTPRequestCompleted_t>::Run": {
   "text": "Handles completion of a CScriptHTTPRequest, delivering the HTTPRequestCompleted_t result to the script request that issued it. A string reachable here, 'PrecacheResource must be passed a valid precache context!', fits precaching rather than HTTP, so treat that anchor as shared or inlined code and the name as the better guide.",
   "source": "generated"
  },
  "CChangeLevel::InputChangeLevel": {
   "text": "Handles the `ChangeLevel` entity-IO input on `CChangeLevel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CClientFrame::IsMemPoolAllocated": {
   "text": "Reports whether this client frame came from a memory pool rather than the general heap, a guard before deciding how to release it. Membership in CClientFrame is implied by the name; the vtable slot is unbound, so the owning class is not established by the data.",
   "source": "generated"
  },
  "CClientFrame::~CClientFrame": {
   "text": "Destructor for a per-client frame record, releasing whatever buffers the frame holds when the server retires it. Ownership by CClientFrame is implied by the name; the slot is unbound, so that association is unverified.",
   "source": "generated"
  },
  "CClientFrameManager::~CClientFrameManager": {
   "text": "Destructor for the manager that owns a client's frame history, tearing down the frames it still holds at shutdown or disconnect. Ownership by CClientFrameManager is implied by the name; the slot is unbound, so what it frees is unverified.",
   "source": "generated"
  },
  "CCodeResourceManifestManager::GetNamedManifestResources": {
   "text": "Fetches the resources belonging to a named code-resource manifest group, letting callers enumerate what that manifest declares. The owning class is implied by the name; the slot is unbound, so the lookup key and result form are unverified.",
   "source": "generated"
  },
  "CCodeResourceManifestManager::IsResourceManifestGroupKnown": {
   "text": "Answers whether a given resource-manifest group is registered with the manager \u2014 an existence check before asking for its contents. Ownership by CCodeResourceManifestManager is implied by the name; the slot is unbound, so the key format is unverified.",
   "source": "generated"
  },
  "CColorCorrection::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CColorCorrection`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CColorCorrection::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CColorCorrection`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CColorCorrection::InputSetFadeInDuration": {
   "text": "Handles the `SetFadeInDuration` entity-IO input on `CColorCorrection`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CColorCorrection::InputSetFadeOutDuration": {
   "text": "Handles the `SetFadeOutDuration` entity-IO input on `CColorCorrection`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CCommentaryAuto::InputMultiplayerSpawned": {
   "text": "Handles the `MultiplayerSpawned` entity-IO input on `CCommentaryAuto`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CCompileTargetExprStackMachineBuilder::AddBoolLiteral": {
   "text": "Appends a boolean constant to the expression program the builder is assembling, so evaluation yields that literal value. The builder class is implied by the name; the slot is unbound, so the literal's encoding is unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::AddElementAccess": {
   "text": "Adds an element or index access step to the expression program under construction, as in indexing an array or keyed container. Ownership by CCompileTargetExprStackMachineBuilder is implied by the name; the slot is unbound, so what it indexes and how are unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::AddFloatLiteral": {
   "text": "Appends a floating-point constant to the expression program being compiled. The builder class is implied by the name; the slot is unbound, so the literal's storage and any constant folding are unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::AddFunctionCall": {
   "text": "Adds a function-call node to the expression program, so the compiled expression can reference a named routine at evaluation time. The builder class is implied by the name; the slot is unbound, so callee resolution and argument handling are unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::AddIntLiteral": {
   "text": "Appends an integer constant to the expression program being compiled. The builder class is implied by the name; the slot is unbound, so the literal's width and encoding are unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::AddVariableExistenceLookup": {
   "text": "Adds a test for whether a named variable is present in the evaluation context, rather than a read of its value \u2014 the compiled form of an 'is defined' check. The builder class is implied by the name; the slot is unbound, so naming and scope rules are unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::AddVariableLookup": {
   "text": "Adds a read of a named variable to the expression program, so evaluation resolves that name against its context. Ownership by CCompileTargetExprStackMachineBuilder is implied by the name; the slot is unbound, so the resolution scheme is unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::ReportParseError": {
   "text": "Records a parse failure hit while building an expression, giving callers a diagnostic instead of a silently broken program. The builder class is implied by the name; the slot is unbound, so message format and resulting error state are unverified.",
   "source": "generated"
  },
  "CCompileTargetExprStackMachineBuilder::~CCompileTargetExprStackMachineBuilder": {
   "text": "Destructor for the expression stack-machine builder, releasing the program it assembled and its scratch storage. Ownership by CCompileTargetExprStackMachineBuilder is implied by the name; the slot is unbound, so what it owns and frees is unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::CanEncode": {
   "text": "Tests whether a given rotation track can be represented in this compressed quaternion format \u2014 the gate before selecting it for an animation channel. Ownership by CCompressedAnimQuaternion is implied by the name; the slot is unbound, so the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::CreateContainer": {
   "text": "Allocates the backing container that holds compressed quaternion animation data for a track. The codec class is implied by the name; the slot is unbound, so the container's layout and sizing inputs are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::DecodeFrame": {
   "text": "Decompresses one frame of rotation data from a compressed quaternion track, producing the usable quaternion for that time sample. The codec class is implied by the name; the slot is unbound, so frame indexing and output destination are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::DecodeSize": {
   "text": "Reports how much room decoded output requires for this compressed quaternion data, so callers can size a destination buffer. The codec class is implied by the name; the slot is unbound, so whether it counts bytes or elements is unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::DeswizzleAndBlendContainer": {
   "text": "Unpacks swizzled compressed quaternion data and blends it against another pose in a single pass, the shape of work done when sampling between animation frames. The codec class is implied by the name; the slot is unbound, so blend weighting and data layout are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::DeswizzleContainer": {
   "text": "Unpacks a swizzled compressed quaternion container into straight per-track rotation data, without any blending step. The codec class is implied by the name; the slot is unbound, so source layout and destination form are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::GetFieldType": {
   "text": "Reports which animation field this codec handles \u2014 rotation, per the quaternion in its name \u2014 letting the animation system match codecs to channels. Ownership by CCompressedAnimQuaternion is implied by the name; the slot is unbound, so the enumeration values are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::GetFlags": {
   "text": "Reports the codec's behaviour or capability flags, which the animation system consults when deciding how a compressed track may be used. The codec class is implied by the name; the slot is unbound, so individual flag meanings are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::GetName": {
   "text": "Supplies the codec's identifying name; beyond that, purpose is not established. Ownership by CCompressedAnimQuaternion is implied by the name.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::GetSizeof": {
   "text": "Reports the in-memory size of the compressed quaternion codec object, the kind of value used when allocating or copying codec instances generically. The codec class is implied by the name; the slot is unbound, so exactly what is measured is unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::Instantiate": {
   "text": "Brings up a working instance of the compressed quaternion codec, readying it for encode or decode use. The codec class is implied by the name; the slot is unbound, so the initialisation inputs are unverified.",
   "source": "generated"
  },
  "CCompressedAnimQuaternion::~CCompressedAnimQuaternion": {
   "text": "Destructor for the compressed quaternion codec, freeing its container and any decode scratch storage. Ownership by CCompressedAnimQuaternion is implied by the name; the slot is unbound, so what it owns is unverified.",
   "source": "generated"
  },
  "CCompressedAnimVector3::CanEncode": {
   "text": "Reports whether a given vector3 animation channel can be represented in this compressed form, so a caller can fall back to another codec when it cannot. Class CCompressedAnimVector3 is implied by the name; no prototype is derived, so the inputs and the rejection criteria are unverified.",
   "source": "generated"
  },
  "CCompressedAnimVector3::CreateContainer": {
   "text": "Allocates the storage container that holds this codec's compressed vector3 animation data. Class CCompressedAnimVector3 is implied by the name; the container's memory layout and ownership rules are not established by this data.",
   "source": "generated"
  },
  "CCompressedAnimVector3::DecodeFrame": {
   "text": "Decompresses one frame's worth of vector3 values out of this codec's compressed data into usable output. Class CCompressedAnimVector3 is implied by the name, and the frame indexing scheme and output destination are unverified.",
   "source": "generated"
  },
  "CCompressedAnimVector3::DecodeSize": {
   "text": "Reports the size of the decoded vector3 data this codec produces, which a caller uses to size a destination buffer. Class CCompressedAnimVector3 is implied by the name; no prototype is derived, so whether the figure counts bytes or elements is unverified.",
   "source": "generated"
  },
  "CCompressedAnimVector3::DeswizzleAndBlendContainer": {
   "text": "Unpacks the codec's interleaved (swizzled) compressed vector3 container back into per-element order while blending the result against another pose or frame by weight. Class CCompressedAnimVector3 is implied by the name; no prototype is derived, so the weighting and the operand roles are unverified.",
   "source": "generated"
  },
  "CCompressedAnimVector3::DeswizzleContainer": {
   "text": "Unpacks the codec's interleaved (swizzled) compressed vector3 container into straight per-element output, without the blending step its sibling name advertises. Class CCompressedAnimVector3 is implied by the name; no prototype is derived, so the source and destination layouts are unverified.",
   "source": "generated"
  },
  "CCompressedAnimVector3::GetFieldType": {
   "text": "Reports which animation field type this codec handles, a vector3 channel per the class name. Class CCompressedAnimVector3 is implied by the name; useful when matching a codec against an animation channel's data type.",
   "source": "generated"
  },
  "CCompressedAnimVector3::GetFlags": {
   "text": "Returns the codec's capability and behaviour flag bits, which a caller inspects to learn what this compression supports. Class CCompressedAnimVector3 is implied by the name, and the meaning of individual flag values is not established here.",
   "source": "generated"
  },
  "CCompressedAnimVector3::GetName": {
   "text": "Returns this codec's identifying name string; beyond that, a purpose is not established. Class CCompressedAnimVector3 is implied by the name.",
   "source": "generated"
  },
  "CCompressedAnimVector3::GetSizeof": {
   "text": "Reports the in-memory size of this codec's compressed vector3 element or container, for allocation and stride arithmetic. Class CCompressedAnimVector3 is implied by the name; no prototype is derived, so exactly which object is being measured is unverified.",
   "source": "generated"
  },
  "CCompressedAnimVector3::Instantiate": {
   "text": "Constructs a live instance of this vector3 compression codec for animation decoding to work through. Class CCompressedAnimVector3 is implied by the name, and where the resulting instance is stored is not established by this data.",
   "source": "generated"
  },
  "CCompressedAnimVector3::~CCompressedAnimVector3": {
   "text": "Destroys a codec instance and releases the compressed vector3 storage it owns. Class CCompressedAnimVector3 is implied by the name; a modder hooking this gets object teardown rather than animation logic.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::CanEncode": {
   "text": "Reports whether a given vector3 animation channel can be represented as this delta (difference) encoding, letting a caller choose another codec when it cannot. Class CCompressedDeltaVector3 is implied by the name; no prototype is derived, so the inputs and acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::CreateContainer": {
   "text": "Allocates the storage container that holds this codec's delta-encoded vector3 animation data. Class CCompressedDeltaVector3 is implied by the name; the container's memory layout and ownership rules are not established by this data.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::DecodeFrame": {
   "text": "Reconstructs one frame of vector3 values from delta-encoded storage, turning recorded differences back into usable values. Class CCompressedDeltaVector3 is implied by the name, and the frame indexing scheme and output destination are unverified.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::DecodeSize": {
   "text": "Reports the size of the decoded vector3 output this delta codec produces, which a caller uses to size a destination buffer. Class CCompressedDeltaVector3 is implied by the name; no prototype is derived, so whether the figure counts bytes or elements is unverified.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::DeswizzleAndBlendContainer": {
   "text": "Unpacks the interleaved (swizzled) delta-encoded vector3 container into per-element order while blending the result against another pose or frame by weight. Class CCompressedDeltaVector3 is implied by the name; no prototype is derived, so the weighting and the operand roles are unverified.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::DeswizzleContainer": {
   "text": "Unpacks the interleaved (swizzled) delta-encoded vector3 container into straight per-element output, without the blending step its sibling name advertises. Class CCompressedDeltaVector3 is implied by the name; no prototype is derived, so the source and destination layouts are unverified.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::GetFieldType": {
   "text": "Reports which animation field type this codec handles, a vector3 channel per the class name. Class CCompressedDeltaVector3 is implied by the name; useful when matching a codec against an animation channel's data type.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::GetFlags": {
   "text": "Returns the codec's capability and behaviour flag bits, which a caller inspects to learn what this delta compression supports. Class CCompressedDeltaVector3 is implied by the name, and the meaning of individual flag values is not established here.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::GetName": {
   "text": "Returns this codec's identifying name string; beyond that, a purpose is not established. Class CCompressedDeltaVector3 is implied by the name.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::GetSizeof": {
   "text": "Reports the in-memory size of this codec's delta-encoded vector3 element or container, for allocation and stride arithmetic. Class CCompressedDeltaVector3 is implied by the name; no prototype is derived, so exactly which object is being measured is unverified.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::Instantiate": {
   "text": "Constructs a live instance of this delta vector3 compression codec for animation decoding to work through. Class CCompressedDeltaVector3 is implied by the name, and where the resulting instance is stored is not established by this data.",
   "source": "generated"
  },
  "CCompressedDeltaVector3::~CCompressedDeltaVector3": {
   "text": "Destroys a codec instance and releases the delta-encoded vector3 storage it owns. Class CCompressedDeltaVector3 is implied by the name; a modder hooking this gets object teardown rather than animation logic.",
   "source": "generated"
  },
  "CCompressedFullBool::CanEncode": {
   "text": "Tests whether this codec is able to encode the data it is handed, so selection code can reject a boolean-valued channel it cannot represent. The CCompressedFullBool class is implied by the name; the inputs examined and the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedFullBool::CreateContainer": {
   "text": "Creates the storage container that holds this codec's compressed boolean data. The CCompressedFullBool class is implied by the name; the container's layout and who owns the allocation are not established here.",
   "source": "generated"
  },
  "CCompressedFullBool::DecodeFrame": {
   "text": "Decodes a single frame of boolean values out of compressed storage into caller-supplied output, for readers that want one sample rather than a whole container. The CCompressedFullBool class is implied by the name; the buffers involved and the frame indexing are unverified.",
   "source": "generated"
  },
  "CCompressedFullBool::DecodeSize": {
   "text": "Reports how much space decoding this compressed boolean data requires, letting callers size an output buffer up front. The CCompressedFullBool class is implied by the name; whether the figure counts bytes or elements is not established.",
   "source": "generated"
  },
  "CCompressedFullBool::DeswizzleAndBlendContainer": {
   "text": "Unpacks a compressed boolean container out of its interleaved storage order while blending the result against another set of values, the combined form of plain container deswizzling. The CCompressedFullBool class is implied by the name; the blend weighting and the roles of each operand are unverified.",
   "source": "generated"
  },
  "CCompressedFullBool::DeswizzleContainer": {
   "text": "Unpacks a compressed boolean container from its interleaved storage order into straight per-element output. The CCompressedFullBool class is implied by the name; the exact packing order it reverses is not established by this data.",
   "source": "generated"
  },
  "CCompressedFullBool::GetFieldType": {
   "text": "Reports the field-type identifier this codec handles, marking it as the full-precision boolean encoding to code that picks a codec by data type. The CCompressedFullBool class is implied by the name; the identifier's enumeration and values are not established.",
   "source": "generated"
  },
  "CCompressedFullBool::GetFlags": {
   "text": "Reports the flags this codec advertises about its own encoding behaviour, which callers consult when deciding how the compressed boolean data may be used. The CCompressedFullBool class is implied by the name; the individual flag bits and their meanings are not established.",
   "source": "generated"
  },
  "CCompressedFullBool::GetName": {
   "text": "Supplies this codec's name for identification, logging, or tooling that lists available compression types. The CCompressedFullBool class is implied by the name; beyond producing a name, no further purpose is established.",
   "source": "generated"
  },
  "CCompressedFullBool::GetSizeof": {
   "text": "Reports the size associated with this codec, the figure a caller needs to stride through or allocate its compressed boolean storage. The CCompressedFullBool class is implied by the name; which object or element the size measures is not established.",
   "source": "generated"
  },
  "CCompressedFullBool::Instantiate": {
   "text": "Brings a full-precision boolean codec instance into existence, the hook to use when you need a working encoder or decoder of this type. The CCompressedFullBool class is implied by the name; where the instance is placed and how long it lives are unverified.",
   "source": "generated"
  },
  "CCompressedFullBool::~CCompressedFullBool": {
   "text": "Tears down a full-precision boolean codec instance, releasing whatever container storage it was holding. The CCompressedFullBool class is implied by the name; which resources are actually freed is not established here.",
   "source": "generated"
  },
  "CCompressedFullChar::CanEncode": {
   "text": "Tests whether this codec can encode the data it is handed, so selection code can reject a char-valued channel it cannot represent. The CCompressedFullChar class is implied by the name; the inputs examined and the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedFullChar::CreateContainer": {
   "text": "Creates the storage container that holds this codec's compressed char data. The CCompressedFullChar class is implied by the name; the container's layout and who owns the allocation are not established here.",
   "source": "generated"
  },
  "CCompressedFullChar::DecodeFrame": {
   "text": "Decodes a single frame of char values out of compressed storage into caller-supplied output, for readers that want one sample rather than a whole container. The CCompressedFullChar class is implied by the name; the buffers involved and the frame indexing are unverified.",
   "source": "generated"
  },
  "CCompressedFullChar::DecodeSize": {
   "text": "Reports how much space decoding this compressed char data requires, letting callers size an output buffer before they decode. The CCompressedFullChar class is implied by the name; whether the figure counts bytes or elements is not established.",
   "source": "generated"
  },
  "CCompressedFullChar::DeswizzleAndBlendContainer": {
   "text": "Unpacks a compressed char container out of its interleaved storage order while blending the result against another set of values, the combined form of plain container deswizzling. The CCompressedFullChar class is implied by the name; the blend weighting and the roles of each operand are unverified.",
   "source": "generated"
  },
  "CCompressedFullChar::DeswizzleContainer": {
   "text": "Unpacks a compressed char container from its interleaved storage order into straight per-element output. The CCompressedFullChar class is implied by the name; the exact packing order it reverses is not established by this data.",
   "source": "generated"
  },
  "CCompressedFullChar::GetFieldType": {
   "text": "Reports the field-type identifier this codec handles, marking it as the full-precision char encoding to code that picks a codec by data type. The CCompressedFullChar class is implied by the name; the identifier's enumeration and values are not established.",
   "source": "generated"
  },
  "CCompressedFullChar::GetFlags": {
   "text": "Reports the flags this codec advertises about its own encoding behaviour, which callers consult when deciding how the compressed char data may be used. The CCompressedFullChar class is implied by the name; the individual flag bits and their meanings are not established.",
   "source": "generated"
  },
  "CCompressedFullChar::GetName": {
   "text": "Supplies this codec's name for identification, logging, or tooling that lists available compression types. The CCompressedFullChar class is implied by the name; beyond producing a name, no further purpose is established.",
   "source": "generated"
  },
  "CCompressedFullChar::GetSizeof": {
   "text": "Reports the size associated with this codec, the figure a caller needs to stride through or allocate its compressed char storage. The CCompressedFullChar class is implied by the name; which object or element the size measures is not established.",
   "source": "generated"
  },
  "CCompressedFullChar::Instantiate": {
   "text": "Brings a full-precision char codec instance into existence, the hook to use when you need a working encoder or decoder of this type. The CCompressedFullChar class is implied by the name; where the instance is placed and how long it lives are unverified.",
   "source": "generated"
  },
  "CCompressedFullChar::~CCompressedFullChar": {
   "text": "Tears down a full-precision char codec instance, releasing whatever container storage it was holding. The CCompressedFullChar class is implied by the name; which resources are actually freed is not established here.",
   "source": "generated"
  },
  "CCompressedFullColor32::CanEncode": {
   "text": "Reports whether given source data can be represented in this full-precision Color32 encoding, so generic compression code can pick a format that accepts the values at hand. Read from the name; the owning class is implied by the name rather than derived from the data, so the exact test and its inputs are unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::CreateContainer": {
   "text": "Allocates the container object that holds full-precision Color32 data in its encoded, packed form. Read from the name; the owning class is implied by the name, so the container's layout and ownership rules are unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::DecodeFrame": {
   "text": "Decodes a single frame's worth of full-precision Color32 values out of an encoded container into caller-supplied output. Read from the name; the owning class is implied by the name, so the frame indexing and output form are unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::DecodeSize": {
   "text": "Reports how large the decoded full-precision Color32 output will be, which a caller uses to size a destination buffer before decoding. Read from the name; the owning class is implied by the name, and whether the measure is bytes or element count is unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's swizzled full-precision Color32 layout into straight per-element order while blending the result against a second set of values, as when interpolating between two samples. Read from the name; the owning class is implied by the name, so the blend weighting and operand roles are unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::DeswizzleContainer": {
   "text": "Unpacks the container's swizzled, interleaved full-precision Color32 storage back into straight per-element order for consumers. Read from the name; the owning class is implied by the name, so the exact memory layout it converts between is unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::GetFieldType": {
   "text": "Reports which data field type this codec handles, letting generic compression code match a compressor to the kind of value being stored. Read from the name; the owning class is implied by the name, and the type enumeration used is unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::GetFlags": {
   "text": "Reports the codec's capability and behaviour flags, which generic compression code queries to learn how this format may be used. Read from the name; the owning class is implied by the name, and the individual flag meanings are unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::GetName": {
   "text": "Supplies the codec's identifying name, presumably for lookup or diagnostics; a more specific purpose is not established. The owning class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CCompressedFullColor32::GetSizeof": {
   "text": "Reports the size of the codec's stored element or instance, letting generic code stride through packed data without knowing the format. Read from the name; the owning class is implied by the name, and which object is measured is unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::Instantiate": {
   "text": "Constructs a working instance of the full-precision Color32 codec, the hook generic compression code uses to obtain one for a field. Read from the name; the owning class is implied by the name, so allocation and lifetime behaviour are unverified.",
   "source": "generated"
  },
  "CCompressedFullColor32::~CCompressedFullColor32": {
   "text": "Destroys a full-precision Color32 codec instance, releasing container or buffer state it holds. Read from the name as a destructor; the owning class is implied by the name, so the resources actually freed are unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::CanEncode": {
   "text": "Reports whether given source data can be represented in this full-precision float encoding, so generic compression code can pick a format that accepts the values at hand. Read from the name; the owning class is implied by the name rather than derived from the data, so the exact test and its inputs are unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::CreateContainer": {
   "text": "Allocates the container object that holds full-precision float data in its encoded, packed form. Read from the name; the owning class is implied by the name, so the container's layout and ownership rules are unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::DecodeFrame": {
   "text": "Decodes a single frame's worth of full-precision float values out of an encoded container into caller-supplied output. Read from the name; the owning class is implied by the name, so the frame indexing and output form are unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::DecodeSize": {
   "text": "Reports how large the decoded full-precision float output will be, which a caller uses to size a destination buffer before decoding. Read from the name; the owning class is implied by the name, and whether the measure is bytes or element count is unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's swizzled full-precision float layout into straight per-element order while blending the result against a second set of values, as when interpolating between two samples. Read from the name; the owning class is implied by the name, so the blend weighting and operand roles are unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::DeswizzleContainer": {
   "text": "Unpacks the container's swizzled, interleaved full-precision float storage back into straight per-element order for consumers. Read from the name; the owning class is implied by the name, so the exact memory layout it converts between is unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::GetFieldType": {
   "text": "Reports which data field type this codec handles, letting generic compression code match a compressor to the kind of value being stored. Read from the name; the owning class is implied by the name, and the type enumeration used is unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::GetFlags": {
   "text": "Reports the codec's capability and behaviour flags, which generic compression code queries to learn how this format may be used. Read from the name; the owning class is implied by the name, and the individual flag meanings are unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::GetName": {
   "text": "Supplies the codec's identifying name, presumably for lookup or diagnostics; a more specific purpose is not established. The owning class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CCompressedFullFloat::GetSizeof": {
   "text": "Reports the size of the codec's stored element or instance, letting generic code stride through packed data without knowing the format. Read from the name; the owning class is implied by the name, and which object is measured is unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::Instantiate": {
   "text": "Constructs a working instance of the full-precision float codec, the hook generic compression code uses to obtain one for a field. Read from the name; the owning class is implied by the name, so allocation and lifetime behaviour are unverified.",
   "source": "generated"
  },
  "CCompressedFullFloat::~CCompressedFullFloat": {
   "text": "Destroys a full-precision float codec instance, releasing container or buffer state it holds. Read from the name as a destructor; the owning class is implied by the name, so the resources actually freed are unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::CanEncode": {
   "text": "Reports whether this full-precision integer codec is able to encode a given piece of source data, so encoding code can pick a scheme that will accept the values. Read from the name; the class binding is implied by the name, and what it inspects to decide is unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::CreateContainer": {
   "text": "Builds the storage container that holds this codec's full-precision integer payload for a compressed track. Read from the name; the class binding is implied by the name, so the container's layout and who owns the allocation are unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::DecodeFrame": {
   "text": "Decodes a single frame's worth of values out of a compressed integer container into caller-supplied output. Read from the name; the class binding is implied by the name, and no prototype is derived, so frame addressing and output form are unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::DecodeSize": {
   "text": "Reports how large a decode of this codec's data will be, the figure a caller needs before allocating an output buffer. Read from the name; the class binding is implied by the name, so whether the count is in bytes, elements, or frames is unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::DeswizzleAndBlendContainer": {
   "text": "Unpacks the codec's interleaved (swizzled) container into per-element order and blends the result against a second set of values in one pass, the shape you want when mixing two sets of animated data. Read from the name; the class binding is implied by the name, so the blend weighting is unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::DeswizzleContainer": {
   "text": "Unpacks the codec's interleaved (swizzled) container back into straight per-element order, with no blending step. Read from the name; the class binding is implied by the name, so the source and destination layouts are unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::GetFieldType": {
   "text": "Reports which field type this codec encodes, letting generic compression code identify what a container's payload actually holds. Read from the name, with a derived prototype; the class binding is implied by the name, and the type enumeration itself is unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::GetFlags": {
   "text": "Returns the codec's flag bits, which generic compression code can test to learn how the encoder behaves before using it. Read from the name, with a derived prototype; the class binding is implied by the name, and the meaning of individual bits is unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::GetName": {
   "text": "Returns the codec's identifying name, the label generic compression code would use to select or report an encoder; nothing beyond that is established. The class binding is implied by the name.",
   "source": "generated"
  },
  "CCompressedFullInt::GetSizeof": {
   "text": "Reports the byte size associated with this codec \u2014 the per-element or per-record stride a caller needs to walk or allocate its compressed data. Read from the name; the class binding is implied by the name, so exactly which size it measures is unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::Instantiate": {
   "text": "Brings up a working instance of this full-precision integer codec for compression code to use. Read from the name, with a derived prototype; the class binding is implied by the name, so what it constructs or registers is unverified.",
   "source": "generated"
  },
  "CCompressedFullInt::~CCompressedFullInt": {
   "text": "Destructor for the full-precision integer codec: tears the instance down and releases the storage it holds. The prototype is derived; the class binding is implied by the name.",
   "source": "generated"
  },
  "CCompressedFullShort::CanEncode": {
   "text": "Reports whether this short-width integer codec can encode a given piece of source data, so encoding code can reject values that will not fit the narrower storage. Read from the name; the class binding is implied by the name, and the range test it applies is unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::CreateContainer": {
   "text": "Builds the storage container that holds this codec's short-width payload for a compressed track. Read from the name; the class binding is implied by the name, so the container's layout and allocation ownership are unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::DecodeFrame": {
   "text": "Decodes a single frame's worth of values out of a compressed short-width container into caller-supplied output. Read from the name; the class binding is implied by the name, and no prototype is derived, so frame addressing and output form are unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::DecodeSize": {
   "text": "Reports how large a decode of this codec's short-width data will be, so a caller can size an output buffer. Read from the name; the class binding is implied by the name, so whether the count is in bytes, elements, or frames is unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::DeswizzleAndBlendContainer": {
   "text": "Unpacks the codec's interleaved (swizzled) short-width container into per-element order while blending the result against a second set of values in one pass. Read from the name; the class binding is implied by the name, so the blend weighting and the roles of the two operands are unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::DeswizzleContainer": {
   "text": "Unpacks the codec's interleaved (swizzled) short-width container back into straight per-element order, without blending. Read from the name; the class binding is implied by the name, so the source and destination layouts are unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::GetFieldType": {
   "text": "Reports which field type this short-width codec encodes, letting generic compression code identify a container's payload. Read from the name, with a derived prototype; the class binding is implied by the name, and the type enumeration itself is unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::GetFlags": {
   "text": "Returns the codec's flag bits, which generic compression code can test to learn how this encoder behaves. Read from the name, with a derived prototype; the class binding is implied by the name, and the meaning of individual bits is unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::GetName": {
   "text": "Returns the codec's identifying name, the label generic compression code would use to select or report an encoder; nothing beyond that is established. The class binding is implied by the name.",
   "source": "generated"
  },
  "CCompressedFullShort::GetSizeof": {
   "text": "Reports the byte size associated with this short-width codec \u2014 the per-element or per-record stride needed to walk or allocate its compressed data. Read from the name; the class binding is implied by the name, so exactly which size it measures is unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::Instantiate": {
   "text": "Brings up a working instance of this short-width codec for compression code to use. Read from the name, with a derived prototype; the class binding is implied by the name, so what it constructs or registers is unverified.",
   "source": "generated"
  },
  "CCompressedFullShort::~CCompressedFullShort": {
   "text": "Destructor for the short-width codec: tears the instance down and releases the storage it holds. The prototype is derived; the class binding is implied by the name.",
   "source": "generated"
  },
  "CCompressedFullVector2D::CanEncode": {
   "text": "Tests whether this codec is able to encode a given source of 2D-vector data, i.e. whether the full-precision 2D compression path is applicable to it. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::CreateContainer": {
   "text": "Builds the container object that holds this codec's compressed full-precision 2D-vector data, giving callers the storage they then fill or read. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::DecodeFrame": {
   "text": "Decodes a single frame of compressed 2D-vector values out of the codec's stored data into usable output \u2014 the per-frame sampling entry point for anyone reading this compressed track. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::DecodeSize": {
   "text": "Reports the size of the decoded 2D-vector data for this codec, which is what a caller needs to size an output buffer. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed 2D-vector data into a linear layout while blending it with another set of values, producing a weighted mix in one operation. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::DeswizzleContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed 2D-vector data back into a plain linear layout, the plain variant without blending. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::GetFieldType": {
   "text": "Reports the field type this codec handles, identifying the kind of data \u2014 a full-precision 2D vector \u2014 that it compresses, so callers can match a codec to a field. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::GetFlags": {
   "text": "Reports the codec's flag bits, the capability or behaviour word a caller queries to learn how this compression handles its data. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::GetName": {
   "text": "Yields the codec's identifying name string; beyond naming, no further purpose is established. The CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::GetSizeof": {
   "text": "Reports the byte size of this codec's data element or instance, which callers use to stride through and allocate compressed 2D-vector storage. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::Instantiate": {
   "text": "Brings a usable instance of this codec into existence, the factory-style entry point for obtaining the full-precision 2D-vector compressor. Read from the name; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector2D::~CCompressedFullVector2D": {
   "text": "Destroys a CCompressedFullVector2D instance and releases whatever storage the codec object owns. This is the destructor; the CCompressedFullVector2D class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::CanEncode": {
   "text": "Tests whether this codec is able to encode a given source of 3D-vector data, i.e. whether the full-precision 3D compression path is applicable to it. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::CreateContainer": {
   "text": "Builds the container object that holds this codec's compressed full-precision 3D-vector data, giving callers the storage they then fill or read. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::DecodeFrame": {
   "text": "Decodes a single frame of compressed 3D-vector values out of the codec's stored data into usable output \u2014 the per-frame sampling entry point for reading this compressed track. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::DecodeSize": {
   "text": "Reports the size of the decoded 3D-vector data for this codec, which is what a caller needs to size an output buffer. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed 3D-vector data into a linear layout while blending it with another set of values, producing a weighted mix in one operation. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::DeswizzleContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed 3D-vector data back into a plain linear layout, the plain variant without blending. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::GetFieldType": {
   "text": "Reports the field type this codec handles, identifying the kind of data \u2014 a full-precision 3D vector \u2014 that it compresses, so callers can match a codec to a field. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::GetFlags": {
   "text": "Reports the codec's flag bits, the capability or behaviour word a caller queries to learn how this compression handles its data. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::GetName": {
   "text": "Yields the codec's identifying name string; beyond naming, no further purpose is established. The CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::GetSizeof": {
   "text": "Reports the byte size of this codec's data element or instance, which callers use to stride through and allocate compressed 3D-vector storage. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::Instantiate": {
   "text": "Brings a usable instance of this codec into existence, the factory-style entry point for obtaining the full-precision 3D-vector compressor. Read from the name; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector3::~CCompressedFullVector3": {
   "text": "Destroys a CCompressedFullVector3 instance and releases whatever storage the codec object owns. This is the destructor; the CCompressedFullVector3 class is implied by the name rather than established by the data.",
   "source": "generated"
  },
  "CCompressedFullVector4D::CanEncode": {
   "text": "Reports whether candidate source values can be represented by this full-precision four-component vector encoding, letting compression code accept this codec or fall back to another. The class is implied by the name rather than bound in the data, and the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedFullVector4D::CreateContainer": {
   "text": "Allocates the storage container that holds this codec's compressed four-component vector data, so encoded frames have somewhere to live. Read from the name, with the class implied by the name; the container's internal layout is not established here.",
   "source": "generated"
  },
  "CCompressedFullVector4D::DecodeFrame": {
   "text": "Decompresses one stored frame back into full-precision Vector4D values for a consumer that wants uncompressed samples. Read from the name, and the class is implied by the name, so frame addressing and output placement are unverified.",
   "source": "generated"
  },
  "CCompressedFullVector4D::DecodeSize": {
   "text": "Reports how much decoded output this codec produces, which is what a caller needs to size a destination buffer before decoding. The class is implied by the name; whether the figure covers one element or a whole frame is unverified.",
   "source": "generated"
  },
  "CCompressedFullVector4D::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's interleaved (swizzled) vector storage into linear output while blending between stored frames, yielding interpolated Vector4D samples. Read from the name, with the class implied by the name; the blend weighting and interpolation rule are unverified.",
   "source": "generated"
  },
  "CCompressedFullVector4D::DeswizzleContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed storage into linear per-element Vector4D output, with no blending step. Read from the name, and the class is implied by the name, so the packed storage layout is unverified.",
   "source": "generated"
  },
  "CCompressedFullVector4D::GetFieldType": {
   "text": "Reports the field-type identifier this codec handles, letting generic compression code match a codec to the kind of data it is asked to store. The class is implied by the name, and the identifier's enumeration is not established here.",
   "source": "generated"
  },
  "CCompressedFullVector4D::GetFlags": {
   "text": "Provides the codec's descriptive flag bits, which generic code inspects when choosing or driving a compressor. The class is implied by the name, and the meaning of individual bits is not established by this data.",
   "source": "generated"
  },
  "CCompressedFullVector4D::GetName": {
   "text": "Provides this compressor's identifying name, useful when enumerating or logging available codecs. Beyond that the purpose is not established, and the class is implied by the name.",
   "source": "generated"
  },
  "CCompressedFullVector4D::GetSizeof": {
   "text": "Reports an in-memory size for this codec, the figure a caller needs for allocation or stride arithmetic. The class is implied by the name, and whether the size describes the codec object or one encoded element is unverified.",
   "source": "generated"
  },
  "CCompressedFullVector4D::Instantiate": {
   "text": "Creates a working instance of this compressor for the compression system to use. Read from the name, with the class implied by the name, so where the instance is placed and how it is initialised are unverified.",
   "source": "generated"
  },
  "CCompressedFullVector4D::~CCompressedFullVector4D": {
   "text": "Tears down the compressor instance and releases whatever storage it owns. Ordinary destructor behaviour implied by the name; nothing beyond teardown is established here.",
   "source": "generated"
  },
  "CCompressedStaticBool::CanEncode": {
   "text": "Reports whether candidate source values qualify for the static boolean encoding, meaning boolean data uniform enough to store once instead of per frame. The class is implied by the name, and the exact acceptance test is unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::CreateContainer": {
   "text": "Allocates the storage container holding this codec's boolean data, which for a static encoding is a stored constant rather than a per-frame stream. Read from the name, with the class implied by the name; the container's internal form is unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::DecodeFrame": {
   "text": "Produces the boolean value for a requested frame, which under a static encoding is the single stored constant. Read from the name, and the class is implied by the name, so frame addressing and output placement are unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::DecodeSize": {
   "text": "Reports the decoded output size for the static boolean codec, so a caller can size a destination buffer before decoding. The class is implied by the name, and the unit the size is expressed in is unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::DeswizzleAndBlendContainer": {
   "text": "Expands the container's packed boolean storage into linear output on the blending path, so a constant boolean field can be sampled through the same interface as time-varying ones. The class is implied by the name, and how blend weights are treated is unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::DeswizzleContainer": {
   "text": "Expands the container's packed boolean storage into linear per-element output, with no blending step. Read from the name, with the class implied by the name, so the packed layout is unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::GetFieldType": {
   "text": "Reports the field-type identifier this codec handles, letting generic compression code match a boolean field to this encoding. The class is implied by the name, and the identifier's enumeration is not established here.",
   "source": "generated"
  },
  "CCompressedStaticBool::GetFlags": {
   "text": "Provides the codec's descriptive flag bits, which generic code inspects when selecting or driving a compressor. The class is implied by the name, and the meaning of individual bits is not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticBool::GetName": {
   "text": "Provides this compressor's identifying name, useful when enumerating or logging available codecs. Beyond that the purpose is not established, and the class is implied by the name.",
   "source": "generated"
  },
  "CCompressedStaticBool::GetSizeof": {
   "text": "Reports an in-memory size for this codec, the figure a caller needs for allocation or stride arithmetic. The class is implied by the name, and whether it describes the codec object or one encoded element is unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::Instantiate": {
   "text": "Creates a working instance of this compressor for the compression system to use. Read from the name, with the class implied by the name, so where the instance is placed and how it is initialised are unverified.",
   "source": "generated"
  },
  "CCompressedStaticBool::~CCompressedStaticBool": {
   "text": "Tears down the compressor instance and releases whatever storage it owns. Ordinary destructor behaviour implied by the name; nothing beyond teardown is established here.",
   "source": "generated"
  },
  "CCompressedStaticChar::CanEncode": {
   "text": "Tests whether a candidate block of char-valued data can be represented in this static compressed form, so a compressor can decide whether to select this codec. The class is implied by the name rather than bound in the data, so the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::CreateContainer": {
   "text": "Allocates the container object that holds this codec's compressed static char payload. The class is implied by the name, not established by the data, so the container's layout and who owns the memory are unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::DecodeFrame": {
   "text": "Decodes a single frame's worth of char values out of the compressed static representation into caller-supplied output. Read from the name; the class is implied by the name rather than bound in the data, so the output form and how frames are indexed are unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::DecodeSize": {
   "text": "Reports the size of the decoded char output for this compressed data, so a caller can size an output buffer. The class is implied by the name, and the units it reports are unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's interleaved char samples back into linear per-element order and blends the result with existing values, as when layering compressed static data over a base. The class is implied by the name, so the blend factor and destination format are unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::DeswizzleContainer": {
   "text": "Unpacks the container's interleaved char samples into linear per-element output without blending, the plain counterpart to CCompressedStaticChar::DeswizzleAndBlendContainer. The class is implied by the name, so the swizzle pattern and destination layout are unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::GetFieldType": {
   "text": "Reports which data field type this codec handles, identifying it as the char variant to generic compression code that selects codecs by type. The class is implied by the name, and the enumeration used is unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::GetFlags": {
   "text": "Reports the codec's capability or behaviour flags to generic compression code. The class is implied by the name, and the meaning of individual flag bits is unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::GetName": {
   "text": "Yields the codec's identifying name; beyond that, purpose is not established. The class is implied by the name, not bound in the data.",
   "source": "generated"
  },
  "CCompressedStaticChar::GetSizeof": {
   "text": "Reports the storage size associated with this codec, for callers allocating buffers or stepping through packed data. The class is implied by the name, and whether it measures one element or the codec's own structure is unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::Instantiate": {
   "text": "Brings a usable instance of this static char codec into existence for generic compression code to work with. The class is implied by the name, and whether it allocates fresh storage or initialises in place is unverified.",
   "source": "generated"
  },
  "CCompressedStaticChar::~CCompressedStaticChar": {
   "text": "Destroys a codec instance, releasing whatever container or scratch memory it holds. The class is implied by the name, and exactly what gets freed is unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::CanEncode": {
   "text": "Tests whether a candidate block of packed 32-bit colour values can be represented in this static compressed form, so a compressor can decide whether to select this codec. The class is implied by the name rather than bound in the data, so the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::CreateContainer": {
   "text": "Allocates the container object that holds this codec's compressed static colour payload. The class is implied by the name, not established by the data, so the container's layout and memory ownership are unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::DecodeFrame": {
   "text": "Decodes a single frame's worth of Color32 values out of the compressed static representation into caller-supplied output. Read from the name; the class is implied by the name rather than bound in the data, so the output form and frame indexing are unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::DecodeSize": {
   "text": "Reports the size of the decoded colour output for this compressed data, so a caller can size an output buffer. The class is implied by the name, and the units it reports are unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's interleaved colour samples back into linear per-element order and blends the result with existing values, as when layering compressed static colour over a base. The class is implied by the name, so the blend factor and destination format are unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::DeswizzleContainer": {
   "text": "Unpacks the container's interleaved colour samples into linear per-element output without blending, the plain counterpart to CCompressedStaticColor32::DeswizzleAndBlendContainer. The class is implied by the name, so the swizzle pattern and channel order of the output are unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::GetFieldType": {
   "text": "Reports which data field type this codec handles, identifying it as the Color32 variant to generic compression code that selects codecs by type. The class is implied by the name, and the enumeration used is unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::GetFlags": {
   "text": "Reports the codec's capability or behaviour flags to generic compression code. The class is implied by the name, and the meaning of individual flag bits is unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::GetName": {
   "text": "Yields the codec's identifying name; beyond that, purpose is not established. The class is implied by the name, not bound in the data.",
   "source": "generated"
  },
  "CCompressedStaticColor32::GetSizeof": {
   "text": "Reports the storage size associated with this codec, for callers allocating buffers or stepping through packed colour data. The class is implied by the name, and whether it measures one element or the codec's own structure is unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::Instantiate": {
   "text": "Brings a usable instance of this static Color32 codec into existence for generic compression code to work with. The class is implied by the name, and whether it allocates fresh storage or initialises in place is unverified.",
   "source": "generated"
  },
  "CCompressedStaticColor32::~CCompressedStaticColor32": {
   "text": "Destroys a codec instance, releasing whatever container or scratch memory it holds. The class is implied by the name, and exactly what gets freed is unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::CanEncode": {
   "text": "Tests whether a given float animation channel qualifies for this static (constant-value) compression format, so a compressor can accept or reject the channel. The class is implied by the name; the reading comes from the name alone, so the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::CreateContainer": {
   "text": "Allocates the storage container that holds this codec's compressed static float data. The class is implied by the name; read from the name alone, so what the container holds and how it is sized are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::DecodeFrame": {
   "text": "Decodes a single animation frame's worth of data for a float channel stored in this static format, producing the value a sampler consumes. The class is implied by the name; read from the name, so frame indexing and the output destination are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::DecodeSize": {
   "text": "Reports the size of this codec's float data once decoded, which is what you need when sizing an output buffer before decoding. The class is implied by the name; read from the name alone, so whether the figure counts bytes or elements is unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::DeswizzleAndBlendContainer": {
   "text": "Unpacks (deswizzles) a compressed static float container into a linear layout and blends the result with existing values, the pattern used for weighted animation layering. The class is implied by the name; read from the name alone, so the blend weighting and container layout are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::DeswizzleContainer": {
   "text": "Unpacks a compressed static float container from its interleaved storage order into a linear, directly readable layout, without any blending step. The class is implied by the name; read from the name, so the source and destination layouts are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::GetFieldType": {
   "text": "Reports which animation field type this codec handles, letting the runtime match a codec to a channel it can decode. The class is implied by the name; the specific field-type constant reported is not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticFloat::GetFlags": {
   "text": "Reports the capability or behavior flags describing this codec, which a caller can query to decide how its data must be treated. The class is implied by the name; the individual flag meanings are not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticFloat::GetName": {
   "text": "Supplies an identifying name for the codec; beyond that identification, the purpose is not established. The class is implied by the name.",
   "source": "generated"
  },
  "CCompressedStaticFloat::GetSizeof": {
   "text": "Reports the in-memory size associated with this codec's data, the figure a caller uses when allocating storage or striding through it. The class is implied by the name; read from the name alone, so exactly what is measured is unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::Instantiate": {
   "text": "Constructs an instance of this codec so it can be registered and used to decode static float channels. The class is implied by the name; read from the name alone, so what is created and where it is stored are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFloat::~CCompressedStaticFloat": {
   "text": "Destroys a CCompressedStaticFloat instance, releasing whatever storage the codec owns. The class is implied by the name; read from the name, so the cleanup actually performed is unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::CanEncode": {
   "text": "Tests whether a given three-component vector animation channel qualifies for this static, full-precision compression format, so a compressor can accept or reject it. The class is implied by the name; the reading comes from the name alone, so the acceptance criteria are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::CreateContainer": {
   "text": "Allocates the storage container holding this codec's compressed static vector data. The class is implied by the name; read from the name alone, so the container's contents and sizing rules are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::DecodeFrame": {
   "text": "Decodes one animation frame of a three-component vector channel stored in this static format, yielding the vector a sampler consumes. The class is implied by the name; read from the name, so frame indexing and the output destination are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::DecodeSize": {
   "text": "Reports the size of this codec's vector data once decoded, useful for sizing an output buffer ahead of decoding. The class is implied by the name; read from the name alone, so whether the figure counts bytes or elements is unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::DeswizzleAndBlendContainer": {
   "text": "Unpacks (deswizzles) a compressed static vector container into a linear layout and blends the result with existing values, as weighted animation layering requires. The class is implied by the name; read from the name alone, so the blend weighting and container layout are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::DeswizzleContainer": {
   "text": "Unpacks a compressed static vector container from its interleaved storage order into a linear, directly readable layout, with no blending step. The class is implied by the name; read from the name, so the source and destination layouts are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::GetFieldType": {
   "text": "Reports which animation field type this codec handles, letting the runtime match a codec to a channel it can decode. The class is implied by the name; the specific field-type constant reported is not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::GetFlags": {
   "text": "Reports the capability or behavior flags describing this codec, queried when deciding how its data must be treated. The class is implied by the name; the individual flag meanings are not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::GetName": {
   "text": "Supplies an identifying name for the codec; beyond that identification, the purpose is not established. The class is implied by the name.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::GetSizeof": {
   "text": "Reports the in-memory size associated with this codec's data, the figure a caller uses when allocating storage or striding through it. The class is implied by the name; read from the name alone, so exactly what is measured is unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::Instantiate": {
   "text": "Constructs an instance of this codec so it can be registered and used to decode static vector channels. The class is implied by the name; read from the name alone, so what is created and where it is stored are unverified.",
   "source": "generated"
  },
  "CCompressedStaticFullVector3::~CCompressedStaticFullVector3": {
   "text": "Destroys a CCompressedStaticFullVector3 instance, releasing whatever storage the codec owns. The class is implied by the name; read from the name, so the cleanup actually performed is unverified.",
   "source": "generated"
  },
  "CCompressedStaticInt::CanEncode": {
   "text": "Tests whether this compressed-integer codec is able to encode a given body of source data, so a caller can choose a suitable codec instead of committing to one blindly. The class CCompressedStaticInt is implied by the name rather than bound in this data, so the acceptance criteria it applies are unverified.",
   "source": "generated"
  },
  "CCompressedStaticInt::CreateContainer": {
   "text": "Allocates the container object that holds integer data compressed by this codec, giving encode and decode work somewhere to live. The class is implied by the name rather than bound in the data, so the container's contents and sizing rules are a name-level reading only.",
   "source": "generated"
  },
  "CCompressedStaticInt::DecodeFrame": {
   "text": "Decompresses one frame's worth of integer values out of a compressed container into usable output, making it the natural place to observe or rewrite decoded values. The class is implied by the name and nothing beyond the name is derived, so frame indexing and output layout are unverified.",
   "source": "generated"
  },
  "CCompressedStaticInt::DecodeSize": {
   "text": "Reports how large the decoded integer output is, letting a caller size a destination buffer for the decode. The class is implied by the name and the reading is name-level, so whether the figure covers a single frame or a whole container is unverified.",
   "source": "generated"
  },
  "CCompressedStaticInt::DeswizzleAndBlendContainer": {
   "text": "Unpacks a container's swizzled (interleaved) compressed integers into their natural per-element layout and blends the result with a second set of values in the same pass. The class is implied by the name; the blend weighting and the roles of the two inputs are not established here.",
   "source": "generated"
  },
  "CCompressedStaticInt::DeswizzleContainer": {
   "text": "Unpacks a container's swizzled compressed integers back into a plain per-element layout, the non-blending counterpart to CCompressedStaticInt::DeswizzleAndBlendContainer. The class is implied by the name, so the interleaving pattern it reverses is a name-level reading and unverified.",
   "source": "generated"
  },
  "CCompressedStaticInt::GetFieldType": {
   "text": "Returns the field-type identifier describing the kind of data this codec handles, which generic code can branch on when several codec types are in play. The class is implied by the name, and the identifier's value space is not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticInt::GetFlags": {
   "text": "Returns this codec's flag bits, the usual way capability or behaviour options are queried when working with a codec generically. The class is implied by the name, and the meaning of individual bits is not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticInt::GetName": {
   "text": "Returns this codec's name string; beyond that, purpose is not established. The class CCompressedStaticInt is implied by the name, not bound in the data.",
   "source": "generated"
  },
  "CCompressedStaticInt::GetSizeof": {
   "text": "Reports the in-memory size of the codec's element or object, the figure a caller needs for allocation and for stepping through packed data. The class is implied by the name and the reading is name-level, so exactly what is being measured is unverified.",
   "source": "generated"
  },
  "CCompressedStaticInt::Instantiate": {
   "text": "Brings a usable instance of this codec into existence, the standard construction entry point when a codec is selected generically. Purpose beyond construction is not established, and the class is implied by the name rather than bound in the data.",
   "source": "generated"
  },
  "CCompressedStaticInt::~CCompressedStaticInt": {
   "text": "Destroys the codec instance and releases any storage it owns. Ordinary destructor behaviour is implied by the name; no cleanup detail is derived, so ownership of containers the codec created should be treated as unverified.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::CanEncode": {
   "text": "Tests whether this compressed-quaternion codec can represent a given set of rotation data, letting a caller reject it and fall back to another codec. The class CCompressedStaticQuaternion is implied by the name rather than bound in the data, so the precision or tolerance test it applies is a name-level reading only.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::CreateContainer": {
   "text": "Allocates the container object that holds quaternion rotation data compressed by this codec. The class is implied by the name rather than bound in the data, so the container's internal layout and sizing rules are unverified.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::DecodeFrame": {
   "text": "Decompresses one frame's worth of quaternion rotations out of a compressed container into usable orientations, making it the point at which decoded rotation values can be inspected or altered. The class is implied by the name, so frame selection and output ordering remain name-level readings.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::DecodeSize": {
   "text": "Reports how large the decoded quaternion output is, so a caller can size a destination buffer for it. The class is implied by the name and the reading is name-level, so whether it counts a single frame or a full container is unverified.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::DeswizzleAndBlendContainer": {
   "text": "Unpacks a container's interleaved compressed quaternions into their natural layout and blends them with a second set of rotations in the same pass. The class is implied by the name; whether the blend is linear or spherical, and how it is weighted, is not established here.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::DeswizzleContainer": {
   "text": "Unpacks a container's swizzled compressed quaternions back into a plain per-element layout, the non-blending counterpart to CCompressedStaticQuaternion::DeswizzleAndBlendContainer. The class is implied by the name, so the packing scheme it reverses is unverified.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::GetFieldType": {
   "text": "Returns the field-type identifier for the data this codec handles, letting generic code tell a rotation codec apart from other kinds. The class is implied by the name, and the identifier's value space is not established by this data.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::GetFlags": {
   "text": "Returns this codec's flag bits, the usual query for capability or behaviour options when handling a codec generically. The class is implied by the name, and the meaning of individual bits is not established here.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::GetName": {
   "text": "Returns this codec's name string; beyond that, purpose is not established. The class CCompressedStaticQuaternion is implied by the name, not bound in the data.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::GetSizeof": {
   "text": "Reports the in-memory size associated with this codec, the figure a caller needs for allocation and for stepping through packed rotation data. The class is implied by the name and the reading is name-level, so what exactly it measures is unverified.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::Instantiate": {
   "text": "Creates a usable instance of this quaternion codec, the standard construction entry point when a codec is selected generically. Purpose beyond construction is not established, and the class is implied by the name rather than bound in the data.",
   "source": "generated"
  },
  "CCompressedStaticQuaternion::~CCompressedStaticQuaternion": {
   "text": "Destroys the codec instance and frees any storage it holds. Ordinary destructor behaviour is implied by the name; no cleanup detail is derived, so ownership of containers the codec created should be treated as unverified.",
   "source": "generated"
  },
  "CCompressedStaticShort::CanEncode": {
   "text": "Tests whether given source data can be represented in this static short-integer compressed form, so a compressor can decide before committing to the format. The class and the test are implied by the name; what inputs are inspected and what makes encoding fail are unverified.",
   "source": "generated"
  },
  "CCompressedStaticShort::CreateContainer": {
   "text": "Allocates the packed storage container that holds this format's compressed static short data, the object a compressor writes into and a decoder later reads. Its role is implied by the name; the container layout and who owns the allocation are not established here.",
   "source": "generated"
  },
  "CCompressedStaticShort::DecodeFrame": {
   "text": "Reads one frame's worth of short values back out of a compressed static container, producing usable data at playback time. The per-frame decode is implied by the name; the frame indexing scheme and destination conventions are unverified.",
   "source": "generated"
  },
  "CCompressedStaticShort::DecodeSize": {
   "text": "Reports how large the decoded result of this compressed short format is, letting a caller size a destination buffer before decoding into it. The measurement is implied by the name; whether it counts bytes, elements, or a per-frame stride is not established.",
   "source": "generated"
  },
  "CCompressedStaticShort::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed short data and blends the result with existing values instead of overwriting them, the variant used when a decode must be mixed into a running result. Both halves are implied by the name; the blend weighting and the source/destination roles are unverified.",
   "source": "generated"
  },
  "CCompressedStaticShort::DeswizzleContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed short layout into straight per-element ordering that consuming code can index normally. The de-interleaving is implied by the name; the exact packing scheme and output ordering are not established.",
   "source": "generated"
  },
  "CCompressedStaticShort::GetFieldType": {
   "text": "Returns the field-type identifier this codec handles, so generic compression code can branch on what kind of data a container carries. The role is implied by the name; the set of type values it can report is not established here.",
   "source": "generated"
  },
  "CCompressedStaticShort::GetFlags": {
   "text": "Returns the flag bits describing this compressed static short format's properties or capabilities, the value generic code checks before choosing a decode path. Implied by the name; the meaning of individual bits is not established.",
   "source": "generated"
  },
  "CCompressedStaticShort::GetName": {
   "text": "Returns the identifying name of this compressed static short format, useful when logging or selecting a codec by name. Beyond that the purpose is not established, and the class is implied by the name.",
   "source": "generated"
  },
  "CCompressedStaticShort::GetSizeof": {
   "text": "Reports the in-memory size figure associated with this compressed short format, what a caller needs when allocating storage or striding across stored elements. Implied by the name; whether it measures one element, the container, or the codec object itself is not established.",
   "source": "generated"
  },
  "CCompressedStaticShort::Instantiate": {
   "text": "Constructs a working instance of this compressed static short codec, the entry point for obtaining one at runtime. The construction role is implied by the name; where the storage comes from and how the instance is registered are not established.",
   "source": "generated"
  },
  "CCompressedStaticShort::~CCompressedStaticShort": {
   "text": "Destructor for the compressed static short codec, releasing whatever the instance holds when it is torn down. The class is implied by the name; which buffers or containers it frees is not established.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::CanEncode": {
   "text": "Tests whether given two-component vector data can be represented in this static compressed form, letting a compressor choose the format before committing to it. The class and the test are implied by the name; the inputs inspected and the rejection criteria are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::CreateContainer": {
   "text": "Allocates the packed storage container holding this format's compressed static 2D-vector data, the target a compressor fills and a decoder later reads. Its role is implied by the name; the container layout and allocation ownership are not established here.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::DecodeFrame": {
   "text": "Reads one frame's worth of two-component vector values back out of a compressed static container for use at playback time. The per-frame decode is implied by the name; the frame indexing and destination conventions are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::DecodeSize": {
   "text": "Reports how large the decoded result of this compressed 2D-vector format is, so a caller can size a destination buffer before decoding. The measurement is implied by the name; whether it counts bytes, elements, or a per-frame stride is not established.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::DeswizzleAndBlendContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed vector data and blends it into existing values rather than overwriting them, the variant used when a decode must mix into a running result. Both halves are implied by the name; the blend weighting and source/destination roles are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::DeswizzleContainer": {
   "text": "Unpacks the container's interleaved (swizzled) compressed 2D-vector layout into straight per-element ordering that consuming code can index directly. The de-interleaving is implied by the name; the packing scheme and resulting component ordering are not established.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::GetFieldType": {
   "text": "Returns the field-type identifier this codec handles, letting generic compression code branch on the kind of data a container holds. The role is implied by the name; the set of reportable type values is not established here.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::GetFlags": {
   "text": "Returns the flag bits describing this compressed static 2D-vector format's properties or capabilities, the value generic code inspects before picking a decode path. Implied by the name; the meaning of individual bits is not established.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::GetName": {
   "text": "Returns the identifying name of this compressed static 2D-vector format, useful for logging or selecting a codec by name. Beyond that the purpose is not established, and the class is implied by the name.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::GetSizeof": {
   "text": "Reports the in-memory size figure for this compressed 2D-vector format, what a caller needs to allocate storage or stride across stored elements. Implied by the name; whether it measures one element, the container, or the codec object itself is not established.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::Instantiate": {
   "text": "Constructs a working instance of this compressed static 2D-vector codec, the entry point for obtaining one at runtime. The construction role is implied by the name; the storage it draws on and any registration it performs are not established.",
   "source": "generated"
  },
  "CCompressedStaticVector2D::~CCompressedStaticVector2D": {
   "text": "Destructor for the compressed static 2D-vector codec, releasing whatever the instance holds when it is torn down. The class is implied by the name; which buffers or containers it frees is not established.",
   "source": "generated"
  },
  "CCompressedStaticVector3::CanEncode": {
   "text": "Tests whether a block of static three-component vector data can be represented in this compressed form, so a packer can accept the codec or fall back to another. Read from the name; the owning class is implied by the name, and the accept/reject criteria are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::CreateContainer": {
   "text": "Allocates the storage container this codec uses to hold compressed static Vector3 data before encoding or decoding work happens against it. Read from the name; the owning class is implied by the name, so the container's layout and ownership rules are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::DecodeFrame": {
   "text": "Decodes one frame's worth of static three-component vector values out of the compressed stream into usable output. Read from the name; the owning class is implied by the name, and the frame addressing and output destination are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::DecodeSize": {
   "text": "Reports the size of the decoded static Vector3 data, the value you would need to size an output buffer before decoding. Read from the name; the owning class is implied by the name, so whether it describes one frame or a whole stream is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::DeswizzleAndBlendContainer": {
   "text": "Unpacks the codec's swizzled container into per-element Vector3 order while blending the result against another set of values, for when a decoded sample must be weighted rather than used directly. Read from the name; the owning class is implied by the name, and the blending rule is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::DeswizzleContainer": {
   "text": "Rearranges the codec's swizzled container back into straightforward per-element Vector3 layout, the plain unpack path without any blending step. Read from the name; the owning class is implied by the name, and the storage orders it converts between are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::GetFieldType": {
   "text": "Reports which data field type this codec handles, so a consumer can match a compressed stream to a codec that understands it. Read from the name; the owning class is implied by the name, and the meaning of the returned type value is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::GetFlags": {
   "text": "Returns the codec's flag word describing its capabilities or behavior, the kind of value a consumer checks before applying it to a stream. Read from the name; the owning class is implied by the name, and the individual flag meanings are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::GetName": {
   "text": "Returns this codec's identifying name string. Purpose beyond identification is not established, and the owning class is implied by the name.",
   "source": "generated"
  },
  "CCompressedStaticVector3::GetSizeof": {
   "text": "Reports an in-memory size for the codec, the sort of figure an allocator or registry needs when making room for one. Read from the name; the owning class is implied by the name, and whether it measures the codec object or its data is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::Instantiate": {
   "text": "Creates a working instance of this compressed static Vector3 codec, the construction entry point a codec registry would use. Read from the name; the owning class is implied by the name, and where the new instance is stored is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector3::~CCompressedStaticVector3": {
   "text": "Destroys a CCompressedStaticVector3 instance and releases whatever container or scratch memory it was holding. Standard destructor behavior; the owning class is implied by the name in this data.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::CanEncode": {
   "text": "Tests whether a block of static four-component vector data can be represented in this compressed form, letting a packer accept the codec or choose another. Read from the name; the owning class is implied by the name, and the accept/reject criteria are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::CreateContainer": {
   "text": "Allocates the storage container this codec uses for compressed static four-component vector data before encode or decode work runs against it. Read from the name; the owning class is implied by the name, so the container's layout and ownership rules are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::DecodeFrame": {
   "text": "Decodes one frame's worth of static four-component vector values out of the compressed stream into usable output. Read from the name; the owning class is implied by the name, and the frame addressing and output destination are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::DecodeSize": {
   "text": "Reports the size of the decoded four-component vector data, the value you would use to size an output buffer before decoding. Read from the name; the owning class is implied by the name, so whether it covers one frame or a whole stream is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::DeswizzleAndBlendContainer": {
   "text": "Unpacks the codec's swizzled container into per-element four-component order while blending the result against another set of values, for when a decoded sample must be weighted rather than taken directly. Read from the name; the owning class is implied by the name, and the blending rule is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::DeswizzleContainer": {
   "text": "Rearranges the codec's swizzled container back into straightforward per-element four-component layout, the plain unpack path with no blending step. Read from the name; the owning class is implied by the name, and the storage orders it converts between are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::GetFieldType": {
   "text": "Reports which data field type this codec handles, so a consumer can pair a compressed stream with a codec that understands it. Read from the name; the owning class is implied by the name, and the meaning of the returned type value is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::GetFlags": {
   "text": "Returns the codec's flag word describing its capabilities or behavior, checked before applying it to a particular stream. Read from the name; the owning class is implied by the name, and the individual flag meanings are unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::GetName": {
   "text": "Returns this codec's identifying name string. Purpose beyond identification is not established, and the owning class is implied by the name.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::GetSizeof": {
   "text": "Reports an in-memory size for the codec, the figure an allocator or registry needs when reserving room for one. Read from the name; the owning class is implied by the name, and whether it measures the codec object or its data is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::Instantiate": {
   "text": "Creates a working instance of this compressed static four-component vector codec, the construction entry point a codec registry would use. Read from the name; the owning class is implied by the name, and where the new instance is stored is unverified.",
   "source": "generated"
  },
  "CCompressedStaticVector4D::~CCompressedStaticVector4D": {
   "text": "Destroys a CCompressedStaticVector4D instance and releases whatever container or scratch memory it was holding. Standard destructor behavior; the owning class is implied by the name in this data.",
   "source": "generated"
  },
  "CCredits::InputRollCredits": {
   "text": "Handles the `RollCredits` entity-IO input on `CCredits`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CCredits::InputRollOutroCredits": {
   "text": "Handles the `RollOutroCredits` entity-IO input on `CCredits`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CCredits::InputSetLogoLength": {
   "text": "Handles the `SetLogoLength` entity-IO input on `CCredits`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CCredits::InputShowLogo": {
   "text": "Handles the `ShowLogo` entity-IO input on `CCredits`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CCustomGameEventManager::ScriptSend_ServerToPlayer": {
   "text": "Sends a custom game event from the server to one specific player rather than broadcasting it, exposed under a ScriptSend_ prefix that marks it as the script-facing binding. Read from the name; it is located by signature in libserver, so the payload encoding and how the target player is addressed are unverified.",
   "source": "generated"
  },
  "CDOTABehaviorAbility::OnAnimationActivityComplete": {
   "text": "Handles the moment the owning unit's current animation activity finishes playing, the hook a behavior ability uses to react once its animation has run out. Read from the name; the CDOTABehaviorAbility class is implied by the name, and what the handler does in response is unverified.",
   "source": "generated"
  },
  "CDOTABehaviorAbility::OnAnimationEvent": {
   "text": "Handles an event fired from within the owning unit's playing animation, letting a behavior ability act on tagged moments in a sequence. Read from the name; the CDOTABehaviorAbility class is implied by the name, and which events reach this handler is unverified.",
   "source": "generated"
  },
  "CDOTABehaviorAbility::OnInvalidatePath": {
   "text": "Reacts to the owning unit's movement path being invalidated, giving a behavior ability a chance to drop or recompute cached path state. Read from the name; the CDOTABehaviorAbility class is implied by the name, and the cleanup it actually performs is unverified.",
   "source": "generated"
  },
  "CDOTABehaviorAbility::OnKilled": {
   "text": "Reacts to the owning unit being killed, the point at which a behavior ability would end or tear down the behavior it was driving. Read from the name; the CDOTABehaviorAbility class is implied by the name, and the death context it receives is unverified.",
   "source": "generated"
  },
  "CDOTABehaviorAbility::OnModelChanged": {
   "text": "Reacts to the owning unit's model being swapped out, letting a behavior ability refresh anything bound to the previous model. Read from the name; the CDOTABehaviorAbility class is implied by the name, and what it refreshes is unverified.",
   "source": "generated"
  },
  "CDOTABehaviorAbility::OnUnitTeleported": {
   "text": "Reacts to the owning unit being teleported, so a behavior ability can reset position-dependent state instead of continuing from a stale location. Read from the name; the CDOTABehaviorAbility class is implied by the name, and the reset it performs is unverified.",
   "source": "generated"
  },
  "CDOTAConsumableEconItem::NotifyGC": {
   "text": "Notifies the Game Coordinator backend about this consumable economy item, the path used when a consumable's state has to be recorded outside the game server. Read from the name; it is located by signature in libserver, and the contents and trigger conditions of the notification are unverified.",
   "source": "generated"
  },
  "CDOTAConsumableEconItem::RequiresGC": {
   "text": "Reports whether this consumable economy item needs Game Coordinator involvement, letting the server skip backend work for consumables that can be handled locally. Read from the name; it is located by signature in libserver, and the conditions it tests are unverified.",
   "source": "generated"
  },
  "CDOTAConsumableEconItem::ShouldSendServerPlayers": {
   "text": "Reports whether the server's player list should be included when this consumable economy item is reported, gating that part of the item's bookkeeping. Read from the name; it is located by signature in libserver, so what consumes the answer is unverified.",
   "source": "generated"
  },
  "CDOTAHeroEconItemAbility::CanUse": {
   "text": "Decides whether a hero's econ-item ability is usable right now, with the embedded string 'gamemode restricted' pointing at a game-mode eligibility test as one of the rejection reasons. The rest of the gating is read from the name and is not derived here.",
   "source": "generated"
  },
  "CDOTA_BaseNPC::UnitThink": {
   "text": "Runs a DOTA unit's periodic think step, the recurring per-unit update that advances the NPC's own state. Read from the name and the class's m_nNextUnitThink field, which schedules the next such update; no prototype is derived, so the work performed and its cadence are unverified.",
   "source": "generated"
  },
  "CDOTA_BotAction::OnAbilityExecuted": {
   "text": "Lets a bot action react to an ability having been executed, so an in-progress plan can be updated or abandoned. Read from the name; this data does not establish whose cast is reported or what state the handler changes.",
   "source": "generated"
  },
  "CDOTA_BotAction::OnAttacked": {
   "text": "Handles the notification that the bot has been attacked while this action is running, giving the action a chance to respond. Read from the name; the attacker information supplied and the resulting behaviour change are not derived.",
   "source": "generated"
  },
  "CDOTA_BotAction::OnDidDamage": {
   "text": "Handles the notification that the bot dealt damage during this action, the hook an action uses to track its own output. Read from the name; what gets recorded and how it steers the action are not derived.",
   "source": "generated"
  },
  "CDOTA_BotAction::OnEnd": {
   "text": "Performs the bot action's teardown when the action finishes, releasing whatever the action was holding. Read from the name; a prototype is derived for this entry, but the specific cleanup work is not.",
   "source": "generated"
  },
  "CDOTA_BotAction::OnTakeDamage": {
   "text": "Handles the bot taking damage while this action is active, the signal an action needs to notice that its plan is getting the bot killed. Read from the name; the actual reaction is not derived.",
   "source": "generated"
  },
  "CDOTA_BotAction::ShouldBeQueued": {
   "text": "Reports whether this action should be queued behind the bot's current work rather than taking over immediately, which is how a bot's pending actions stay in order. A prototype is derived, but the conditions the test applies are read from the name only.",
   "source": "generated"
  },
  "CDOTA_BotAction_DispenseWard::OnStart": {
   "text": "Begins the bot's ward-dispensing action, setting up the placement when the action starts; the embedded string 'CDOTA_Bot::Action_Attack called with NULL target.' indicates a guard that complains when an action is begun without a target. The setup details themselves are read from the name.",
   "source": "generated"
  },
  "CDOTA_BotAction_MoveTo::Think": {
   "text": "Advances the bot's move-to action each thinking step, steering toward the destination and emitting 'Failed pathfind by %s, location %2.0f %2.0f %2.0f' when no path to that spot can be found, which is the log line to watch when scripted bot movement stalls. Beyond that, the per-step logic is read from the name.",
   "source": "generated"
  },
  "CDOTA_BotMode::GetDebugValue": {
   "text": "Supplies the bot mode's debug figure, the quantity surfaced in bot debugging output next to the mode's text label. A prototype is derived, but what the value measures is read from the name only.",
   "source": "generated"
  },
  "CDOTA_BotMode::GetDesiredLocation": {
   "text": "Reports the world position the bot mode wants the hero to be at \u2014 the anchor point a mode uses to pull the bot toward its objective. A prototype is derived, but how each mode picks that location is not.",
   "source": "generated"
  },
  "CDOTA_BotMode::OnAbilityExecuted": {
   "text": "Lets the active bot mode react to an ability being executed, updating the mode's read on the situation. Taken from the name; this data does not establish whose cast is reported or what the mode changes in response.",
   "source": "generated"
  },
  "CDOTA_BotMode::OnAttacked": {
   "text": "Lets the bot mode respond to the bot being attacked, for instance by reconsidering whether the current mode still fits. Read from the name; the attacker details supplied and the resulting behaviour are not derived.",
   "source": "generated"
  },
  "CDOTA_BotMode::OnDidDamage": {
   "text": "Lets the bot mode register that the bot dealt damage, feeding the mode's assessment of how a fight is going. Read from the name; what is recorded and how it shifts the mode are not derived.",
   "source": "generated"
  },
  "CDOTA_BotMode_AssembleWithHumans::GetDebugString": {
   "text": "Builds the debug label 'Assembling with Humans - %s', filling in what the bot is grouping up on. Read it in bot debug output to confirm a bot has decided to regroup with its human teammates.",
   "source": "generated"
  },
  "CDOTA_BotMode_AssembleWithHumans::GetDesire": {
   "text": "Scores how strongly the bot wants to group up with human players at this moment \u2014 the desire figure used to weigh this mode against the alternatives. Its own name is the string anchor, so the inputs to the score are read from the name rather than derived.",
   "source": "generated"
  },
  "CDOTA_BotMode_AssembleWithHumans::Think": {
   "text": "Runs the per-step work of the assemble-with-humans mode, keeping the bot moving toward its human teammates while the mode is active. Its own name is the string anchor, so the concrete grouping logic is a name-level reading.",
   "source": "generated"
  },
  "CDOTA_BotMode_Assemble_Human::GetDebugString": {
   "text": "Produces the debug label 'Inferred Assembling' for the human-inferred assemble mode, which is what the bot AI shows when it deduces that a human player is grouping up. Useful for telling inferred human intent apart from a bot's own assemble mode in debug output.",
   "source": "generated"
  },
  "CDOTA_BotMode_DefendAlly::GetDebugString": {
   "text": "Formats the debug label 'Defending ally - %s from %s', naming the teammate being protected and the threat. Read it in bot debug output to see which ally a bot has committed to defending and against whom.",
   "source": "generated"
  },
  "CDOTA_BotMode_DefendAlly_Human::GetDebugString": {
   "text": "Formats 'Inferred Ally Defense - %s from %s' for the human-inferred version of ally defence, naming the ally and the threat the bot believes a human is answering. Use it to separate inferred human intent from a bot's own defend-ally mode.",
   "source": "generated"
  },
  "CDOTA_BotMode_DefendTower::GetDebugString": {
   "text": "Formats the debug label 'Defending %s Tower' with the tower the bot is holding. Read it in bot debug output to see which building a defending bot has committed to.",
   "source": "generated"
  },
  "CDOTA_BotMode_DefendTower_Human::GetDebugString": {
   "text": "Formats 'Inferred Defending %s Tower- %1.3f' for the human-inferred tower-defence mode, naming the tower plus a further figure the mode tracks. Useful when checking what the bot AI believes a human player is defending.",
   "source": "generated"
  },
  "CDOTA_BotMode_Farm::GetDebugString": {
   "text": "Formats the debug label 'Farm - Neutral camp at (%.0f, %.0f)' with the coordinates of the neutral camp the bot has settled on. Read it to see exactly which camp a farming bot is heading for.",
   "source": "generated"
  },
  "CDOTA_BotMode_Farm_Human::GetDebugString": {
   "text": "Produces the debug label 'Inferred Farming' for the human-inferred farm mode, which is what the bot AI reports when it reads a human player as farming. Handy for distinguishing inferred human behaviour from a bot's own farm mode.",
   "source": "generated"
  },
  "CDOTA_BotMode_PushTower::GetDebugString": {
   "text": "Formats the debug label 'Pushing %s Lane' with the lane the bot is pushing. Read it in bot debug output to confirm which lane a bot has committed to pressuring.",
   "source": "generated"
  },
  "CDOTA_BotMode_PushTower_Human::GetDebugString": {
   "text": "Formats 'Inferred Pushing %s Lane' for the human-inferred push mode, naming the lane the bot AI believes a human player is pushing. Use it to tell inferred human pressure apart from a bot's own push mode in debug output.",
   "source": "generated"
  },
  "CDOTA_BotMode_Retreat::OnEnd": {
   "text": "Performs the retreat mode's teardown once the bot stops running away, clearing whatever the mode was holding. A prototype is derived for this entry, but the specific cleanup is read from the name only.",
   "source": "generated"
  },
  "CDOTA_BotMode_Retreat::OnTakeDamage": {
   "text": "Lets the retreat mode react to damage taken while the bot is fleeing \u2014 the input a retreat needs to notice that escaping is failing. Read from the name; the actual response is not derived.",
   "source": "generated"
  },
  "CDOTA_BotMode_Retreat_Human::GetDebugString": {
   "text": "Produces the debug label 'Inferred Retreating' for the human-inferred retreat mode, shown when the bot AI reads a human player as pulling out. Useful for separating inferred human intent from a bot's own retreat mode in debug output.",
   "source": "generated"
  },
  "CDOTA_BotMode_Roam::GetDebugString": {
   "text": "Formats the debug label 'Roaming towards lane %s - target %s', naming the lane the bot is roaming to and the target it has in mind. Read it to see a roaming bot's destination and intended victim.",
   "source": "generated"
  },
  "CDOTA_BotMode_Roam::OnEnd": {
   "text": "Wraps up the roam mode once the bot stops roaming, and carries the localisation token 'DOTA_Chat_Bot_RoamLane' \u2014 the team-chat line about a bot roaming to a lane. The teardown is read from the name, and the conditions attached to that chat message are not derived.",
   "source": "generated"
  },
  "CDOTA_BotMode_Roam_Human::GetDebugString": {
   "text": "Formats 'InferredRoaming towards lane %s - target %s' for the human-inferred roam mode, naming the lane and target the bot AI believes a human is heading for. Read it to see what a bot expects its human teammate to gank.",
   "source": "generated"
  },
  "CDOTA_BotMode_Roshan::GetDebugString": {
   "text": "Formats the debug label 'Roshan - %2.2f' with one figure the Roshan mode tracks; the format string does not name that quantity. Read it in bot debug output to see when bots are weighing or committing to a Roshan attempt.",
   "source": "generated"
  },
  "CDOTA_BotMode_Roshan_Human::GetDebugString": {
   "text": "Formats 'Inferred Roshan - (%2.2f %2.2f)' for the human-inferred Roshan mode, carrying two figures the mode tracks that the format string does not name. Useful for checking when the bot AI believes human players are going for Roshan.",
   "source": "generated"
  },
  "CDOTA_BotMode_TeamRoam::CalculateDesiredLocation": {
   "text": "Computes the map position the team-roaming bot mode wants to move toward; the `dota_bot_debug_force_lotus_pool` string sits inside it, a debug override that pins that destination at a lotus pool. Hook this when changing where grouped bots roam, though the exact inputs behind the choice are unverified.",
   "source": "generated"
  },
  "CDOTA_BotMode_TutorialBoss::GetDebugString": {
   "text": "Builds the debug text describing the tutorial-boss bot mode's state, with `TutorialBoss` present verbatim as literal text inside it. Read it when dumping bot-mode state to a debug overlay or console; the label's full contents are unverified.",
   "source": "generated"
  },
  "CDOTA_BotMode_TutorialBoss::OnEnd": {
   "text": "Runs the teardown for the tutorial-boss bot mode when that mode stops being the bot's active mode. Read from the name; a prototype is derived, but what state it clears is unverified.",
   "source": "generated"
  },
  "CDOTA_BotMode_Ward::GetDebugColor": {
   "text": "Supplies the color used to draw the ward bot mode in bot debug visualization, so each mode is distinguishable on screen. Read from the name; the color encoding and where it is drawn are unverified.",
   "source": "generated"
  },
  "CDOTA_Bot_AbilityUsage::ClearsIllusionState": {
   "text": "Reports whether the ability this usage handler drives clears an illusion-related state, letting bot ability scoring account for that effect. Read from the name; a prototype is derived, but the specific state involved is unverified.",
   "source": "generated"
  },
  "CDOTA_Bot_AbilityUsage::FindFilter": {
   "text": "Looks up the filter the bot ability-usage layer applies when narrowing candidates for this ability. Read from the name; no prototype is derived here, so the inputs and what the filter selects on are unverified.",
   "source": "generated"
  },
  "CDOTA_Bot_AbilityUsage::ShouldBreakChannel": {
   "text": "Decides whether the bot should interrupt a channelled ability rather than let the channel continue. Override it on a custom ability-usage handler to control bot channel discipline; read from the name, with the deciding conditions unverified.",
   "source": "generated"
  },
  "CDOTA_Bot_AbilityUsage::UseOnIllusionState": {
   "text": "Sets the illusion-state condition governing when this ability usage applies, named as the counterpart to CDOTA_Bot_AbilityUsage::ClearsIllusionState's query. Read from the name; a prototype is derived, but the state values it accepts are unverified.",
   "source": "generated"
  },
  "CDOTA_Bot_AbilityUsage_Axe_CullingBlade::GetCurrentUsageDesire": {
   "text": "Scores how strongly the bot currently wants to cast Axe's Culling Blade; the `kill_threshold_scepter` ability special appears inside it, the scepter execute threshold the desire is weighed against. Copy this shape when writing desire scoring for a custom ability; the desire scale is unverified.",
   "source": "generated"
  },
  "CDOTA_Bot_AbilityUsage_Necrolyte_Scythe::GetCurrentUsageDesire": {
   "text": "Scores how strongly the bot currently wants to cast Necrolyte's Scythe, with the `damage_per_health_scepter` ability special present inside it as the scepter damage value the lethality judgement leans on. Read from that anchor and the name; the desire scale is unverified.",
   "source": "generated"
  },
  "CDOTA_SpeechCallbackForwardToPlayersAnnouncer::Go": {
   "text": "Fires the announcer speech callback out to players, with `heroname` present as a substitution key filled into the spoken line. Use it as the hook point when forwarding custom announcer lines; the recipient selection is unverified.",
   "source": "generated"
  },
  "CDOTA_Tiny_ScepterTree::Spawn": {
   "text": "Performs the entity spawn-time setup for Tiny's scepter tree as it is created in the world. The class is implied by the name rather than bound by the data \u2014 this sits in an unbound vtable slot, so the owner is unconfirmed.",
   "source": "generated"
  },
  "CDOTA_Unit_Hero_Beastmaster_Beasts::OnKilledThink": {
   "text": "Runs the think step handling Beastmaster's summoned beasts once the unit has been killed, continuing per-tick logic through the death. The class is implied by the name, not established by the data, since this is an unbound vtable slot.",
   "source": "generated"
  },
  "CDecalGameSystem::LoopInit": {
   "text": "Performs the decal game system's loop-initialization stage as the engine brings game systems up for a session. The class is implied by the name \u2014 the slot is unbound \u2014 and what the decal system prepares here is unverified.",
   "source": "generated"
  },
  "CDefSaveRestoreBlockHandler::PostRestore": {
   "text": "Runs the fix-up pass after this save block's data has been read back, letting the handler resolve anything that could not be settled during the read. Read from the name; a prototype is derived, but the fix-ups performed are unverified.",
   "source": "generated"
  },
  "CDefSaveRestoreBlockHandler::PostSave": {
   "text": "Runs the cleanup pass after this handler's save block has been written out. Read from the name; no prototype is derived here, so what it releases or restores is unverified.",
   "source": "generated"
  },
  "CDefSaveRestoreBlockHandler::PreRestore": {
   "text": "Prepares handler state before its save block is read back, giving it a chance to clear or stage data ahead of the incoming values. Read from the name; a prototype is derived, though the preparation itself is unverified.",
   "source": "generated"
  },
  "CDefSaveRestoreBlockHandler::PreSave": {
   "text": "Prepares handler state before its save block is written, so the captured data is consistent at write time. Read from the name; no prototype is derived here, and the specific preparation is unverified.",
   "source": "generated"
  },
  "CDefSaveRestoreBlockHandler::Restore": {
   "text": "Reads a saved data block back into live game state; the `g_bInCommentaryMode` global appears inside it, indicating commentary-mode state travels this restore path. Read from that anchor and the name \u2014 the block format and the commentary interaction are unverified.",
   "source": "generated"
  },
  "CDemoFile::Close": {
   "text": "Closes an open demo file, releasing the handle and finishing the recording or playback it backs. The class is implied by the name, this being an unbound vtable slot, although a prototype is derived for it.",
   "source": "generated"
  },
  "CDynamicLight::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CDynamicLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicLight::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CDynamicLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicLight::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CDynamicLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::AnimThink": {
   "text": "Advances the dynamic prop's animation think, driving the random-animator scheduling configured by m_bRandomAnimator, m_flNextRandAnim, m_flMinRandAnimDuration and m_flMaxRandAnimDuration. The class is implied by the name, this being an unbound vtable slot; the think's timing is unverified.",
   "source": "generated"
  },
  "CDynamicProp::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputDisableCollision": {
   "text": "Handles the `DisableCollision` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputEnableCollision": {
   "text": "Handles the `EnableCollision` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetAnimation": {
   "text": "Handles the `SetAnimation` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetAnimationLooping": {
   "text": "Handles the `SetAnimationLooping` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetAnimationNoReset": {
   "text": "Handles the `SetAnimationNoReset` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetAnimationNoResetLooping": {
   "text": "Handles the `SetAnimationNoResetLooping` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetAnimationNoResetNotLooping": {
   "text": "Handles the `SetAnimationNoResetNotLooping` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetAnimationNotLooping": {
   "text": "Handles the `SetAnimationNotLooping` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetDefaultAnimationNotLooping": {
   "text": "Handles the `SetDefaultAnimationNotLooping` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetGlowOverride": {
   "text": "Handles the `SetGlowOverride` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetGlowRange": {
   "text": "Handles the `SetGlowRange` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetIdleAnimation": {
   "text": "Handles the `SetDefaultAnimation` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetIdleAnimationNotLooping": {
   "text": "Handles the `SetIdleAnimationNotLooping` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputSetPlaybackRate": {
   "text": "Handles the `SetPlaybackRate` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputStartGlowing": {
   "text": "Handles the `StartGlowing` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputStopGlowing": {
   "text": "Handles the `StopGlowing` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CDynamicProp::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CDynamicProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEconItemView::CanAddSockets": {
   "text": "Reports whether more sockets can still be added to the item this view wraps. Read from the name and the view's m_AttributeList; the rules it applies, such as definition limits or existing socket count, are not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetAccountID": {
   "text": "Returns the account identifier stored on the item view in m_iAccountID, identifying whose item this is. Read from the name and that field; its behaviour on a view where m_bInitialized is false is not established here.",
   "source": "generated"
  },
  "CEconItemView::GetCustomDesc": {
   "text": "Retrieves the custom description text set on the item this view wraps, as distinct from the item definition's stock description. Read from the name; where the string comes from, and what it yields when no custom description exists, are not established here.",
   "source": "generated"
  },
  "CEconItemView::GetCustomName": {
   "text": "Retrieves the custom name a player has given the item this view wraps, rather than the definition's stock name. Read from the name; the string's storage and the unnamed-item case are not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetDataDescMap": {
   "text": "Returns the data description map for this item view, the field table by which engine code describes the type. Read from the name; the map's contents and how the engine consumes it are not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetFlags": {
   "text": "Returns the flag bits carried on the item view, corresponding to the m_unClientFlags field. Read from the name and that field; the meaning of individual bits is not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetGemInfo": {
   "text": "Retrieves the gem information associated with a socket on this item view. Read from the name and its pairing with CEconItemView::IsSocketable; what a gem record holds, and how a socket is selected, are not established here.",
   "source": "generated"
  },
  "CEconItemView::GetInUse": {
   "text": "Reports whether the item this view wraps is currently in use. Read from the name; what counts as in-use, and where that state is stored, are not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetInventoryToken": {
   "text": "Returns the inventory token for the item this view wraps, the value locating it within the owner's inventory and plausibly backed by m_iInventoryPosition. Read from the name and that field; the token's encoding is unverified.",
   "source": "generated"
  },
  "CEconItemView::GetItemDefinition": {
   "text": "Resolves the item definition behind this view and touches item expiry, since the string \"expiration date\" is anchored in this function. The view's stored m_iItemDefinitionIndex is what the lookup keys on; whether an expired item still resolves a definition is not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetItemID": {
   "text": "Returns the unique item identifier held in m_iItemID for the item this view wraps. Read from the name and that field; whether the value is meaningful before m_bInitialized is set is unverified.",
   "source": "generated"
  },
  "CEconItemView::GetItemLevel": {
   "text": "Returns the item's level, corresponding to the m_iEntityLevel field on the view. Read from the name and that field; whether the value is read directly or resolved through the item definition is not established here.",
   "source": "generated"
  },
  "CEconItemView::GetOrigin": {
   "text": "Returns the item's origin value, tracked on the view as m_unOverrideOrigin. Read from the name and that field; whether \"origin\" here means an acquisition-source code or something positional is not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetQuality": {
   "text": "Returns the quality tier of the item this view wraps, corresponding to m_iEntityQuality. Read from the name and that field; the numeric quality scale and any definition-level fallback are not established by this data.",
   "source": "generated"
  },
  "CEconItemView::GetQuantity": {
   "text": "Returns the stack quantity for the item this view wraps, corresponding to m_iEntityQuantity. Read from the name and that field; how unstackable items report through it is not established here.",
   "source": "generated"
  },
  "CEconItemView::GetStyle": {
   "text": "Returns the style index selected for the item, with m_nOverrideStyle holding the view's stored override. Read from the name and that field; whether an unset override falls back to a default style is not established by this data.",
   "source": "generated"
  },
  "CEconItemView::IsSocketable": {
   "text": "Reports whether the item this view wraps accepts sockets at all. Read from the name; it pairs with CEconItemView::CanAddSockets when you need both eligibility and remaining capacity, though the distinction between the two is unverified.",
   "source": "generated"
  },
  "CEconItemView::IsStyleUnlocked": {
   "text": "Reports whether a given style is unlocked for this item, consulting stored unlock state \u2014 the string \"unlocked styles\" is anchored in this function. Use it alongside CEconItemView::GetStyle when validating m_nOverrideStyle; the storage format of the unlocked set is unverified.",
   "source": "generated"
  },
  "CEconItemView::IterateAttributes": {
   "text": "Walks the attributes attached to this item view, visiting each in turn; the view's m_AttributeList, a CAttributeList, is the collection involved. Read from the name and that field; the iteration protocol it exposes is not established by this data.",
   "source": "generated"
  },
  "CEconItemView::Schema_DynamicBinding": {
   "text": "Provides the runtime schema binding for CEconItemView, the hook by which schema tooling resolves this type's fields at runtime. Read from the name; how the schema system consumes it is not established by this data.",
   "source": "generated"
  },
  "CEconStyleInfo::BInitFromKV": {
   "text": "Parses a style definition out of a KeyValues block into CEconStyleInfo \u2014 the key string \"entity_scale_flying\" is anchored here, so model and scale style entries are among what it reads. No prototype is derived and the class carries no schema fields, so the remaining keys and the failure behaviour are unverified.",
   "source": "generated"
  },
  "CEngineAppSystemGroup::MainLoop": {
   "text": "Runs the engine application's main loop in libengine2, driving frame iteration for the app system group. Read from the name at low confidence with no prototype derived, so the loop's structure and exit conditions are unverified.",
   "source": "generated"
  },
  "CEngineServer::GetClientConVarValue": {
   "text": "Fetches the value a named console variable currently holds on a specific client, the server-side way to query a client's cvar state. The owning class CEngineServer is implied by the name; this is an unbound vtable slot with no class in the data, so the interface it belongs to is unverified.",
   "source": "generated"
  },
  "CEngineServer::SetFakeClientConVarValue": {
   "text": "Sets a console variable's value on a fake (bot) client, giving bots the cvar state a real client would report itself. The class CEngineServer is implied by the name; this is an unbound vtable slot with no class in the data, so the owning interface is unverified.",
   "source": "generated"
  },
  "CEngineServiceMgr::SleepAfterMainLoop": {
   "text": "Sleeps or yields after a main-loop pass, pacing the engine's loop rate rather than spinning. Read from the name in libengine2 with no prototype derived, so the sleep duration and the condition for sleeping are unverified.",
   "source": "generated"
  },
  "CEngineServiceMgr::SwitchToLoop": {
   "text": "Switches the engine service manager to a different named loop, the mode change behind moving between menu, level and other engine loops. The class CEngineServiceMgr is implied by the name; this is an unbound vtable slot, so the owning interface and the loop identifiers it accepts are unverified.",
   "source": "generated"
  },
  "CEngineServiceMgr::_MainLoop": {
   "text": "Runs the engine service manager's main loop in libengine2, the per-iteration driver for whichever loop is currently active. Read from the name with no prototype derived, so what a single iteration actually performs is unverified.",
   "source": "generated"
  },
  "CEntityComponentHelperT<CBodyComponentPoint>::Allocate": {
   "text": "Allocates a CBodyComponentPoint body component, the template helper instantiation that supplies point-body components to entities. Read from the name and its template argument at low confidence with no prototype derived, so the allocation source and the component's lifetime are unverified.",
   "source": "generated"
  },
  "CEntityDataInstantiator<CWatcherList>::CreateDataObject": {
   "text": "Creates a CWatcherList data object and attaches it to an entity, giving that entity watcher-list storage held outside its own layout. Keyed by CEntityInstance; use it when an entity needs such storage added, though the container backing the association is unverified.",
   "source": "generated"
  },
  "CEntityDataInstantiator<CWatcherList>::DestroyDataObject": {
   "text": "Destroys the CWatcherList data object held for an entity and releases its storage. Keyed by CEntityInstance; whether it tolerates an entity that has no such object attached is not established by this data.",
   "source": "generated"
  },
  "CEntityDataInstantiator<CWatcherList>::GetDataObject": {
   "text": "Retrieves the CWatcherList data object already attached to an entity, as a lookup rather than a create. Keyed by CEntityInstance; what it yields when no object exists for that entity is not established here.",
   "source": "generated"
  },
  "CEntityDataInstantiator<groundlink_t>::CreateDataObject": {
   "text": "Creates a groundlink_t data object for an entity, attaching per-entity ground-link storage of the kind that tracks ground contact relationships. Keyed by CEntityInstance; the record's contents and the exact meaning of a ground link are unverified.",
   "source": "generated"
  },
  "CEntityDataInstantiator<groundlink_t>::DestroyDataObject": {
   "text": "Destroys the groundlink_t data object held for an entity and releases its storage. Keyed by CEntityInstance; whether it tolerates an entity with no ground-link object attached is not established by this data.",
   "source": "generated"
  },
  "CEntityDataInstantiator<groundlink_t>::GetDataObject": {
   "text": "Retrieves the groundlink_t data object already attached to an entity, as a lookup rather than a create. Keyed by CEntityInstance; what it yields when the entity has no such object is not established here.",
   "source": "generated"
  },
  "CEntityDataInstantiator<physicspushlist_t>::CreateDataObject": {
   "text": "Allocates a physicspushlist_t data object and attaches it to an entity, providing the per-entity push-list storage used by physics pushing. Read from the name and the template parameter; the allocation and attachment mechanics are not established by this data.",
   "source": "generated"
  },
  "CEntityDataInstantiator<physicspushlist_t>::DestroyDataObject": {
   "text": "Releases the physicspushlist_t data object attached to an entity, freeing that per-entity storage. Read from the name; pair it with CEntityDataInstantiator<physicspushlist_t>::CreateDataObject when managing push-list lifetime on entities you touch.",
   "source": "generated"
  },
  "CEntityDataInstantiator<physicspushlist_t>::GetDataObject": {
   "text": "Looks up the physicspushlist_t data object already attached to an entity so callers can inspect or mutate the push list. Read from the name; whether it creates the object when one is absent is not established here.",
   "source": "generated"
  },
  "CEntityDissolve::InputDissolve": {
   "text": "Handles the `Dissolve` entity-IO input on `CEntityDissolve`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEntityInstance::Precache": {
   "text": "Performs an entity's precache work, the hook where an entity type registers assets it will need before gameplay uses them. The class is implied by the name, sitting at an unbound vtable slot, so the owning object and precache context are unverified.",
   "source": "generated"
  },
  "CEntityInstance::UpdateOnRemove": {
   "text": "Runs an entity's teardown as it is being removed, where a type drops references, stops effects, and detaches from systems. The class is implied by the name, so the owning type and exactly what state it clears are unverified.",
   "source": "generated"
  },
  "CEntityKeyValues::LegacyUnserializeKeys": {
   "text": "Parses entity key/value pairs from the older, pre-KV3 serialized form into a CEntityKeyValues block. Read from the name at low confidence, alongside its presence in libworldrenderer with map and world entity data; the legacy format itself is not established here.",
   "source": "generated"
  },
  "CEntityKeyValues::LoadFromKV3": {
   "text": "Populates a CEntityKeyValues object from KV3 data, the keyvalues format entity properties are authored and shipped in. Read from the name at low confidence; the accepted KV3 flavours and the behaviour on malformed input are not established here.",
   "source": "generated"
  },
  "CEntityKeyValues::Unserialize": {
   "text": "Reads a serialized entity keyvalues blob back into a live CEntityKeyValues object, a general deserialization entry point for entity properties. Read from the name; which encoding it expects, and how it relates to CEntityKeyValues::LoadFromKV3, are not established by this data.",
   "source": "generated"
  },
  "CEntityReport::Add": {
   "text": "Registers an entity with the report so it is tracked by the entity accounting and diagnostics this class collects. The class is implied by the name, so the report object's storage and what it does with the entry are unverified.",
   "source": "generated"
  },
  "CEntityReport::DeleteEntity": {
   "text": "Notes an entity's deletion in the report so the tracking data reflects entities that have gone away. The class is implied by the name; the bookkeeping performed on the deletion is unverified.",
   "source": "generated"
  },
  "CEntityReport::LeavePVS": {
   "text": "Notes that an entity has left the potentially visible set, letting the report account for entities that stop being replicated. The class is implied by the name, so the PVS scope \u2014 per-client or global \u2014 is unverified.",
   "source": "generated"
  },
  "CEntityReport::NetworkPacketFinished": {
   "text": "Marks the completion of a network packet for reporting purposes, giving the entity report a per-packet boundary to aggregate its counters against. The class is implied by the name; the aggregation it performs is unverified.",
   "source": "generated"
  },
  "CEntityReport::Record": {
   "text": "Records an entity event together with its associated data, a data-capture entry point for entity reporting. The class is implied by the name, so what is captured and where it is stored are unverified.",
   "source": "generated"
  },
  "CEntityReport::~CEntityReport": {
   "text": "Destroys the entity report object and releases the tracking storage it holds. The class is implied by the name, and as a destructor it should not be expected to carry reporting behaviour beyond cleanup.",
   "source": "generated"
  },
  "CEntitySaveRestoreBlockHandler::PreSave": {
   "text": "Prepares entities for a save and warns `PreSave(%d):  entity identity is missing, may cause a crash` when an entity lacks its identity. Treat it as save-time entity validation: entities a mod creates must hold a valid CEntityIdentity before a save is taken.",
   "source": "generated"
  },
  "CEntitySaveRestoreBlockHandler::Restore": {
   "text": "Restores world entity state from save data, logging `%s:  restoring world from save data` while doing so. It is the load-side counterpart to CEntitySaveRestoreBlockHandler::Save for the entity block of a save file.",
   "source": "generated"
  },
  "CEntitySaveRestoreBlockHandler::Save": {
   "text": "Writes the entity block of a save file, tagged in the binary with `Entity KV3 Write`, indicating entity state is serialized as KV3. Persistent entity state added by a mod should be expected to travel through this KV3 write path.",
   "source": "generated"
  },
  "CEntitySpawner<CBaseEntity>::StartNewEntity": {
   "text": "Begins construction of a new `CBaseEntity` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawner<CDOTA_BaseNPC>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_BaseNPC` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawner<CDOTA_DeathProphet_Exorcism_Spirit>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_DeathProphet_Exorcism_Spirit` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawner<CDotaQuest>::StartNewEntity": {
   "text": "Begins construction of a new `CDotaQuest` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawner<CDotaSubquestBase>::StartNewEntity": {
   "text": "Begins construction of a new `CDotaSubquestBase` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawner<CDynamicProp>::StartNewEntity": {
   "text": "Begins construction of a new `CDynamicProp` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawner<CItemGenericTriggerHelper>::StartNewEntity": {
   "text": "Begins construction of a new `CItemGenericTriggerHelper` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawner<CTriggerMultiple>::StartNewEntity": {
   "text": "Begins construction of a new `CTriggerMultiple` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerAsyncBase<CBaseEntity>::StartNewEntity": {
   "text": "Begins construction of a new `CBaseEntity` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerAsyncBase<CPhysicsProp>::StartNewEntity": {
   "text": "Begins construction of a new `CPhysicsProp` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CBaseEntity>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CBaseEntity` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CBaseEntity>::StartNewEntity": {
   "text": "Begins construction of a new `CBaseEntity` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTABaseAbility>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTABaseAbility` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTABaseAbility>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTABaseAbility` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTATeam>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTATeam` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_BaseNPC>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_BaseNPC` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_BaseNPC>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_BaseNPC` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_DeathProphet_Exorcism_Spirit>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_DeathProphet_Exorcism_Spirit` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_DeathProphet_Exorcism_Spirit>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_DeathProphet_Exorcism_Spirit` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Hero_Recorder>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_Hero_Recorder` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Item>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_Item` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Item_Physical>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_Item_Physical` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Item_Physical>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_Item_Physical` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Item_Rune>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_Item_Rune` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Item_Rune>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_Item_Rune` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Pet_CarriedItem>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_Pet_CarriedItem` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Pet_CarriedItem>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_Pet_CarriedItem` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_TempTree>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_TempTree` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_TempTree>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_TempTree` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Unit_Announcer>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_Unit_Announcer` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Unit_Courier>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDOTA_Unit_Courier` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDOTA_Unit_Courier>::StartNewEntity": {
   "text": "Begins construction of a new `CDOTA_Unit_Courier` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDotaQuest>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDotaQuest` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDotaQuest>::StartNewEntity": {
   "text": "Begins construction of a new `CDotaQuest` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDotaSubquestBase>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDotaSubquestBase` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDotaSubquestBase>::StartNewEntity": {
   "text": "Begins construction of a new `CDotaSubquestBase` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDynamicProp>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CDynamicProp` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CDynamicProp>::StartNewEntity": {
   "text": "Begins construction of a new `CDynamicProp` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CEntityDissolve>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CEntityDissolve` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CEntityDissolve>::StartNewEntity": {
   "text": "Begins construction of a new `CEntityDissolve` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CItemGenericTriggerHelper>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CItemGenericTriggerHelper` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CItemGenericTriggerHelper>::StartNewEntity": {
   "text": "Begins construction of a new `CItemGenericTriggerHelper` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CPhysicsProp>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CPhysicsProp` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CPhysicsProp>::StartNewEntity": {
   "text": "Begins construction of a new `CPhysicsProp` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CTriggerMultiple>::OnEntitySpawned": {
   "text": "Notification hook invoked for the spawner when a `CTriggerMultiple` entity finishes spawning.",
   "source": "derived"
  },
  "CEntitySpawnerBase<CTriggerMultiple>::StartNewEntity": {
   "text": "Begins construction of a new `CTriggerMultiple` entity for the spawner that owns this factory.",
   "source": "derived"
  },
  "CEnvBeam::InputStrikeOnce": {
   "text": "Handles the `StrikeOnce` entity-IO input on `CEnvBeam`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvBeam::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CEnvBeam`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvBeam::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CEnvBeam`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvBeam::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CEnvBeam`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvCubemapFog::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CEnvCubemapFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvCubemapFog::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CEnvCubemapFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvDeferredLight::InputSetLightColor": {
   "text": "Handles the `LightColor` entity-IO input on `CEnvDeferredLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvDeferredLight::InputSetLightIntensity": {
   "text": "Handles the `Intensity` entity-IO input on `CEnvDeferredLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvDeferredLight::InputSetLightRadius": {
   "text": "Handles the `Radius` entity-IO input on `CEnvDeferredLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvDeferredLight::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CEnvDeferredLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvDeferredLight::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CEnvDeferredLight`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvEntityMaker::InputForceSpawn": {
   "text": "Handles the `ForceSpawn` entity-IO input on `CEnvEntityMaker`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvEntityMaker::InputForceSpawnAtEntityOrigin": {
   "text": "Handles the `ForceSpawnAtEntityOrigin` entity-IO input on `CEnvEntityMaker`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvExplosion::InputExplode": {
   "text": "Handles the `Explode` entity-IO input on `CEnvExplosion`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvFade::InputFade": {
   "text": "Handles the `Fade` entity-IO input on `CEnvFade`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvGlobal::InputAddToCounter": {
   "text": "Handles the `AddToCounter` entity-IO input on `CEnvGlobal`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvGlobal::InputGetCounter": {
   "text": "Handles the `GetCounter` entity-IO input on `CEnvGlobal`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvGlobal::InputRemove": {
   "text": "Handles the `Remove` entity-IO input on `CEnvGlobal`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvGlobal::InputSetCounter": {
   "text": "Handles the `SetCounter` entity-IO input on `CEnvGlobal`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvGlobal::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CEnvGlobal`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvGlobal::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CEnvGlobal`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvGlobal::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CEnvGlobal`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvInstructorHint::InputEndHint": {
   "text": "Handles the `EndHint` entity-IO input on `CEnvInstructorHint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvInstructorHint::InputShowHint": {
   "text": "Handles the `ShowHint` entity-IO input on `CEnvInstructorHint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvInstructorVRHint::InputEndHint": {
   "text": "Handles the `EndHint` entity-IO input on `CEnvInstructorVRHint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvInstructorVRHint::InputShowHint": {
   "text": "Handles the `ShowHint` entity-IO input on `CEnvInstructorVRHint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvParticleGlow::InputSetAlphaScale": {
   "text": "Handles the `setalphascale` entity-IO input on `CEnvParticleGlow`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvParticleGlow::InputSetColorTint": {
   "text": "Handles the `setcolortint` entity-IO input on `CEnvParticleGlow`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvParticleGlow::InputSetScale": {
   "text": "Handles the `setscale` entity-IO input on `CEnvParticleGlow`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvShake::InputAmplitude": {
   "text": "Handles the `Amplitude` entity-IO input on `CEnvShake`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvShake::InputFrequency": {
   "text": "Handles the `Frequency` entity-IO input on `CEnvShake`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvShake::InputStartShake": {
   "text": "Handles the `StartShake` entity-IO input on `CEnvShake`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvShake::InputStopShake": {
   "text": "Handles the `StopShake` entity-IO input on `CEnvShake`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvSoundscape::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CEnvSoundscape`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvSoundscape::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CEnvSoundscape`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvSoundscape::InputToggleEnabled": {
   "text": "Handles the `ToggleEnabled` entity-IO input on `CEnvSoundscape`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvSpark::InputSparkOnce": {
   "text": "Handles the `SparkOnce` entity-IO input on `CEnvSpark`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvSpark::InputStartSpark": {
   "text": "Handles the `StartSpark` entity-IO input on `CEnvSpark`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvSpark::InputStopSpark": {
   "text": "Handles the `StopSpark` entity-IO input on `CEnvSpark`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvSpark::InputToggleSpark": {
   "text": "Handles the `ToggleSpark` entity-IO input on `CEnvSpark`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvTilt::InputStartTilt": {
   "text": "Handles the `StartTilt` entity-IO input on `CEnvTilt`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvTilt::InputStopTilt": {
   "text": "Handles the `StopTilt` entity-IO input on `CEnvTilt`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogController::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CEnvVolumetricFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogController::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CEnvVolumetricFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogController::InputSetAnisotropy": {
   "text": "Handles the `SetAnisotropy` entity-IO input on `CEnvVolumetricFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogController::InputSetDrawDistance": {
   "text": "Handles the `SetDrawDistance` entity-IO input on `CEnvVolumetricFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogController::InputSetFadeSpeed": {
   "text": "Handles the `SetFadeSpeed` entity-IO input on `CEnvVolumetricFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogController::InputSetScattering": {
   "text": "Handles the `SetFogStrength` entity-IO input on `CEnvVolumetricFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogController::InputSetToDefaults": {
   "text": "Handles the `SetToDefaults` entity-IO input on `CEnvVolumetricFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogVolume::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CEnvVolumetricFogVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvVolumetricFogVolume::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CEnvVolumetricFogVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvWindVolume::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CEnvWindVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CEnvWindVolume::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CEnvWindVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFieldPathHuffmanEncoder::InternalNode::IsLeafNode": {
   "text": "Answers the leaf test for an internal, child-bearing node of the field-path Huffman tree that compresses entity field paths for networking. Read from the name and the InternalNode scope; the tree layout and traversal are not established by this data.",
   "source": "generated"
  },
  "CFieldPathHuffmanEncoder::InternalNode::~InternalNode": {
   "text": "Destroys an internal node of the field-path Huffman tree and releases the child links it owns. The class is implied by the name, and being a destructor it carries cleanup rather than encoding logic.",
   "source": "generated"
  },
  "CFieldPathHuffmanEncoder::LeafNode::IsLeafNode": {
   "text": "Answers the leaf test for a terminal node of the field-path Huffman tree, the node kind that carries an encoded field-path symbol. Read from the name and the LeafNode scope; what payload the leaf holds is not established here.",
   "source": "generated"
  },
  "CFieldPathHuffmanEncoder::LeafNode::~LeafNode": {
   "text": "Destroys a leaf node of the field-path Huffman tree and releases its storage. The class is implied by the name; as a destructor it carries cleanup rather than encoder behaviour.",
   "source": "generated"
  },
  "CFileHandle::~CFileHandle": {
   "text": "Tears down a file handle object, releasing the underlying file resources it owns. The class is implied by the name, so which resources are released is unverified; treat it as filesystem cleanup rather than gameplay code.",
   "source": "generated"
  },
  "CFioReadOnlyFile::FS_fread": {
   "text": "Reads bytes out of a read-only file, an fread-style read entry point on this filesystem file object. The class is implied by the name; buffering behaviour and how short reads are reported are not established by this data.",
   "source": "generated"
  },
  "CFlattenedSerializer::ApplyOverrides_R": {
   "text": "Applies field overrides to a flattened serializer, descending into nested structures as the `_R` suffix indicates. Useful when reasoning about why a networked field's encoding differs from its schema default; where the overrides come from is not established here.",
   "source": "generated"
  },
  "CFlattenedSerializer::BuildHierarchy_R": {
   "text": "Builds the nested field hierarchy of a flattened serializer, walking sub-structures recursively per the `_R` suffix. Read from the name at low confidence; how the resulting hierarchy is represented is not established by this data.",
   "source": "generated"
  },
  "CFlattenedSerializer::MaybeWriteFlattenedSerializers_R": {
   "text": "Conditionally writes out flattened serializer data \u2014 a dump or export of the network serializer tables \u2014 descending into nested serializers. The `Maybe` prefix indicates a gate, plausibly a convar or debug flag, which this data does not identify.",
   "source": "generated"
  },
  "CFlattenedSerializer::RemoveFakeFields": {
   "text": "Strips fields marked fake from a flattened serializer so they are excluded from the networked field set. Handy context when a schema field exists but never appears on the wire; the criteria that mark a field fake are not established here.",
   "source": "generated"
  },
  "CFlattenedSerializer::SetRecursiveProxyIndices_R": {
   "text": "Assigns proxy indices for recursively nested fields of a flattened serializer, the addressing that lets nested structures be referenced during network encoding. Read from the name and the `_R` suffix; the index scheme itself is not established by this data.",
   "source": "generated"
  },
  "CFlattenedSerializerSpewFunc_Log::Spew": {
   "text": "Emits flattened-serializer diagnostic text into the logging output, acting as the log-backed spew sink for serializer messages. The class is implied by the name, so the log channel and message formatting are unverified.",
   "source": "generated"
  },
  "CFlattenedSerializerSpewFunc_Log::~CFlattenedSerializerSpewFunc_Log": {
   "text": "Tears down the log-backed spew sink used for flattened serializer diagnostics. The class is implied by the name; as a destructor, expect resource cleanup only.",
   "source": "generated"
  },
  "CFlattenedSerializers::BuildEntityClassNetworkSerializer": {
   "text": "Builds the network serializer for an entity class, producing the flattened field table that drives replication of that class. The class is implied by the name; this is the serializer-building machinery a custom entity class needs to gain a wire layout.",
   "source": "generated"
  },
  "CFogController::InputSet2DSkyboxFogFactor": {
   "text": "Handles the `Set2DSkyboxFogFactor` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSet2DSkyboxFogFactorLerpTo": {
   "text": "Handles the `Set2DSkyboxFogFactorLerpTo` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetAngles": {
   "text": "Handles the `SetAngles` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetColor": {
   "text": "Handles the `SetColor` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetColorLerpTo": {
   "text": "Handles the `SetColorLerpTo` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetColorSecondary": {
   "text": "Handles the `SetColorSecondary` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetColorSecondaryLerpTo": {
   "text": "Handles the `SetColorSecondaryLerpTo` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetEndDist": {
   "text": "Handles the `SetEndDist` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetEndDistLerpTo": {
   "text": "Handles the `SetEndDistLerpTo` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetFarZ": {
   "text": "Handles the `SetFarZ` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetMaxDensity": {
   "text": "Handles the `SetMaxDensity` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetMaxDensityLerpTo": {
   "text": "Handles the `SetMaxDensityLerpTo` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetStartDist": {
   "text": "Handles the `SetStartDist` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputSetStartDistLerpTo": {
   "text": "Handles the `SetStartDistLerpTo` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputStartFogTransition": {
   "text": "Handles the `StartFogTransition` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogController::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CFogController`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogVolume::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CFogVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFogVolume::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CFogVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncBrush::InputSetExcluded": {
   "text": "Handles the `SetExcluded` entity-IO input on `CFuncBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncBrush::InputSetInvert": {
   "text": "Handles the `SetInvert` entity-IO input on `CFuncBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncBrush::InputSetNonsolid": {
   "text": "Handles the `SetNonsolid` entity-IO input on `CFuncBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncBrush::InputSetSolid": {
   "text": "Handles the `SetSolid` entity-IO input on `CFuncBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncBrush::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CFuncBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncBrush::InputTurnOff": {
   "text": "Handles the `Disable` entity-IO input on `CFuncBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncBrush::InputTurnOn": {
   "text": "Handles the `Enable` entity-IO input on `CFuncBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncElectrifiedVolume::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CFuncElectrifiedVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncElectrifiedVolume::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CFuncElectrifiedVolume`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncInteractionLayerClip::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CFuncInteractionLayerClip`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncInteractionLayerClip::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CFuncInteractionLayerClip`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputClose": {
   "text": "Handles the `Close` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputOpen": {
   "text": "Handles the `Open` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputResetPosition": {
   "text": "Handles the `ResetPosition` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputSetMoveDistanceFromEnd": {
   "text": "Handles the `SetMoveDistanceFromEnd` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputSetMoveDistanceFromStart": {
   "text": "Handles the `SetMoveDistanceFromStart` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputSetPosition": {
   "text": "Handles the `SetPosition` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputSetSpeed": {
   "text": "Handles the `SetSpeed` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncMoveLinear::InputTeleportToTarget": {
   "text": "Handles the `TeleportToTarget` entity-IO input on `CFuncMoveLinear`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncNavBlocker::InputBlockNav": {
   "text": "Handles the `BlockNav` entity-IO input on `CFuncNavBlocker`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncNavBlocker::InputUnblockNav": {
   "text": "Handles the `UnblockNav` entity-IO input on `CFuncNavBlocker`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncPlat::InputGoDown": {
   "text": "Handles the `GoDown` entity-IO input on `CFuncPlat`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncPlat::InputGoUp": {
   "text": "Handles the `GoUp` entity-IO input on `CFuncPlat`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncPlat::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CFuncPlat`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputDisableAccelDecel": {
   "text": "Handles the `DisableAccelDecel` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputEnableAccelDecel": {
   "text": "Handles the `EnableAccelDecel` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputReverse": {
   "text": "Handles the `Reverse` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputSetSpeed": {
   "text": "Handles the `SetSpeed` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputSetStartPos": {
   "text": "Handles the `SetStartPos` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputSnapToStartPos": {
   "text": "Handles the `SnapToStartPos` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputStart": {
   "text": "Handles the `Start` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputStartBackward": {
   "text": "Handles the `StartBackward` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputStartForward": {
   "text": "Handles the `StartForward` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputStopAtStartPos": {
   "text": "Handles the `StopAtStartPos` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotating::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CFuncRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputPitch": {
   "text": "Handles the `Pitch` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputReturnToInitialOrientation": {
   "text": "Handles the `ReturnToInitialOrientation` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputReturnToPreviousOrientation": {
   "text": "Handles the `ReturnToPreviousOrientation` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputRoll": {
   "text": "Handles the `Roll` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputSetRotateType": {
   "text": "Handles the `SetRotateType` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputSetRotatorTarget": {
   "text": "Handles the `SetRotatorTarget` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputSetSpeed": {
   "text": "Handles the `SetSpeed` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputStart": {
   "text": "Handles the `Start` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputStartForward": {
   "text": "Handles the `StartForward` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncRotator::InputYaw": {
   "text": "Handles the `Yaw` entity-IO input on `CFuncRotator`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTimescale::InputReset": {
   "text": "Handles the `Reset` entity-IO input on `CFuncTimescale`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTimescale::InputStart": {
   "text": "Handles the `Start` entity-IO input on `CFuncTimescale`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTimescale::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CFuncTimescale`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputLockOrientation": {
   "text": "Handles the `LockOrientation` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputMoveToPathNode": {
   "text": "Handles the `MoveToPathNode` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputResume": {
   "text": "Handles the `Resume` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputReverse": {
   "text": "Handles the `Reverse` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputSetMaxSpeed": {
   "text": "Handles the `SetMaxSpeed` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputSetSpeed": {
   "text": "Handles the `SetSpeed` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputSetSpeedDir": {
   "text": "Handles the `SetSpeedDir` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputSetSpeedDirAccel": {
   "text": "Handles the `SetSpeedDirAccel` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputSetSpeedReal": {
   "text": "Handles the `SetSpeedReal` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputStartBackward": {
   "text": "Handles the `StartBackward` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputStartForward": {
   "text": "Handles the `StartForward` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputTeleportToPathNode": {
   "text": "Handles the `TeleportToPathNode` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrackTrain::InputUnlockOrientation": {
   "text": "Handles the `UnlockOrientation` entity-IO input on `CFuncTrackTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrain::InputStart": {
   "text": "Handles the `Start` entity-IO input on `CFuncTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrain::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CFuncTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CFuncTrain::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CFuncTrain`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGameEntitySystem::CreateEntities": {
   "text": "Creates entities within the game entity system, a server-side path for bringing entities into existence from supplied data. Read from the name at low confidence; whether it consumes keyvalues, a map block, or a spawn list is not established here.",
   "source": "generated"
  },
  "CGameEventManager::UnserializeEvent": {
   "text": "Reconstructs a game event from its serialized network form, turning received bytes back into a usable event object. The class is implied by the name, so the wire encoding it expects and its failure behaviour are unverified.",
   "source": "generated"
  },
  "CGameEventSystem::Connect": {
   "text": "Brings the game event system up against the engine interfaces it needs before it can be used, the connect step of an engine system's lifecycle. Read from the name, with the class implied by the name; what it acquires is unverified.",
   "source": "generated"
  },
  "CGameEventSystem::Disconnect": {
   "text": "Releases the engine interfaces the event system holds, leaving it disconnected but not yet destroyed. Read from the name, with the class implied by the name; exactly what is released is unverified.",
   "source": "generated"
  },
  "CGameEventSystem::GetBuildType": {
   "text": "Reports the build flavour the event system identifies itself with to the engine's system registry, a lifecycle accessor rather than an event operation. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::GetDependencies": {
   "text": "Reports the other engine systems this one requires, the information a system registry uses when bringing systems up. Read from the name, with the class implied by the name; the form the list takes is not established here.",
   "source": "generated"
  },
  "CGameEventSystem::GetEventSource": {
   "text": "Exposes the event source the system publishes game events through, which is what you need when working with the engine-side source rather than a single event. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::GetTier": {
   "text": "Reports the initialization tier the event system belongs to within the engine's system registry. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::Init": {
   "text": "Lifecycle initialization entry point for the event system; the name does not establish what it sets up. The class is implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::IsSingleton": {
   "text": "Reports whether the event system is restricted to a single instance, a lifecycle query the engine's system registry consumes. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::PostEntityEventAbstract": {
   "text": "Fires a game event tied to a specific entity so listeners receive it with that entity as context. Use the entity-scoped post path when an event belongs to one entity rather than the whole game; read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::PostEventAbstract": {
   "text": "Fires a game event into the system for delivery to registered handlers, the general-purpose post path a plugin uses to raise an event. Read from the name, with the class implied by the name; delivery scope and client targeting are unverified.",
   "source": "generated"
  },
  "CGameEventSystem::PostEventAbstract_Local": {
   "text": "Fires a game event for local delivery only, keeping it on this host rather than replicating it to clients. Read from the name and its `_Local` suffix, with the class implied by the name; the exact scope is unverified.",
   "source": "generated"
  },
  "CGameEventSystem::PreShutdown": {
   "text": "Performs the early teardown pass while the event system is still usable, the point to drop references before full shutdown. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::ProcessQueuedEvents": {
   "text": "Drains events that were queued rather than delivered immediately and hands them to their handlers, so deferred events take effect here. Read from the name, with the class implied by the name; queue policy and re-entrancy are unverified.",
   "source": "generated"
  },
  "CGameEventSystem::PurgeQueuedEvents": {
   "text": "Discards pending queued events without delivering them, the way to clear stale events across a level change or reset. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::QueryInterface": {
   "text": "Looks up a requested interface on the event system, the usual interface-query accessor. The name does not establish which interfaces it serves; the class is implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::Reconnect": {
   "text": "Re-establishes an engine interface the system had already connected, for cases where an interface is swapped or reloaded. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::RegisterGameEvent": {
   "text": "Registers a game event definition with the system so that event can be posted and listened for by name. A custom event needs registering before it is usable; read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::RegisterGameEventHandlerAbstract": {
   "text": "Subscribes a handler so it receives a given game event, the hook point for reacting to engine events from a plugin. Read from the name, with the class implied by the name; matching and lifetime rules are unverified.",
   "source": "generated"
  },
  "CGameEventSystem::Shutdown": {
   "text": "Shuts the event system down and releases what it holds. The name does not establish what is torn down; the class is implied by the name.",
   "source": "generated"
  },
  "CGameEventSystem::UnregisterGameEventHandlerAbstract": {
   "text": "Removes a previously subscribed handler so it stops receiving events, which a plugin needs on unload to avoid stale callbacks. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameGibManager::InputSetMaxPieces": {
   "text": "Handles the `SetMaxPieces` entity-IO input on `CGameGibManager`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGameGibManager::InputSetMaxPiecesDX8": {
   "text": "Handles the `SetMaxPiecesDX8` entity-IO input on `CGameGibManager`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGameNetworkStringTables::InitStringTableDefinitions": {
   "text": "Sets up the server's network string table definitions; the code carries the diagnostic text `ent_spew_derived_classes: Found %d entities deriving from %s`, tying this work to enumerating entity classes while the definitions are built. Which tables are defined is not established by this data.",
   "source": "generated"
  },
  "CGameNetworkStringTables::SV_CreateNetworkStringTables": {
   "text": "Creates the server-side network string tables, the name/index tables the server shares with clients, and carries the `[server]` tag string. Read from that anchor plus the name; which tables are created and their sizes are not established here.",
   "source": "generated"
  },
  "CGameResourceService::BuildResourceManifest": {
   "text": "Assembles the manifest of resources a map or session needs so they can be loaded together. Read from the name, with the class implied by the name; what feeds the manifest is unverified.",
   "source": "generated"
  },
  "CGameResourceService::PrecacheEntitiesAndConfirmResourcesAreLoaded": {
   "text": "Precaches the resources entities require and confirms they finished loading before play continues, the gate custom entity assets must pass to avoid missing models or sounds. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CVScriptGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemAbstractFactory<CVScriptGameSystem, IVScriptGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CVScriptGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CAimTargetManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CAimTargetManager, CAimTargetManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CAimTargetManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAimTargetManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CBodyGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CBodyGameSystem, CBodyGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CBodyGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CBodyGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CCheckClient` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCheckClient, CCheckClient>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CCheckClient` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCheckClient` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CColorCorrectionSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CColorCorrectionSystem, CColorCorrectionSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CColorCorrectionSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CColorCorrectionSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CCommentarySystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CCommentarySystem, CCommentarySystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CCommentarySystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCommentarySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAEventLog` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAEventLog, CDOTAEventLog>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAEventLog` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAEventLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAVScriptGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTAVScriptGameSystem, CDOTAVScriptGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVScriptGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVScriptGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_ActiveModifiersList, CDOTA_ActiveModifiersList>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActiveModifiersList` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActiveModifiersList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_ActiveModifiersList, CDOTA_ActiveModifiersList>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActiveModifiersList` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActiveModifiersList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_ActiveModifiersList, CDOTA_ActiveModifiersList>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActiveModifiersList` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActiveModifiersList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_ActiveModifiersList, CDOTA_ActiveModifiersList>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActiveModifiersList` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActiveModifiersList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_ActiveModifiersList, CDOTA_ActiveModifiersList>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActiveModifiersList` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActiveModifiersList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_ActiveModifiersList, CDOTA_ActiveModifiersList>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActiveModifiersList` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActiveModifiersList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_ActiveModifiersList, CDOTA_ActiveModifiersList>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActiveModifiersList` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActiveModifiersList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_QuestSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_QuestSystem, CDOTA_QuestSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_QuestSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_QuestSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_UnitFilterCache` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDOTA_UnitFilterCache, CDOTA_UnitFilterCache>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_UnitFilterCache` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_UnitFilterCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDebugOverlayGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDebugOverlayGameSystem, CDebugOverlayGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDebugOverlayGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDebugOverlayGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDecalGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CDecalGameSystem, CDecalGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDecalGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDecalGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CEntityDebugGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CEntityDebugGameSystem, CEntityDebugGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CEntityDebugGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CEntityDebugGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CGameRulesGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CGameRulesGameSystem, CGameRulesGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CGameRulesGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameRulesGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CHLTVDirector` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CHLTVDirector, CHLTVDirector>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CHLTVDirector` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CLightQueryGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CLightQueryGameSystem, CLightQueryGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CLightQueryGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLightQueryGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CMarkupManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CMarkupManager, CMarkupManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CMarkupManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CMarkupManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CNavGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNavGameSystem, CNavGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CNavGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNavGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CNotifyManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CNotifyManager, INotify>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CNotifyManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CNotifyManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CPVSManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPVSManager, IPVSManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CPVSManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPVSManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CPhysicsGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPhysicsGameSystem, CPhysicsGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CPhysicsGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPhysicsGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CPrecacheGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheGameSystem, CPrecacheGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CPrecacheRegister` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPrecacheRegister, CPrecacheRegister>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CPrecacheRegister` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPrecacheRegister` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CPropData` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CPropData, CPropData>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CPropData` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPropData` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CRenderGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CRenderGameSystem, CRenderGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CRenderGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRenderGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CServerAchievementManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CServerAchievementManager, CServerAchievementManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CServerAchievementManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CServerAchievementManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CSoundscapeSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSoundscapeSystem, CSoundscapeSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CSoundscapeSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundscapeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CSource1LegacyGameEventGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource1LegacyGameEventGameSystem, CSource1LegacyGameEventGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CSource1LegacyGameEventGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource1LegacyGameEventGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CSource2EntitySystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSource2EntitySystem, CSource2EntitySystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CSource2EntitySystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSource2EntitySystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CSpawnGroupCompletionCallbackGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupCompletionCallbackGameSystem, CSpawnGroupCompletionCallbackGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupCompletionCallbackGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupCompletionCallbackGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CSpawnGroupMgrGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<CSpawnGroupMgrGameSystem, CSpawnGroupMgrGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CSpawnGroupMgrGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSpawnGroupMgrGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `GameEvent_RegisterHookupGameSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemReallocatingFactory<GameEvent_RegisterHookupGameSystem, GameEvent_RegisterHookupGameSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `GameEvent_RegisterHookupGameSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `GameEvent_RegisterHookupGameSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CAnchorList` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnchorList, CAnchorList>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CAnchorList` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnchorList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CAnnouncerSharedThinker` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnnouncerSharedThinker` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CAnnouncerSharedThinker` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnnouncerSharedThinker` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CAnnouncerSharedThinker` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CAnnouncerSharedThinker` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnnouncerSharedThinker` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CAnnouncerSharedThinker` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnnouncerSharedThinker` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CAnnouncerSharedThinker` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnnouncerSharedThinker` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CAnnouncerSharedThinker` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnnouncerSharedThinker` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CAnnouncerSharedThinker, CAnnouncerSharedThinker>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CAnnouncerSharedThinker` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CAnnouncerSharedThinker` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CCustomGameEventManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomGameEventManager, CCustomGameEventManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CCustomGameEventManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomGameEventManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CCustomNetTableManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomNetTableManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CCustomNetTableManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomNetTableManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CCustomNetTableManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomNetTableManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CCustomNetTableManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CCustomNetTableManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomNetTableManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CCustomNetTableManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomNetTableManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CCustomNetTableManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomNetTableManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CCustomNetTableManager, CCustomNetTableManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CCustomNetTableManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CCustomNetTableManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAChallengeSystem, CDOTAChallengeSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAChallengeSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAChallengeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAChallengeSystem, CDOTAChallengeSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAChallengeSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAChallengeSystem, CDOTAChallengeSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAChallengeSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAChallengeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAChallengeSystem, CDOTAChallengeSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAChallengeSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAChallengeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAChallengeSystem, CDOTAChallengeSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAChallengeSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAChallengeSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTACustomGameCache` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTACustomGameCache, CDOTACustomGameCache>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTACustomGameCache` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTACustomGameCache` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAFogOfWarSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAFogOfWarSystem, CDOTAFogOfWarSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAFogOfWarSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAFogOfWarSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAGCServerSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGCServerSystem, CDOTAGCServerSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGCServerSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGCServerSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGameManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGameManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAGameManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGameManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGameManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGameManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGameManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGameManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGameManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGameManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGameManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGameManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGameManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAGameManager, CDOTAGameManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAGameManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAGameManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAHLTVDirector` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHLTVDirector, CDOTAHLTVDirector>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHLTVDirector` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHLTVDirector` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAHeroList` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAHeroList, CDOTAHeroList>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAHeroList` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAHeroList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAInventoryManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAInventoryManager, CDOTAInventoryManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAInventoryManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAInventoryManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTASpectatorGraphManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTASpectatorGraphManager, CDOTASpectatorGraphManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTASpectatorGraphManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTASpectatorGraphManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTAVoteSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTAVoteSystem, CDOTAVoteSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTAVoteSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTAVoteSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AbilityAnimations, CDOTA_AbilityAnimations>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AbilityAnimations` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AbilityAnimations` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AbilityAnimations, CDOTA_AbilityAnimations>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_AbilityAnimations` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AbilityAnimations, CDOTA_AbilityAnimations>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AbilityAnimations` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AbilityAnimations` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AbilityAnimations, CDOTA_AbilityAnimations>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AbilityAnimations` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AbilityAnimations` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AbilityAnimations, CDOTA_AbilityAnimations>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AbilityAnimations` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AbilityAnimations` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_ActionDelayer` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ActionDelayer, CDOTA_ActionDelayer>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ActionDelayer` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ActionDelayer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AttackRecordManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AttackRecordManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_AttackRecordManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AttackRecordManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AttackRecordManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AttackRecordManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AttackRecordManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AttackRecordManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AttackRecordManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AttackRecordManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AttackRecordManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AttackRecordManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AttackRecordManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AttackRecordManager, CDOTA_AttackRecordManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AttackRecordManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AttackRecordManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AutoCombinableItems` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AutoCombinableItems` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_AutoCombinableItems` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AutoCombinableItems` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AutoCombinableItems` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AutoCombinableItems` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AutoCombinableItems` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AutoCombinableItems` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AutoCombinableItems` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AutoCombinableItems` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AutoCombinableItems` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AutoCombinableItems` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AutoCombinableItems` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_AutoCombinableItems, CDOTA_AutoCombinableItems>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_AutoCombinableItems` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_AutoCombinableItems` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_BinaryObjectSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_BinaryObjectSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_BinaryObjectSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_BinaryObjectSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_BinaryObjectSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_BinaryObjectSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_BinaryObjectSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_BinaryObjectSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_BinaryObjectSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_BinaryObjectSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_BinaryObjectSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_BinaryObjectSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_BinaryObjectSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_BinaryObjectSystem, CDOTA_BinaryObjectSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_BinaryObjectSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_BinaryObjectSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_CombatAnalyzer` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatAnalyzer, CDOTA_CombatAnalyzer>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatAnalyzer` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatLog` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_CombatLog` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatLog` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatLog` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatLog` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatLog` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatLog` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CombatLog, CDOTA_CombatLog>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CombatLog` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CombatLog` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_Commander` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Commander, CDOTA_Commander>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Commander` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Commander` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CustomUIManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CustomUIManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CustomUIManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CustomUIManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CustomUIManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CustomUIManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_CustomUIManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CustomUIManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CustomUIManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CustomUIManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CustomUIManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CustomUIManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CustomUIManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_CustomUIManager, CDOTA_CustomUIManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_CustomUIManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_CustomUIManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Grinder` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Grinder` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Grinder` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Grinder` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Grinder` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Grinder` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_Grinder` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Grinder` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Grinder` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Grinder` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Grinder` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Grinder` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Grinder` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Grinder, CDOTA_Grinder>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Grinder` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Grinder` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_ProjectileManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_ProjectileManager, CDOTA_ProjectileManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_ProjectileManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_ProjectileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_RealtimeCombatAnalyzer` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_RealtimeCombatAnalyzer, CDOTA_RealtimeCombatAnalyzer>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_RealtimeCombatAnalyzer` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_RealtimeCombatAnalyzer` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_TeleportTimerManager, CDOTA_TeleportTimerManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_TeleportTimerManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_TeleportTimerManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_TeleportTimerManager, CDOTA_TeleportTimerManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_TeleportTimerManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_TeleportTimerManager, CDOTA_TeleportTimerManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_TeleportTimerManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_TeleportTimerManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_TeleportTimerManager, CDOTA_TeleportTimerManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_TeleportTimerManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_TeleportTimerManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_TeleportTimerManager, CDOTA_TeleportTimerManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_TeleportTimerManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_TeleportTimerManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_TeleportTimerManager, CDOTA_TeleportTimerManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_TeleportTimerManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_TeleportTimerManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDOTA_Tutorial` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDOTA_Tutorial, CDOTA_Tutorial>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDOTA_Tutorial` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDOTA_Tutorial` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDirtySpatialPartitionEntityList` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDirtySpatialPartitionEntityList, CDirtySpatialPartitionEntityList>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDirtySpatialPartitionEntityList` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDirtySpatialPartitionEntityList` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CDotaStatManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDotaStatManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CDotaStatManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CDotaStatManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDotaStatManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CDotaStatManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDotaStatManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CDotaStatManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDotaStatManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CDotaStatManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDotaStatManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CDotaStatManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDotaStatManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CDotaStatManager, CDotaStatManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CDotaStatManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CDotaStatManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CFlexSceneFileManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFlexSceneFileManager, CFlexSceneFileManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CFlexSceneFileManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFlexSceneFileManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CFogSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CFogSystem, CFogSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CFogSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CFogSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CGameTimescale` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGameTimescale, CGameTimescale>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CGameTimescale` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGameTimescale` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CGlobalState` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CGlobalState, CGlobalState>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CGlobalState` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CGlobalState` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CItemGeneration` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CItemGeneration, CItemGeneration>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CItemGeneration` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CItemGeneration` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CLagCompensationManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CLagCompensationManager, ILagCompensationManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CLagCompensationManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CLagCompensationManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CPlayerVoiceListener` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CPlayerVoiceListener, CPlayerVoiceListener>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CPlayerVoiceListener` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CPlayerVoiceListener` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CRagdollLRURetirement` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CRagdollLRURetirement, CRagdollLRURetirement>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CRagdollLRURetirement` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CRagdollLRURetirement` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CResponseQueueManager` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CResponseQueueManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CResponseQueueManager` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CResponseQueueManager` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CResponseQueueManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CResponseQueueManager` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CResponseQueueManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CResponseQueueManager` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CResponseQueueManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CResponseQueueManager` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CResponseQueueManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CResponseQueueManager` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CResponseQueueManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CResponseQueueManager, CResponseQueueManager>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CResponseQueueManager` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CResponseQueueManager` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CSoundControllerImp` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundControllerImp, CSoundControllerImp>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CSoundControllerImp` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundControllerImp` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CSoundEmitterSystem` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundEmitterSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CSoundEmitterSystem` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::Init": {
   "text": "`IGameSystemFactory` implementation for the `CSoundEmitterSystem` game system \u2014 the `Init` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundEmitterSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CSoundEmitterSystem` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundEmitterSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CSoundEmitterSystem` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundEmitterSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CSoundEmitterSystem` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundEmitterSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CSoundEmitterSystem` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundEmitterSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CSoundEmitterSystem, CSoundEmitterSystem>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CSoundEmitterSystem` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CSoundEmitterSystem` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::GetStaticGameSystem": {
   "text": "Returns the process-wide `CVisibilityMonitor` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<CVisibilityMonitor, CVisibilityMonitor>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `CVisibilityMonitor` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `CVisibilityMonitor` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::CreateGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the creation hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::DestroyGameSystem": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the teardown hook of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::GetPriority": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the registration-priority query the engine orders systems by of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::GetStaticGameSystem": {
   "text": "Returns the process-wide `DOTA_CombatLog_Record` game-system instance, creating it on first use.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::IsReallocating": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the query for whether this factory reallocates its system rather than holding one statically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::PostInit": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the `PostInit` stage, which the engine runs once the earlier `Init` pass is done of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::SetGlobalPtr": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the hook that installs the system's global pointer of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::ShouldAutoAdd": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the query for whether the engine registers this system automatically of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameSystemStaticFactory<DOTA_CombatLog_Record, DOTA_CombatLog_Record>::Shutdown": {
   "text": "`IGameSystemFactory` implementation for the `DOTA_CombatLog_Record` game system \u2014 the `Shutdown` stage of the engine's game-system lifecycle. Engine plumbing rather than gameplay: it is how `DOTA_CombatLog_Record` gets stood up, not where its behaviour lives.",
   "source": "derived"
  },
  "CGameUIService::Init": {
   "text": "Lifecycle initialization entry point for the UI service; the name does not establish what it sets up. The class is implied by the name.",
   "source": "generated"
  },
  "CGenericConstraint::InputSetAngularDampingRatioX": {
   "text": "Handles the `SetAngularDampingRatioX` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularDampingRatioY": {
   "text": "Handles the `SetAngularDampingRatioY` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularDampingRatioZ": {
   "text": "Handles the `SetAngularDampingRatioZ` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularFrequencyX": {
   "text": "Handles the `SetAngularFrequencyX` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularFrequencyY": {
   "text": "Handles the `SetAngularFrequencyY` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularFrequencyZ": {
   "text": "Handles the `SetAngularFrequencyZ` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularMotionLockedX": {
   "text": "Handles the `SetAngularMotionLockedX` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularMotionLockedY": {
   "text": "Handles the `SetAngularMotionLockedY` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetAngularMotionLockedZ": {
   "text": "Handles the `SetAngularMotionLockedZ` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearDampingRatioX": {
   "text": "Handles the `SetLinearDampingRatioX` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearDampingRatioY": {
   "text": "Handles the `SetLinearDampingRatioY` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearDampingRatioZ": {
   "text": "Handles the `SetLinearDampingRatioZ` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearFrequencyX": {
   "text": "Handles the `SetLinearFrequencyX` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearFrequencyY": {
   "text": "Handles the `SetLinearFrequencyY` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearFrequencyZ": {
   "text": "Handles the `SetLinearFrequencyZ` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearMotionLockedX": {
   "text": "Handles the `SetLinearMotionLockedX` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearMotionLockedY": {
   "text": "Handles the `SetLinearMotionLockedY` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGenericConstraint::InputSetLinearMotionLockedZ": {
   "text": "Handles the `SetLinearMotionLockedZ` entity-IO input on `CGenericConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGlobalThreadPool::Start": {
   "text": "Starts the engine's global worker thread pool so queued jobs can begin running. Read from the name, with the class implied by the name; thread counts, affinity and scheduling are unverified.",
   "source": "generated"
  },
  "CGunTarget::InputStart": {
   "text": "Handles the `Start` entity-IO input on `CGunTarget`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGunTarget::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CGunTarget`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CGunTarget::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CGunTarget`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CHLTVClient::ActivatePlayer": {
   "text": "Activates the player slot for an HLTV spectator client, moving that client into the active in-game state. Read from the name, with the class implied by the name; conditions and side effects are unverified.",
   "source": "generated"
  },
  "CHLTVFrame::IsMemPoolAllocated": {
   "text": "Reports whether the HLTV frame was allocated from a memory pool rather than the general heap, which governs how it must be freed. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CHLTVFrame::~CHLTVFrame": {
   "text": "Destroys an HLTV frame and releases what it holds. The class is implied by the name, and the exact resources freed are not established here.",
   "source": "generated"
  },
  "CHostStateMgr::QueueNewRequest": {
   "text": "Queues a new host-state change request for later handling instead of applying it immediately. Read from the name, with the class implied by the name; the request kinds accepted and the queue's ordering rules are unverified.",
   "source": "generated"
  },
  "CIODelayAlarmThread::~CIODelayAlarmThread": {
   "text": "Destroys the I/O delay alarm thread object, ending the thread that watches for delayed I/O. Read from the name, with the class implied by the name; what it stops or joins is unverified.",
   "source": "generated"
  },
  "CInfoDynamicShadowHint::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CInfoDynamicShadowHint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoDynamicShadowHint::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CInfoDynamicShadowHint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoGameEventProxy::InputGenerateGameEvent": {
   "text": "Handles the `GenerateGameEvent` entity-IO input on `CInfoGameEventProxy`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoOffscreenPanoramaTexture::InputAddCSSClass": {
   "text": "Handles the `AddCSSClass` entity-IO input on `CInfoOffscreenPanoramaTexture`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoOffscreenPanoramaTexture::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CInfoOffscreenPanoramaTexture`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoOffscreenPanoramaTexture::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CInfoOffscreenPanoramaTexture`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoOffscreenPanoramaTexture::InputRemoveCSSClass": {
   "text": "Handles the `RemoveCSSClass` entity-IO input on `CInfoOffscreenPanoramaTexture`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoPlayerStart::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CInfoPlayerStart`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoPlayerStart::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CInfoPlayerStart`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoPlayerStart::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CInfoPlayerStart`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoVisibilityBox::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CInfoVisibilityBox`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInfoVisibilityBox::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CInfoVisibilityBox`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CInputService::OnProfileStorageAvailable": {
   "text": "Notification handler for the moment a user's profile storage becomes available, letting the input service pick up settings that were waiting on it. Read from the name, with the class implied by the name.",
   "source": "generated"
  },
  "CItemGeneric::InputStartAmbientSound": {
   "text": "Handles the `StartAmbientSound` entity-IO input on `CItemGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CItemGeneric::InputStopAmbientSound": {
   "text": "Handles the `StopAmbientSound` entity-IO input on `CItemGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CItemGeneric::InputToggleAmbientSound": {
   "text": "Handles the `ToggleAmbientSound` entity-IO input on `CItemGeneric`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CItemSocket_Autograph::GetString": {
   "text": "Yields the string value carried by an autograph item socket; the code holds the anchor `_ClientModifierLevel`, a socket attribute-key suffix it works with. Which stored field is produced is not established by this data.",
   "source": "generated"
  },
  "CItemSocket_Color::GetString": {
   "text": "Yields the string form of a colour item socket, building it through the token `Econ_Socket_Color_%s_Legacy` for legacy colour sockets. Useful when you need a socket's colour as text; the value substituted into that token is not established here.",
   "source": "generated"
  },
  "CItemSocket_Effect::GetString": {
   "text": "Produces the localization token for an item's socketed particle effect, formatting the anchor #Attrib_Particle%u with the effect's index. Use it when reading or overriding how cosmetic socket effects are labelled; the anchor fixes the token shape, but what supplies the index and when it is built are unverified.",
   "source": "generated"
  },
  "CKeepUpright::InputSetAngularLimit": {
   "text": "Handles the `SetAngularLimit` entity-IO input on `CKeepUpright`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CKeepUpright::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CKeepUpright`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CKeepUpright::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CKeepUpright`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLineBatchLayoutInfo::GetCopy": {
   "text": "Returns a duplicate of a batched line-layout record so callers can hold or edit a snapshot without touching the original. The owning class is implied by the name rather than recovered from the vtable, and whether the copy is deep or shallow is unverified.",
   "source": "generated"
  },
  "CLineBatchLayoutInfo::Render": {
   "text": "Draws the batch of laid-out text lines this record describes. The class is implied by the name and the vtable slot is unbound, so the draw surface, coordinate space, and state it consumes are unverified.",
   "source": "generated"
  },
  "CLineBatchLayoutInfo::~CLineBatchLayoutInfo": {
   "text": "Tears down a batched line-layout record and releases the per-line data it holds. The class is implied by the name and the slot is unbound, so which buffers it actually owns and frees is unverified.",
   "source": "generated"
  },
  "CLineLayoutInfo::GetCopy": {
   "text": "Returns a duplicate of a single line's layout record, letting callers keep or modify a snapshot independently of the original. The class is implied by the name, not recovered from the binary, and the copy's depth is unverified.",
   "source": "generated"
  },
  "CLineLayoutInfo::Render": {
   "text": "Draws the single laid-out text line this record describes. The class is implied by the name and the vtable slot is unbound, so the drawing target and the layout state it reads are unverified.",
   "source": "generated"
  },
  "CLineLayoutInfo::~CLineLayoutInfo": {
   "text": "Destroys one line's layout record, releasing the glyph and run data held for that line. The class is implied by the name and the slot is unbound, so the exact ownership it relinquishes is unverified.",
   "source": "generated"
  },
  "CLocalize::AddFile": {
   "text": "Registers a localization string file with the localize system so its tokens become resolvable for lookup. This is the entry point for adding custom translation files from a mod; read from the name, so the accepted path form and how duplicate tokens are merged are unverified.",
   "source": "generated"
  },
  "CLogicAchievement::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CLogicAchievement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicAchievement::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CLogicAchievement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicAchievement::InputFireEvent": {
   "text": "Handles the `FireEvent` entity-IO input on `CLogicAchievement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicAchievement::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CLogicAchievement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicActiveAutosave::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CLogicActiveAutosave`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicActiveAutosave::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CLogicActiveAutosave`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicActivityEvent::InputFireEvent": {
   "text": "Handles the `FireEvent` entity-IO input on `CLogicActivityEvent`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicAutosave::InputSave": {
   "text": "Handles the `Save` entity-IO input on `CLogicAutosave`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicAutosave::InputSaveDangerous": {
   "text": "Handles the `SaveDangerous` entity-IO input on `CLogicAutosave`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicAutosave::InputSetMinHitpointsThreshold": {
   "text": "Handles the `SetMinHitpointsThreshold` entity-IO input on `CLogicAutosave`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranch::InputSetValue": {
   "text": "Handles the `SetValue` entity-IO input on `CLogicBranch`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranch::InputSetValueTest": {
   "text": "Handles the `SetValueTest` entity-IO input on `CLogicBranch`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranch::InputTest": {
   "text": "Handles the `Test` entity-IO input on `CLogicBranch`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranch::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CLogicBranch`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranch::InputToggleTest": {
   "text": "Handles the `ToggleTest` entity-IO input on `CLogicBranch`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranchList::InputTest": {
   "text": "Handles the `Test` entity-IO input on `CLogicBranchList`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranchList::Input_OnLogicBranchChanged": {
   "text": "Handles the `_OnLogicBranchChanged` entity-IO input on `CLogicBranchList`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicBranchList::Input_OnLogicBranchRemoved": {
   "text": "Handles the `_OnLogicBranchRemoved` entity-IO input on `CLogicBranchList`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCase::InputPickRandom": {
   "text": "Handles the `PickRandom` entity-IO input on `CLogicCase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCase::InputPickRandomShuffle": {
   "text": "Handles the `PickRandomShuffle` entity-IO input on `CLogicCase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCase::InputResetShuffle": {
   "text": "Handles the `ResetShuffle` entity-IO input on `CLogicCase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCase::InputValue": {
   "text": "Handles the `InValue` entity-IO input on `CLogicCase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCollisionPair::InputDisableCollisions": {
   "text": "Handles the `DisableCollisions` entity-IO input on `CLogicCollisionPair`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCollisionPair::InputDisableCollisionsWith": {
   "text": "Handles the `DisableCollisionsWith` entity-IO input on `CLogicCollisionPair`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCollisionPair::InputEnableCollisions": {
   "text": "Handles the `EnableCollisions` entity-IO input on `CLogicCollisionPair`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCompare::InputCompare": {
   "text": "Handles the `Compare` entity-IO input on `CLogicCompare`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCompare::InputSetCompareValue": {
   "text": "Handles the `SetCompareValue` entity-IO input on `CLogicCompare`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCompare::InputSetValue": {
   "text": "Handles the `SetValue` entity-IO input on `CLogicCompare`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicCompare::InputSetValueCompare": {
   "text": "Handles the `SetValueCompare` entity-IO input on `CLogicCompare`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicDistanceAutosave::InputSave": {
   "text": "Handles the `Save` entity-IO input on `CLogicDistanceAutosave`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicDistanceAutosave::InputSaveDangerous": {
   "text": "Handles the `SaveDangerous` entity-IO input on `CLogicDistanceAutosave`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicDistanceCheck::InputCheckDistance": {
   "text": "Handles the `CheckDistance` entity-IO input on `CLogicDistanceCheck`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicGameEventListener::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CLogicGameEventListener`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicGameEventListener::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CLogicGameEventListener`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicGameEventListener::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CLogicGameEventListener`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicMeasureMovement::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CLogicMeasureMovement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicMeasureMovement::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CLogicMeasureMovement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicMeasureMovement::InputSetMeasureReference": {
   "text": "Handles the `SetMeasureReference` entity-IO input on `CLogicMeasureMovement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicMeasureMovement::InputSetMeasureTarget": {
   "text": "Handles the `SetMeasureTarget` entity-IO input on `CLogicMeasureMovement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicMeasureMovement::InputSetTarget": {
   "text": "Handles the `SetTarget` entity-IO input on `CLogicMeasureMovement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicMeasureMovement::InputSetTargetReference": {
   "text": "Handles the `SetTargetReference` entity-IO input on `CLogicMeasureMovement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicMeasureMovement::InputSetTargetScale": {
   "text": "Handles the `SetTargetScale` entity-IO input on `CLogicMeasureMovement`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicNPCCounter::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CLogicNPCCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicNPCCounter::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CLogicNPCCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLogicNPCCounter::InputSetSourceEntity": {
   "text": "Handles the `SetSourceEntity` entity-IO input on `CLogicNPCCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeConsole>::CreateLoopMode": {
   "text": "Creates the `CLoopModeConsole` loop mode \u2014 the engine's top-level mode object for this run state. The vtable slot carries no class binding, so the owning class is implied by the name, not by the data.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeConsole>::DestroyLoopMode": {
   "text": "Destroys a console loop-mode instance and releases it. The class is implied by the name from an unbound vtable slot, so what teardown it performs before freeing is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeConsole>::GetLoopModeType": {
   "text": "Reports the loop-mode type identifier for the console mode, which callers use to match a factory to the mode they want. The class is implied by the name, and the identifier's encoding is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeConsole>::Init": {
   "text": "Brings the console loop-mode factory into a usable state for serving mode creation. Beyond generic factory startup the purpose is not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeConsole>::Shutdown": {
   "text": "Shuts the console loop-mode factory down and releases what it holds. Beyond generic teardown the specifics are not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeGame>::CreateLoopMode": {
   "text": "Creates the `CLoopModeGame` loop mode \u2014 the engine's top-level mode object for this run state.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeGame>::DestroyLoopMode": {
   "text": "Destroys a gameplay loop-mode instance and frees it. A prototype is derived, but what resources it releases and under what conditions the engine wants it destroyed are unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeGame>::GetLoopModeType": {
   "text": "Reports the type identifier of the gameplay loop mode this factory produces, letting callers pick the factory matching a mode. A prototype is derived; the identifier's encoding and value space are read from the name and unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeGame>::Init": {
   "text": "Initializes the gameplay loop-mode factory so it can serve mode creation. Beyond generic startup its purpose is not established, though a prototype is derived.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeGame>::Shutdown": {
   "text": "Shuts the gameplay loop-mode factory down and releases what it holds. Beyond generic teardown the specifics are not established, though a prototype is derived.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeInGameUI>::CreateLoopMode": {
   "text": "Creates the `CLoopModeInGameUI` loop mode \u2014 the engine's top-level mode object for this run state. The vtable slot carries no class binding, so the owning class is implied by the name, not by the data.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeInGameUI>::DestroyLoopMode": {
   "text": "Destroys an in-game UI loop-mode instance and releases it. The class is implied by the name from an unbound vtable slot, so the cleanup it performs is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeInGameUI>::GetLoopModeType": {
   "text": "Reports the loop-mode type identifier for the in-game UI mode, used to match a factory to the mode a caller wants. The class is implied by the name, and the identifier's encoding is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeInGameUI>::Init": {
   "text": "Brings the in-game UI loop-mode factory into a usable state for serving mode creation. Beyond generic factory startup the purpose is not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeInGameUI>::Shutdown": {
   "text": "Shuts the in-game UI loop-mode factory down and releases what it holds. Beyond generic teardown the specifics are not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeLevelLoad>::CreateLoopMode": {
   "text": "Creates the `CLoopModeLevelLoad` loop mode \u2014 the engine's top-level mode object for this run state. The vtable slot carries no class binding, so the owning class is implied by the name, not by the data.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeLevelLoad>::DestroyLoopMode": {
   "text": "Destroys a level-load loop-mode instance and releases it, ending the loading-phase mode. The class is implied by the name from an unbound vtable slot, so the cleanup it performs is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeLevelLoad>::GetLoopModeType": {
   "text": "Reports the loop-mode type identifier for the level-loading mode, letting callers match a factory to that mode. The class is implied by the name, and the identifier's encoding is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeLevelLoad>::Init": {
   "text": "Brings the level-load loop-mode factory into a usable state for serving mode creation. Beyond generic factory startup the purpose is not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeLevelLoad>::Shutdown": {
   "text": "Shuts the level-load loop-mode factory down and releases what it holds. Beyond generic teardown the specifics are not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeMainMenu>::CreateLoopMode": {
   "text": "Creates the `CLoopModeMainMenu` loop mode \u2014 the engine's top-level mode object for this run state. The vtable slot carries no class binding, so the owning class is implied by the name, not by the data.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeMainMenu>::DestroyLoopMode": {
   "text": "Destroys a main-menu loop-mode instance and releases it. The class is implied by the name from an unbound vtable slot, so the cleanup it performs before freeing is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeMainMenu>::GetLoopModeType": {
   "text": "Reports the loop-mode type identifier for the main-menu mode, used to match a factory to that mode. The class is implied by the name, and the identifier's encoding is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeMainMenu>::Init": {
   "text": "Brings the main-menu loop-mode factory into a usable state for serving mode creation. Beyond generic factory startup the purpose is not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeMainMenu>::Shutdown": {
   "text": "Shuts the main-menu loop-mode factory down and releases what it holds. Beyond generic teardown the specifics are not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeRemoteConnect>::CreateLoopMode": {
   "text": "Creates the `CLoopModeRemoteConnect` loop mode \u2014 the engine's top-level mode object for this run state. The vtable slot carries no class binding, so the owning class is implied by the name, not by the data.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeRemoteConnect>::DestroyLoopMode": {
   "text": "Destroys a remote-connect loop-mode instance and releases it, ending the mode covering connection to a remote server. The class is implied by the name from an unbound vtable slot, so the cleanup it performs is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeRemoteConnect>::GetLoopModeType": {
   "text": "Reports the loop-mode type identifier for the remote-connect mode, letting callers match a factory to that mode. The class is implied by the name, and the identifier's encoding is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeRemoteConnect>::Init": {
   "text": "Brings the remote-connect loop-mode factory into a usable state for serving mode creation. Beyond generic factory startup the purpose is not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeRemoteConnect>::Shutdown": {
   "text": "Shuts the remote-connect loop-mode factory down and releases what it holds. Beyond generic teardown the specifics are not established; the class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeSourceTVRelay>::CreateLoopMode": {
   "text": "Creates the `CLoopModeSourceTVRelay` loop mode \u2014 the engine's top-level mode object for this run state. The vtable slot carries no class binding, so the owning class is implied by the name, not by the data.",
   "source": "derived"
  },
  "CLoopModeFactory<CLoopModeSourceTVRelay>::DestroyLoopMode": {
   "text": "Tears down a SourceTV relay loop mode the factory produced, releasing it when that relay session ends. Read from the name; the class is implied by the name, so the exact teardown work is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeSourceTVRelay>::GetLoopModeType": {
   "text": "Reports which loop mode type this SourceTV relay factory produces, letting a caller tell a relay factory apart from other loop-mode factories. Read from the name; the class is implied by the name, so the identifier's form is unverified.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeSourceTVRelay>::Init": {
   "text": "Purpose is not established beyond generic initialization of the SourceTV relay loop-mode factory. The class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeFactory<CLoopModeSourceTVRelay>::Shutdown": {
   "text": "Purpose is not established beyond generic shutdown of the SourceTV relay loop-mode factory. The class is implied by the name.",
   "source": "generated"
  },
  "CLoopModeGame::OnFirstMapLoaded": {
   "text": "Handles the game loop mode's reaction to the first map finishing load, the natural spot for one-time setup that needs a live world. Read from the name; the class is implied by the name, and what it does with the loaded map is unverified.",
   "source": "generated"
  },
  "CLoopModeLevelLoad::MaybeSwitchToGameLoop": {
   "text": "Decides whether the level-load loop mode should give way to the game loop mode, switching when loading has progressed far enough and leaving things alone otherwise. Read from the name; the class is implied by the name, so the switch conditions are unverified.",
   "source": "generated"
  },
  "CLoopModeLevelLoad::OnLoopActivate": {
   "text": "Runs the level-load loop mode's activation handling, the point at which that mode becomes active and can prepare load-time state. Read from the name; the class is implied by the name, so the setup it performs is unverified.",
   "source": "generated"
  },
  "CLoopModeTypeClientServer::PollAndProcessInput": {
   "text": "Polls pending input for the client/server loop type and processes what it finds, draining that input for the current frame. Read from the name and its libengine2 location; no prototype is derived, so the input sources and timing are unverified.",
   "source": "generated"
  },
  "CLoopTypeClientServer::AllocateLoopMode": {
   "text": "Allocates a loop mode object for the client/server loop type, the mode the engine runs for a hosted session. Read from the name; the class is implied by the name, so which mode kinds it can produce is unverified.",
   "source": "generated"
  },
  "CLuaVM::AddSearchPath": {
   "text": "Registers an additional filesystem location the VM consults when resolving script files to load, so add-on or tool content can live outside the default content roots. The CLuaVM class is implied by the name, and this is a name-level reading, so the accepted path form and how duplicates are handled are unverified.",
   "source": "generated"
  },
  "CLuaVM::AreHandlesEqual": {
   "text": "Compares two script-value handles and reports whether they designate the same underlying script object, which is what you want when de-duplicating cached handles rather than comparing contents. The CLuaVM class is implied by the name; whether the comparison is identity-based or value-based is not established here.",
   "source": "generated"
  },
  "CLuaVM::ArrayAddToTail": {
   "text": "Appends a value onto the end of a script array held by the VM, growing it by one element. The CLuaVM class is implied by the name, and the append reading comes from the name, though this entry carries high confidence.",
   "source": "generated"
  },
  "CLuaVM::ClearValue": {
   "text": "Clears a stored script value, releasing whatever a table slot, scope entry, or handle currently holds. The CLuaVM class is implied by the name, and the reading is name-level, so what exactly is cleared and whether the slot is removed or merely emptied is unverified.",
   "source": "generated"
  },
  "CLuaVM::CollectGarbage": {
   "text": "Runs a garbage-collection pass inside the scripting VM so script objects that are no longer referenced get reclaimed; useful after tearing down a batch of script state. The CLuaVM class is implied by the name, and whether the pass is full or incremental is not established here.",
   "source": "generated"
  },
  "CLuaVM::CompileScript": {
   "text": "Compiles script source text into a form the VM can execute, without executing it. The CLuaVM class is implied by the name, and this is a name-level reading, so how compile errors are surfaced and where the compiled result is kept are unverified.",
   "source": "generated"
  },
  "CLuaVM::ConvertFromScriptTable": {
   "text": "Converts a script table into an engine-side native representation, the direction you need when script hands structured data back to C++ code. The CLuaVM class is implied by the name, and the target representation and how nested or non-convertible values are treated are unverified.",
   "source": "generated"
  },
  "CLuaVM::CopyHandle": {
   "text": "Produces a second handle referring to the same script value, so a caller can retain its own reference independently of the original. The CLuaVM class is implied by the name; whether the copy carries its own lifetime that must be released separately is not established here.",
   "source": "generated"
  },
  "CLuaVM::CopyValue": {
   "text": "Copies a script value from one location to another, for example duplicating an entry between tables or scopes. The CLuaVM class is implied by the name, and the reading is name-level, so whether the copy is shallow or deep is unverified.",
   "source": "generated"
  },
  "CLuaVM::CreateArray": {
   "text": "Creates a new empty script array object inside the VM for engine code to populate and hand to script. The CLuaVM class is implied by the name, and this is a name-level reading, so initial sizing behaviour and how the new array is handed back are unverified.",
   "source": "generated"
  },
  "CLuaVM::CreateFromScriptTableInternal": {
   "text": "Builds a native object out of a script table, an internal-suffixed form of that conversion not intended as the public entry point. The CLuaVM class is implied by the name, and this is a name-level reading, so the object kinds it supports and its error behaviour are unverified.",
   "source": "generated"
  },
  "CLuaVM::CreateKeyValuesFromTable": {
   "text": "Turns a script table into a KeyValues structure, giving engine subsystems that consume KeyValues a way to accept data authored in script. The CLuaVM class is implied by the name, and how nested tables, arrays, and value types map into KeyValues is not established here.",
   "source": "generated"
  },
  "CLuaVM::CreateScope": {
   "text": "Creates a fresh script scope, an isolated environment in which script code can run with its own set of names instead of sharing globals. The CLuaVM class is implied by the name, and although the entry is high confidence, what the scope inherits is a name-level reading.",
   "source": "generated"
  },
  "CLuaVM::CreateTable": {
   "text": "Creates a new script table in the VM, the general-purpose keyed container engine code populates before passing data to script. The CLuaVM class is implied by the name, and this is a name-level reading, so preallocation behaviour and how the table is returned to the caller are unverified.",
   "source": "generated"
  },
  "CLuaVM::DumpState": {
   "text": "Writes out the VM's current internal state in readable form, which is the entry point you reach for when diagnosing a script environment that has gone wrong. The CLuaVM class is implied by the name, and what the dump covers and where it is emitted are unverified.",
   "source": "generated"
  },
  "CLuaVM::EnableLocalDiskAccess": {
   "text": "Permits the VM to load script files straight from local disk instead of restricting it to packaged content, which is what makes edit-and-reload iteration on scripts practical during development. The CLuaVM class is implied by the name, and whether the switch can be turned back off is not established here.",
   "source": "generated"
  },
  "CLuaVM::ExecuteFunction": {
   "text": "Runs a script function inside the VM and surfaces its result to the caller, the main path for engine code driving script logic. The CLuaVM class is implied by the name, and how arguments are supplied and how script-side errors are reported are unverified.",
   "source": "generated"
  },
  "CLuaVM::ForwardConsoleCommand": {
   "text": "Hands a console command over to the script environment so script code can implement or intercept it, which is how script-defined commands become reachable from the console. The CLuaVM class is implied by the name, and command matching and the meaning of a handled result are unverified.",
   "source": "generated"
  },
  "CLuaVM::Frame": {
   "text": "Performs the VM's per-frame servicing work, the periodic tick a script environment needs to keep coroutines, timers, and incremental housekeeping progressing. The CLuaVM class is implied by the name, and exactly what work happens in a frame, and how often, is not established here.",
   "source": "generated"
  },
  "CLuaVM::GenerateUniqueKey": {
   "text": "Produces a key that does not collide with keys already in use, for code that must stash values in script tables without inventing names by hand. The CLuaVM class is implied by the name, and the key's form and the scope its uniqueness holds over are unverified.",
   "source": "generated"
  },
  "CLuaVM::GetArrayCount": {
   "text": "Reports how many elements a script array currently holds, the length query to use before iterating one. The CLuaVM class is implied by the name, and this is a name-level reading, so behaviour when the value is not an array is unverified.",
   "source": "generated"
  },
  "CLuaVM::GetId": {
   "text": "Retrieves an identifier from the VM, but the name does not establish what the identifier names or how it is scoped, so its purpose is not established. The CLuaVM class is implied by the name.",
   "source": "generated"
  },
  "CLuaVM::GetInstanceValue": {
   "text": "Reads a value belonging to a script instance that was registered with the VM, the accessor for reaching into an object exposed to script. The CLuaVM class is implied by the name, and although the entry is high confidence, how the instance and member are selected is a name-level reading.",
   "source": "generated"
  },
  "CLuaVM::GetInternalVM": {
   "text": "Hands back the underlying language interpreter state that CLuaVM wraps, giving code that needs raw interpreter access a way past the abstraction. The CLuaVM class is implied by the name, and what the returned state may safely be used for is not established here.",
   "source": "generated"
  },
  "CLuaVM::GetKeyValue": {
   "text": "Reads the value stored under a given key in a script table. The CLuaVM class is implied by the name, and this is a name-level reading, so key typing, missing-key behaviour, and how the result is delivered are unverified.",
   "source": "generated"
  },
  "CLuaVM::GetLanguage": {
   "text": "Reports which scripting language this VM instance is running, useful when engine code must branch on the language backing a script environment. The CLuaVM class is implied by the name, and the identifier's form and the set of values it can take are unverified.",
   "source": "generated"
  },
  "CLuaVM::GetLanguageName": {
   "text": "Gives the scripting language's readable name, the form you would put in logs or diagnostics rather than branch on. The CLuaVM class is implied by the name, and while the entry is high confidence, the exact strings it yields are a name-level reading.",
   "source": "generated"
  },
  "CLuaVM::GetNumElements": {
   "text": "Reports the number of elements held by a script container, the size query for iterating or bounds-checking. The CLuaVM class is implied by the name, and this is a name-level reading, so which container kinds it accepts and its behaviour on other value types are unverified.",
   "source": "generated"
  },
  "CLuaVM::GetNumTableEntries": {
   "text": "Reports how many entries a script table contains, the count to consult when walking a table's contents. The CLuaVM class is implied by the name, and whether the count includes inherited or non-enumerable entries is not established here.",
   "source": "generated"
  },
  "CLuaVM::GetRootTable": {
   "text": "Retrieves the VM's root table, the top-level namespace scripts see and the place engine code puts globals it wants script to reach. The CLuaVM class is implied by the name, and this is a name-level reading, so per-scope variation and handle ownership are unverified.",
   "source": "generated"
  },
  "CLuaVM::GetScalarValue": {
   "text": "Reads a script value as a plain scalar rather than as a handle to a script object, which is what you want when pulling numbers, strings, or booleans out of script. The CLuaVM class is implied by the name, and the conversion rules for non-scalar values are unverified.",
   "source": "generated"
  },
  "CLuaVM::GetValue": {
   "text": "Reads a value out of a script table or scope, the general accessor for pulling script-side data into engine code. The CLuaVM class is implied by the name, and this is a name-level reading, so key handling and missing-value behaviour are unverified.",
   "source": "generated"
  },
  "CLuaVM::Init": {
   "text": "Brings the scripting VM up to a usable state; beyond that startup role, the name does not establish what it configures, so its purpose is not established. The CLuaVM class is implied by the name.",
   "source": "generated"
  },
  "CLuaVM::IsArray": {
   "text": "Tests whether a script value is an array, the type check to run before treating a value as an indexable sequence. The CLuaVM class is implied by the name, and this is a name-level reading, so how it distinguishes arrays from ordinary tables is unverified.",
   "source": "generated"
  },
  "CLuaVM::IsTable": {
   "text": "Tests whether a script value refers to a Lua table, so native code can branch before treating it as a keyed collection. Both this reading and the owning CLuaVM class are implied by the name; CLuaVM::IsArray is the sibling check, and the handle form is unverified.",
   "source": "generated"
  },
  "CLuaVM::LoadAndCompileScriptFile": {
   "text": "Loads a script file from disk and compiles it into the VM, giving you a script the VM can run. This reading and the owning CLuaVM class are implied by the name; CLuaVM::CompileScript is the in-memory counterpart, and how compile errors surface is unverified.",
   "source": "generated"
  },
  "CLuaVM::LookupFunction": {
   "text": "Resolves a named script function into a handle native code can hold and use to call into Lua. This reading and the owning CLuaVM class are implied by the name; CLuaVM::ReleaseFunction is the matching release for that handle.",
   "source": "generated"
  },
  "CLuaVM::NuggetManager": {
   "text": "Exposes the VM's nugget manager, the object the scripting layer uses to track nuggets; what a nugget actually holds is not established by this data. The reading and the owning CLuaVM class are implied by the name.",
   "source": "generated"
  },
  "CLuaVM::RaiseException": {
   "text": "Raises a script-level exception inside the VM, which is how native code signals failure to running Lua. This reading and the owning CLuaVM class are implied by the name; CLuaVM::SetErrorCallback is the related error-reporting hook.",
   "source": "generated"
  },
  "CLuaVM::ReadState": {
   "text": "Restores previously serialized script state back into the VM, the load half of state persistence. This reading and the owning CLuaVM class are implied by the name; CLuaVM::WriteState is the save counterpart, and the storage format and covered state are unverified.",
   "source": "generated"
  },
  "CLuaVM::ReferenceScope": {
   "text": "Takes a reference on a script scope so it stays alive while native code holds it. This reading and the owning CLuaVM class are implied by the name; CLuaVM::CreateScope makes scopes and CLuaVM::ReleaseScope drops the hold.",
   "source": "generated"
  },
  "CLuaVM::RegisterFunction": {
   "text": "Registers a native function with the VM so scripts can call it by name, the main way a mod exposes C++ entry points to Lua. This reading and the owning CLuaVM class are implied by the name; the binding descriptor's shape is unverified.",
   "source": "generated"
  },
  "CLuaVM::RegisterInstance": {
   "text": "Binds a native object instance into the VM so scripts can reach it as a script value. This reading and the owning CLuaVM class are implied by the name; CLuaVM::RemoveInstance unbinds it and CLuaVM::SetInstanceUniqueId gives it an id.",
   "source": "generated"
  },
  "CLuaVM::RegisterScriptClass": {
   "text": "Registers a native class description with the VM so scripts can work with instances of that type. This reading and the owning CLuaVM class are implied by the name; use it alongside CLuaVM::RegisterInstance when exposing concrete native objects.",
   "source": "generated"
  },
  "CLuaVM::ReleaseFunction": {
   "text": "Releases a script function handle the VM was holding, dropping the reference so the function can be collected. This reading and the owning CLuaVM class are implied by the name; it is the counterpart to CLuaVM::LookupFunction.",
   "source": "generated"
  },
  "CLuaVM::ReleaseScope": {
   "text": "Releases a script scope, dropping the VM's hold so its contents can be collected. This reading and the owning CLuaVM class are implied by the name; it pairs with CLuaVM::CreateScope and CLuaVM::ReferenceScope.",
   "source": "generated"
  },
  "CLuaVM::ReleaseScript": {
   "text": "Releases a compiled script, freeing the VM resources held for it. This reading and the owning CLuaVM class are implied by the name; the compile-side counterparts are CLuaVM::CompileScript and CLuaVM::LoadAndCompileScriptFile.",
   "source": "generated"
  },
  "CLuaVM::ReleaseValue": {
   "text": "Releases a script value the VM was holding for native code, dropping its reference so garbage collection can reclaim it. This reading and the owning CLuaVM class are implied by the name; the related accessors are CLuaVM::GetValue and CLuaVM::SetValue.",
   "source": "generated"
  },
  "CLuaVM::RemoveInstance": {
   "text": "Removes a previously bound native object instance from the VM so scripts can no longer reach it. This reading and the owning CLuaVM class are implied by the name; it is the counterpart to CLuaVM::RegisterInstance.",
   "source": "generated"
  },
  "CLuaVM::Run": {
   "text": "Runs a script in the VM, executing its top-level code. This reading and the owning CLuaVM class are implied by the name; CLuaVM::ExecuteFunction covers invoking an individual function, and how script errors are reported here is unverified.",
   "source": "generated"
  },
  "CLuaVM::SetEnumValue": {
   "text": "Defines a named enum constant inside the VM so scripts can refer to a native enumeration symbolically instead of by raw number. This reading and the owning CLuaVM class are implied by the name; CLuaVM::SetValue handles ordinary values, and the scoping rules are unverified.",
   "source": "generated"
  },
  "CLuaVM::SetErrorCallback": {
   "text": "Installs the error-reporting callback for the VM, letting a mod route script errors into its own logging. This reading and the owning CLuaVM class are implied by the name; CLuaVM::SetOutputCallback is the equivalent hook for normal script output.",
   "source": "generated"
  },
  "CLuaVM::SetInstanceUniqueId": {
   "text": "Assigns a unique identifier to a registered script instance so that binding can be referred to by id. This reading and the owning CLuaVM class are implied by the name; it is used with instances established through CLuaVM::RegisterInstance.",
   "source": "generated"
  },
  "CLuaVM::SetOutputCallback": {
   "text": "Installs the callback that receives the VM's script output text, letting a mod capture Lua print output for its own logging. This reading and the owning CLuaVM class are implied by the name; CLuaVM::SetErrorCallback is the error-side equivalent.",
   "source": "generated"
  },
  "CLuaVM::SetValue": {
   "text": "Writes a value into a script table or scope under a given key, the main way native code pushes data into Lua. This reading and the owning CLuaVM class are implied by the name; CLuaVM::GetValue reads back and CLuaVM::ClearValue removes.",
   "source": "generated"
  },
  "CLuaVM::Shutdown": {
   "text": "Shuts the VM down, tearing down script state and releasing the resources it holds. This reading and the owning CLuaVM class are implied by the name; CLuaVM::Init is the startup counterpart, and what survives shutdown is unverified.",
   "source": "generated"
  },
  "CLuaVM::ValueExists": {
   "text": "Tests whether a key is present in a script table or scope, so native code can check before reading. This reading and the owning CLuaVM class are implied by the name; CLuaVM::GetValue fetches the value itself.",
   "source": "generated"
  },
  "CLuaVM::WriteState": {
   "text": "Serializes the VM's script state out for saving, the persistence counterpart to CLuaVM::ReadState. This reading and the owning CLuaVM class are implied by the name; the format and exactly which state is captured are unverified.",
   "source": "generated"
  },
  "CLuaVM::~CLuaVM": {
   "text": "Destroys the VM object, freeing what it owns as the instance goes away. Its role as a destructor and the owning CLuaVM class are implied by the name; CLuaVM::Shutdown is the explicit teardown entry point.",
   "source": "generated"
  },
  "CMapSpawnGroup::OnPostSpawnGroupLoad": {
   "text": "Handles a map spawn group once its load has completed, the hook where that group's entities are available for post-load fixup. Read from the name and its libserver location; no prototype is derived, so the state it touches is unverified.",
   "source": "generated"
  },
  "CMarkupVolumeTagged::HasTag": {
   "text": "Tests whether a tagged markup volume carries a particular tag, the lookup gameplay code uses to react to level-authored volumes. Relevant fields are m_Tags and m_GroupNames; read from the name, so the matching rules and grouping behaviour are unverified.",
   "source": "generated"
  },
  "CMaterialSystem2::FrameUpdate": {
   "text": "Advances the material system by one frame, servicing whatever per-frame material work it maintains. Read from the name; the class is implied by the name, so what it updates each frame is unverified.",
   "source": "generated"
  },
  "CMaterialTypeManager::GetErrorMaterial": {
   "text": "Supplies the fallback error material used in place of a material that failed to load or resolve, so there is always something valid to bind. Read from the name; the class is implied by the name, so the fallback's contents are unverified.",
   "source": "generated"
  },
  "CMaterialTypeManager::Init": {
   "text": "Purpose is not established beyond generic initialization of the material type manager. The class is implied by the name.",
   "source": "generated"
  },
  "CMathColorBlend::InputValue": {
   "text": "Handles the `InValue` entity-IO input on `CMathColorBlend`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputAdd": {
   "text": "Handles the `Add` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputDivide": {
   "text": "Handles the `Divide` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputGetValue": {
   "text": "Handles the `GetValue` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputMultiply": {
   "text": "Handles the `Multiply` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputSetHitMax": {
   "text": "Handles the `SetHitMax` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputSetHitMin": {
   "text": "Handles the `SetHitMin` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputSetValue": {
   "text": "Handles the `SetValue` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputSetValueNoFire": {
   "text": "Handles the `SetValueNoFire` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathCounter::InputSubtract": {
   "text": "Handles the `Subtract` entity-IO input on `CMathCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathRemap::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CMathRemap`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathRemap::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CMathRemap`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMathRemap::InputValue": {
   "text": "Handles the `InValue` entity-IO input on `CMathRemap`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMeshRayTrace::AddRef": {
   "text": "Adds a reference to a mesh ray-trace object, keeping it alive while a caller holds it. Read from the name; the class is implied by the name, so the counting scheme is unverified.",
   "source": "generated"
  },
  "CMeshRayTrace::GetMeshTraceData": {
   "text": "Supplies the trace data a mesh ray-trace object holds, the geometry payload rays are tested against. Read from the name; the class is implied by the name, so the data's layout and validity conditions are unverified.",
   "source": "generated"
  },
  "CMeshRayTrace::GetRayTracingEnvironment": {
   "text": "Supplies the ray-tracing environment tied to the mesh, the acceleration structure that ray queries run against. Read from the name; the class is implied by the name, so what the environment holds is unverified.",
   "source": "generated"
  },
  "CMeshRayTrace::IsOutOfDate": {
   "text": "Reports whether the mesh ray-trace data has gone stale against its source mesh and wants rebuilding, useful before trusting a cached trace result. Read from the name; the class is implied by the name, so the staleness criteria are unverified.",
   "source": "generated"
  },
  "CMeshRayTrace::Release": {
   "text": "Drops a reference to a mesh ray-trace object, freeing it once the last reference goes away. Read from the name; the class is implied by the name, so the exact lifetime rules are unverified.",
   "source": "generated"
  },
  "CMeshRayTrace::~CMeshRayTrace": {
   "text": "Destroys a mesh ray-trace object, giving back the trace data and ray-tracing structures it owns. Read from the name; the class is implied by the name, so the resources actually freed are unverified.",
   "source": "generated"
  },
  "CMeshUtils::Connect": {
   "text": "Wires the mesh utilities module up to the outside services it needs when the module is brought online. Read from the name; the class is implied by the name, so which services it takes is unverified.",
   "source": "generated"
  },
  "CMeshUtils::CreateSkeletonSceneObject": {
   "text": "Builds a scene object for a skeleton, the renderable representation that skinned mesh data hangs off. Read from the name; the class is implied by the name, so the inputs it needs and who owns the result are unverified.",
   "source": "generated"
  },
  "CMeshUtils::Disconnect": {
   "text": "Undoes the mesh utilities module's wiring to outside services, dropping the interfaces it had picked up. Read from the name; the class is implied by the name, so what it releases is unverified.",
   "source": "generated"
  },
  "CMeshUtils::GetBuildType": {
   "text": "Reports the build type the mesh utilities module identifies itself with, a value tooling can check for compatibility. Read from the name; the class is implied by the name, so the value's encoding is unverified.",
   "source": "generated"
  },
  "CMeshUtils::GetDependencies": {
   "text": "Names the modules the mesh utilities module declares it depends on, so a host can satisfy them when loading it. Read from the name; the class is implied by the name, so the form of the dependency list is unverified.",
   "source": "generated"
  },
  "CMeshUtils::GetTier": {
   "text": "Reports the initialization tier the mesh utilities module declares, the grouping an engine host uses to organize module startup. Read from the name; the class is implied by the name, so the tier value is unverified.",
   "source": "generated"
  },
  "CMeshUtils::Init": {
   "text": "Purpose is not established beyond generic initialization of the mesh utilities module. The class is implied by the name.",
   "source": "generated"
  },
  "CMeshUtils::IsSingleton": {
   "text": "Reports whether the mesh utilities module is meant to exist as a single shared instance rather than being instantiated per user. Read from the name; the class is implied by the name, so how the answer is consumed is unverified.",
   "source": "generated"
  },
  "CMeshUtils::PreShutdown": {
   "text": "Handles the mesh utilities module's early-teardown stage, meant for work that has to happen ahead of a full shutdown. Read from the name; the class is implied by the name, so what it releases is unverified.",
   "source": "generated"
  },
  "CMeshUtils::QueryInterface": {
   "text": "Hands back an interface the mesh utilities module exposes, looked up by an identifier the caller supplies. Read from the name; the class is implied by the name, so the lookup key and the interfaces on offer are unverified.",
   "source": "generated"
  },
  "CMeshUtils::Reconnect": {
   "text": "Re-points the mesh utilities module at a replacement service interface, covering the case where a dependency is swapped out while running. Read from the name; the class is implied by the name, so the reconnection rules are unverified.",
   "source": "generated"
  },
  "CMeshUtils::Shutdown": {
   "text": "Shuts the mesh utilities module down and tears down the state it created; beyond that generic teardown, purpose is not established. The class is implied by the name.",
   "source": "generated"
  },
  "CMessage::InputShowMessage": {
   "text": "Handles the `ShowMessage` entity-IO input on `CMessage`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMessageEntity::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CMessageEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMessageEntity::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CMessageEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMessageEntity::InputSetMessage": {
   "text": "Handles the `SetMessage` entity-IO input on `CMessageEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CModelModifier::Precache": {
   "text": "Precaches the resources a model modifier needs so they are resident up front instead of being loaded mid-game, the usual place to register models and materials a modifier will reference. Read from the name and its libserver location; the exact resources it registers are unverified.",
   "source": "generated"
  },
  "CModelTypeManager::FinalizeResource": {
   "text": "Completes setup of a loaded model-type resource so it is ready for use. Read from the name; the CModelTypeManager class is implied by the name, and no prototype is derived, so which resource kinds it accepts and what finalizing entails are unverified.",
   "source": "generated"
  },
  "CModelTypeManager::GetErrorModel": {
   "text": "Hands back the fallback error model used in place of a model that could not be resolved \u2014 the stand-in a modder sees when an asset path is wrong. The class is implied by the name; with no derived prototype, the form of the fallback is unverified.",
   "source": "generated"
  },
  "CModifierFactory<CDOTA_Modifier_BlindingLight_Knockback>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_BlindingLight_Knockback`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_CameraFollow>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_CameraFollow`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Creature_Full_Avoidance>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Creature_Full_Avoidance`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Creature_Full_Avoidance>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Creature_Full_Avoidance`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Creature_HybridFlyer>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Creature_HybridFlyer`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_DataDriven>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_DataDriven`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Diabled_Invulnerable>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Diabled_Invulnerable`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Ethereal_Blade_Ethereal>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Ethereal_Blade_Ethereal`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Ethereal_Blade_Ethereal>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Ethereal_Blade_Ethereal`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_GreaterClarity>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_GreaterClarity`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Bloodstone>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Bloodstone`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Crimson_Guard>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Crimson_Guard`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Crimson_Guard_Extra>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Crimson_Guard_Extra`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Crimson_Guard_NoStack>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Crimson_Guard_NoStack`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Editor>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Editor`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Ethereal_Blade>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Ethereal_Blade`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Ethereal_Blade>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Ethereal_Blade`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Ethereal_Blade_Slow>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Ethereal_Blade_Slow`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Ethereal_Blade_Slow>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Ethereal_Blade_Slow`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Hood_Of_Defiance>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Hood_Of_Defiance`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Hood_Of_Defiance_Barrier>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Hood_Of_Defiance_Barrier`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_MagicWand>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_MagicWand`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_MantaStyle>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_MantaStyle`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Mantle>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Mantle`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Mantle>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Mantle`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_MaskOfDeath>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_MaskOfDeath`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_MaskOfDeath>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_MaskOfDeath`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_OblivionStaff>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_OblivionStaff`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Octarine_Core>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Octarine_Core`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_OgreAxe>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_OgreAxe`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Orb_of_Venom>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Orb_of_Venom`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Orb_of_Venom_Slow>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Orb_of_Venom_Slow`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_RingOfHealth>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_RingOfHealth`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Shivas_Guard_Aura>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Shivas_Guard_Aura`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Shivas_Guard_Blast>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Shivas_Guard_Blast`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Shivas_Guard_Thinker>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Shivas_Guard_Thinker`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Silver_Edge>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Silver_Edge`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Skadi>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Skadi`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Skadi>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Skadi`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Skadi_Slow>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Skadi_Slow`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Skadi_Slow>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Skadi_Slow`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_StoutShield>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_StoutShield`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_TalismanOfEvasion>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_TalismanOfEvasion`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_UltimateOrb>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_UltimateOrb`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_UltimateOrb>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_UltimateOrb`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_WraithBand>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_WraithBand`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Yasha>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Item_Yasha`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Item_Yasha>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Item_Yasha`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_KeeperOfTheLight_BlindingLight>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_KeeperOfTheLight_BlindingLight`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_LootDrop_Thinker>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_LootDrop_Thinker`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_LootDrop_Thinker>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_LootDrop_Thinker`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Lua`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Lua`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua_Horizontal_Motion>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Lua_Horizontal_Motion`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua_Horizontal_Motion>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Lua_Horizontal_Motion`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua_Motion_Both>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Lua_Motion_Both`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua_Motion_Both>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Lua_Motion_Both`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua_Vertical_Motion>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Lua_Vertical_Motion`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Lua_Vertical_Motion>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Lua_Vertical_Motion`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_MagicImmune>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_MagicImmune`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Manta>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Manta`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Manta>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Manta`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Manta_Phase>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Manta_Phase`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Manta_Phase>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Manta_Phase`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_MjollnirChain>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_MjollnirChain`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_MoveSpeed_Percentage>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_MoveSpeed_Percentage`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Nevermore_Necromastery>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_Nevermore_Necromastery`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Nian_Leap>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_Nian_Leap`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_FireSpiritBurn>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Phoenix_FireSpiritBurn`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_FireSpiritCount>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Phoenix_FireSpiritCount`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_IcarusDiveBurn>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Phoenix_IcarusDiveBurn`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_Sun>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Phoenix_Sun`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_Sun>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Phoenix_Sun`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_Sun_Debuff>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Phoenix_Sun_Debuff`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_Sun_Debuff>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Phoenix_Sun_Debuff`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Phoenix_SupernovaHiding>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Phoenix_SupernovaHiding`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Prosperous_Soul>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Prosperous_Soul`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Razor_StaticLink>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_Razor_StaticLink`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_SandKing_SandStorm>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_SandKing_SandStorm`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Silver_Edge_Debuff>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Silver_Edge_Debuff`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Silver_Edge_Debuff>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Silver_Edge_Debuff`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Silver_Edge_WindWalk>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Silver_Edge_WindWalk`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Silver_Edge_WindWalk>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Silver_Edge_WindWalk`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Slardar_Amplify_Damage>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Slardar_Amplify_Damage`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Slardar_Amplify_Damage>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Slardar_Amplify_Damage`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Slardar_Slithereen_Crush>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Slardar_Slithereen_Crush`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Slardar_Slithereen_Crush>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Slardar_Slithereen_Crush`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Slardar_Sprint>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Slardar_Sprint`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_TangoHeal>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_TangoHeal`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Tusk_WalrusKick_AirTime>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_Tusk_WalrusKick_AirTime`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_TutorialNPCBlocker>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_TutorialNPCBlocker`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_TutorialNPCBlocker>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_TutorialNPCBlocker`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_TutorialNPCBlocker>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_TutorialNPCBlocker`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_TutorialNPCBlocker_Thinker>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_TutorialNPCBlocker_Thinker`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_TutorialNPCBlocker_Thinker>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_TutorialNPCBlocker_Thinker`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_UpgradedBarricade>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_UpgradedBarricade`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_UpgradedMortar>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_UpgradedMortar`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Weaver_GeminateAttack>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Weaver_GeminateAttack`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Weaver_TimeLapse>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Weaver_TimeLapse`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Windrunner_FocusFire>::Create": {
   "text": "Creates an instance of `CDOTA_Modifier_Windrunner_FocusFire`.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Wisp_Overcharge>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Wisp_Overcharge`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Wisp_Relocate_Return>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Wisp_Relocate_Return`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Wisp_Relocate_Return>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Wisp_Relocate_Return`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Wisp_Relocate_Thinker>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Wisp_Relocate_Thinker`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Wisp_Relocate_Thinker>::IsSameType": {
   "text": "Reports whether another instance is also `CDOTA_Modifier_Wisp_Relocate_Thinker`, used to match by concrete type.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Wisp_Spirits>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Wisp_Spirits`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Zuus_LightningBoltThinker>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Zuus_LightningBoltThinker`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CModifierFactory<CDOTA_Modifier_Zuus_ThundergodsWrathThinker>::Destroy": {
   "text": "Destroys an instance of `CDOTA_Modifier_Zuus_ThundergodsWrathThinker`, releasing what its creation allocated.",
   "source": "derived"
  },
  "CMultiLightProxy::ApproachBrightnessThink": {
   "text": "Eases the proxy's brightness toward its goal on a think tick, moving m_flCurrentBrightnessMultiplier toward m_flTargetBrightnessMultiplier for the lights it drives. Read from the name and those fields; the easing rate, think interval, and interaction with m_bPerformScreenFade are unverified.",
   "source": "generated"
  },
  "CMultiLightProxy::InputDisableLights": {
   "text": "Handles the `DisableLights` entity-IO input on `CMultiLightProxy`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMultiLightProxy::InputFlickerLights": {
   "text": "Handles the `FlickerLights` entity-IO input on `CMultiLightProxy`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMultiLightProxy::InputSetBrightnessDelta": {
   "text": "Handles the `SetBrightnessDelta` entity-IO input on `CMultiLightProxy`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CMultiLightProxy::InputSetLightsBrightnessMultiplier": {
   "text": "Handles the `SetLightsBrightnessMultiplier` entity-IO input on `CMultiLightProxy`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CNameIndex::AcquirePreindexedName": {
   "text": "Takes a reference to a name string that already has an index entry, yielding its interned handle rather than adding the string again. The CNameIndex class is implied by the name; without a derived prototype the lookup key and reference-counting behaviour are unverified.",
   "source": "generated"
  },
  "CNavDrawArea::DrawArea_Internal": {
   "text": "Renders one navigation area's debug visualization and emits `Degenerate area %d` when that area's geometry has collapsed, which makes it the place to watch when auditing generated or hand-authored nav data. Remaining detail is read from the name; the draw style and the conditions that trigger it are not established.",
   "source": "generated"
  },
  "CNavVolume::CalcCellList": {
   "text": "Works out which cells of the nav volume a query region touches \u2014 the spatial bucketing step underneath area lookups in the volume. Read from the name; a prototype is derived, but the region shape and how cells are ordered or bounded are unverified.",
   "source": "generated"
  },
  "CNavVolume::ForAreasOverlapping": {
   "text": "Enumerates the nav areas overlapping a region of the volume, visiting each match in turn instead of building a collection; useful for cheap spatial queries during AI or spawn logic. Read from the name; the region shape and traversal order are unverified.",
   "source": "generated"
  },
  "CNavVolume::GetOrFindAreasOverlapping": {
   "text": "Fetches the nav areas overlapping a region, computing them when a cached answer is not already available. Read from the name; a prototype is derived, but the cache lifetime, invalidation, and region shape are unverified.",
   "source": "generated"
  },
  "CNavVolume::GetRandomArea": {
   "text": "Picks a random nav area out of the volume \u2014 the usual primitive for scattering spawn points or wander destinations. Read from the name; any weighting, filtering, or random-source choice is unverified.",
   "source": "generated"
  },
  "CNetConsoleMgr::OnSocketAccepted": {
   "text": "Handles a newly admitted netconsole client socket, bringing that remote-console connection under the manager's control. The CNetConsoleMgr class is implied by the name; the per-connection state established here is unverified.",
   "source": "generated"
  },
  "CNetConsoleMgr::OnSocketClosed": {
   "text": "Handles a netconsole client socket going away, releasing the manager's bookkeeping for that connection. The class is implied by the name; whether it covers clean disconnects, transport errors, or both is unverified.",
   "source": "generated"
  },
  "CNetConsoleMgr::ShouldAcceptSocket": {
   "text": "Decides whether an incoming netconsole connection is admitted \u2014 the gate to hook when you want to restrict remote console access on a server. The class is implied by the name; the acceptance criteria, such as source address or password checks, are unverified.",
   "source": "generated"
  },
  "CNetworkClientService::OnClientFrameSimulate": {
   "text": "Performs the client service's per-frame simulation work for a connected client, giving a per-tick hook point on the engine's client-service side. The CNetworkClientService class is implied by the name; what it simulates and where in the frame it lands are unverified.",
   "source": "generated"
  },
  "CNetworkEncodingStats::Clear": {
   "text": "Resets accumulated network-encoding statistics back to empty, discarding counters gathered so far. The class is implied by the name; which counters are cleared versus retained is unverified.",
   "source": "generated"
  },
  "CNetworkEncodingStats::Flush": {
   "text": "Pushes buffered encoding statistics out of the in-progress accumulator, committing pending measurements. The class is implied by the name; the destination of the flushed data and whether counters survive it are unverified.",
   "source": "generated"
  },
  "CNetworkEncodingStats::HookDeltaBits": {
   "text": "Records the bit cost of a delta-encoded network update into the statistics \u2014 the sampling point behind per-field bandwidth accounting. The class is implied by the name; what the cost is attributed to is unverified.",
   "source": "generated"
  },
  "CNetworkEncodingStats::Init": {
   "text": "Prepares the encoding-statistics collector for use; beyond that, purpose is not established. The CNetworkEncodingStats class is implied by the name.",
   "source": "generated"
  },
  "CNetworkEncodingStats::MessageData": {
   "text": "Accounts for the encoded payload of a network message in the statistics, feeding per-message size tracking. The class is implied by the name; the categories recorded and how messages are keyed are unverified.",
   "source": "generated"
  },
  "CNetworkEncodingStats::Shutdown": {
   "text": "Tears the encoding-statistics collector down and releases its state; beyond that, purpose is not established. The CNetworkEncodingStats class is implied by the name.",
   "source": "generated"
  },
  "CNetworkEncodingStats::Update": {
   "text": "Advances the encoding statistics for the current sampling period, rolling accumulated samples forward. The class is implied by the name; the cadence and what gets recomputed are unverified.",
   "source": "generated"
  },
  "CNetworkFieldSerializerAllocator::FindOrAddField": {
   "text": "Looks up a networked field's serializer entry and creates one when it is absent, so identical field descriptions share a single serializer. The CNetworkFieldSerializerAllocator class is implied by the name; the identity used for matching is unverified.",
   "source": "generated"
  },
  "CNetworkFieldSerializerAllocator::Purge": {
   "text": "Frees the allocator's serializer storage, dropping the cached field serializers it holds. The class is implied by the name; what, if anything, survives the purge is unverified.",
   "source": "generated"
  },
  "CNetworkFieldSerializerAllocator::PurgeTemporaryData": {
   "text": "Releases only the allocator's transient storage while leaving long-lived serializer entries in place \u2014 a lighter cleanup than a full purge. The class is implied by the name; which data counts as temporary is unverified.",
   "source": "generated"
  },
  "CNetworkFieldSerializerAllocator::Report": {
   "text": "Produces a diagnostic report on the field serializers the allocator holds, handy when investigating networking-table growth. The class is implied by the name; the report's contents and where it is written are unverified.",
   "source": "generated"
  },
  "CNetworkGameServer::ActivateServer": {
   "text": "Brings the game server into its active, playable state for the loaded level. The CNetworkGameServer class is implied by the name; the specific activation work and the state it leaves behind are unverified.",
   "source": "generated"
  },
  "CNetworkGameServer::CheckTimeouts": {
   "text": "Examines connected clients for timed-out connections, spotting links that have stopped responding within the permitted window. Read from the name; the thresholds applied and the action taken on an expired client are unverified.",
   "source": "generated"
  },
  "CNetworkGameServer::DeactivateSteamGameServer": {
   "text": "Shuts the server's Steam game-server session down, ending its registration with Steam's backend. The CNetworkGameServer class is implied by the name; exactly which Steam state is torn down is unverified.",
   "source": "generated"
  },
  "CNetworkGameServer::OnValidateAuthTicketResponse": {
   "text": "Handles the verdict of a Steam auth-ticket validation for a connecting client \u2014 where authentication success or rejection lands on the server. Read from the name; the rejection handling and any ban- or licence-state detail are unverified.",
   "source": "generated"
  },
  "CNetworkGameServer::SendClientMessages": {
   "text": "Ships the server's queued per-client network messages for the current tick. Read from the name; batching, prioritisation, and reliable-versus-unreliable handling are unverified.",
   "source": "generated"
  },
  "CNetworkGameServer::SpawnServer": {
   "text": "Stands a server instance up for a map or session, creating the server-side state a fresh level needs. The CNetworkGameServer class is implied by the name; what is rebuilt versus preserved across a spawn is unverified.",
   "source": "generated"
  },
  "CNetworkGameServer::WriteClassInfosAndSerializesToBuffer": {
   "text": "Serializes the server's class-info and field-serializer tables into a buffer for delivery to clients \u2014 the network schema handshake data. Read from the name; the buffer format, compression, and versioning are unverified.",
   "source": "generated"
  },
  "CNetworkGameServerBase::CNetworkGameServerBase": {
   "text": "Constructs the base network game server object and initialises its state. Purpose beyond construction is not established.",
   "source": "generated"
  },
  "CNetworkGameServerBase::SetServerState": {
   "text": "Sets the server's lifecycle state value \u2014 the marker other systems read to tell whether the server is loading, active, or shutting down. The CNetworkGameServerBase class is implied by the name; the available states and any side effects of a transition are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::AssociateNetMessageGroupIdWithChannelCategory": {
   "text": "Binds a net-message group id to a channel category, so messages carried under that group id pick up the category's networking treatment. The class CNetworkMessages is implied by the name, and the reading comes from the name, so the exact identifiers and effect on transmission are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::AssociateNetMessageWithChannelCategoryAbstract": {
   "text": "Associates a single network message with a channel category, in the abstract form that takes the message generically rather than as a concrete typed message. The class is implied by the name; this is a name-level reading, so what identifies the message and how the category is applied are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::ComputeOrderForPriority": {
   "text": "Turns a message or field priority value into the ordering rank the networking system uses for it. The class is implied by the name, and the mapping from priority to rank is read from the name alone, so its scale and direction are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::FindOrCreateGroupId": {
   "text": "Resolves a network-message group id for a given group, creating the id if that group has not been registered yet. Read from the name and located by signature in libnetworksystem; no prototype is derived, so the lookup key and creation rules are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::FindOrCreateNetMessage": {
   "text": "Resolves a registered network message by its identity, registering a new message entry when no match exists. The class is implied by the name; this reading is name-level, so the lookup criteria and what a freshly created message carries are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::RegisterFieldChangeCallbackPriority": {
   "text": "Registers a priority for a field-change callback, so change notifications can be ranked instead of treated as equal. The class is implied by the name; useful to know when hooking field-change notification, though the priority scale and how the callback is identified are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::RegisterNetworkCategory": {
   "text": "Registers a channel category with the network-message system, defining a category that messages and groups can be associated with. The class is implied by the name, and the reading rests on the name, so the category's configurable properties are unverified.",
   "source": "generated"
  },
  "CNetworkMessages::RegisterNetworkFieldSerializer": {
   "text": "Registers a field serializer with the networking system, declaring how a particular networked field is encoded and decoded on the wire. The class is implied by the name; this is a name-level reading, so what the registration keys on is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::BroadcastP2PNetMessageAbstract": {
   "text": "Sends a peer-to-peer network message, in its type-erased abstract form, out to the connected peers. Read from the name, and the owning class is implied by the name rather than recovered from the data, so the recipients and the message form are unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::Connect": {
   "text": "Establishes a peer-to-peer connection to a peer. Read from the name; the owning class is implied by the name rather than recovered from the data, so what identifies the target peer is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::Disconnect": {
   "text": "Closes an existing peer-to-peer connection and drops the peer state that went with it. Read from the name; the owning class is implied by the name, not established by the data.",
   "source": "generated"
  },
  "CNetworkP2PService::GetAllPeersEventDispatcher": {
   "text": "Provides the event dispatcher for peer events covering all peers, the natural hook point for observing peer activity from a mod. Read from the name; the class is implied by the name, so what the dispatcher exposes is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::GetBuildType": {
   "text": "Reports the build type recorded for the service. Read from the name; the class is implied by the name, and what the value encodes is not established.",
   "source": "generated"
  },
  "CNetworkP2PService::GetDependencies": {
   "text": "Reports the dependencies this service declares, a broader companion to CNetworkP2PService::GetServiceDependencies. Read from the name; the class is implied by the name, so what a dependency entry contains is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::GetName": {
   "text": "Reports the service's name; no purpose beyond that accessor role is established. The class is implied by the name rather than recovered from the data.",
   "source": "generated"
  },
  "CNetworkP2PService::GetServiceDependencies": {
   "text": "Reports the other services this one declares it requires, a service-scoped counterpart to CNetworkP2PService::GetDependencies. Read from the name; the class is implied by the name, and the dependency representation is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::GetServiceIndex": {
   "text": "Reports the index the service holds in its host's service table, the value written by CNetworkP2PService::SetServiceIndex. Read from the name; the class is implied by the name, so the indexing scheme is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::GetTier": {
   "text": "Reports the tier the service is classified under. Read from the name; the class is implied by the name, and the meaning of the tier values is not established.",
   "source": "generated"
  },
  "CNetworkP2PService::Init": {
   "text": "Initialization entry point for the service; the specific work it performs is not established. The class is implied by the name rather than derived from the data.",
   "source": "generated"
  },
  "CNetworkP2PService::IsActive": {
   "text": "Reports whether the service is currently active, the state that CNetworkP2PService::SetActive writes. Read from the name; the class is implied by the name, not recovered from the data.",
   "source": "generated"
  },
  "CNetworkP2PService::IsKnownPeer": {
   "text": "Tests whether a given peer is already known to the service, useful as a check before contacting or trusting it. Read from the name; the class is implied by the name, so how a peer is identified here is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::IsSingleton": {
   "text": "Reports whether the service is a singleton within its host. Read from the name; the class is implied by the name, and the data does not establish how the answer is used.",
   "source": "generated"
  },
  "CNetworkP2PService::OnLoopActivate": {
   "text": "Handles the notification that the engine loop the service lives in has become active, the point at which it would bring its peer-to-peer work online. Read from the name; the class is implied by the name and the work performed is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::OnLoopDeactivate": {
   "text": "Handles the notification that the containing engine loop has become inactive, where the service would quiesce its peer-to-peer work. Read from the name; the class is implied by the name, so what it tears down is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::OnPeerToPeerNetChannelCreated": {
   "text": "Handles the creation of a new peer-to-peer net channel, the service's opportunity to adopt and track that channel. Read from the name; the class is implied by the name, so the bookkeeping involved is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::OnShutdownChannel": {
   "text": "Handles a channel shutdown notification, where the service would release the state it kept for that channel. Read from the name; the class is implied by the name, and which channel is affected is not established.",
   "source": "generated"
  },
  "CNetworkP2PService::PeerGroupChanged": {
   "text": "Reacts to a change in the peer group, the same subject that handlers given to CNetworkP2PService::RegisterPeerGroupHandler concern. Read from the name; the class is implied by the name, so the change detail involved is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::PreShutdown": {
   "text": "Early shutdown pass for the service, a stage distinct from CNetworkP2PService::Shutdown. Read from the name; the class is implied by the name, and what it releases at this stage is not established.",
   "source": "generated"
  },
  "CNetworkP2PService::QueryInterface": {
   "text": "Looks up an interface exposed by the service for a requested interface identifier. Read from the name; the class is implied by the name, so which interfaces are obtainable is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::Reconnect": {
   "text": "Re-establishes a peer-to-peer connection that was lost or torn down. Read from the name; the class is implied by the name, and whether it reuses prior peer state is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::RegisterEventMap": {
   "text": "Registers the service's event map, making its event handlers visible to the engine's event system. Read from the name; the class is implied by the name, so the map's contents are unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::RegisterP2PNetMessageAbstract": {
   "text": "Registers a peer-to-peer network message type in its type-erased abstract form so the service can carry it, the registration counterpart to CNetworkP2PService::BroadcastP2PNetMessageAbstract. Read from the name; the class is implied by the name, and the registry it feeds is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::RegisterPeerGroupHandler": {
   "text": "Registers a handler that will be notified about peer-group changes; this is the entry point to use when a mod needs to observe group membership. Read from the name; the class is implied by the name, so the handler's shape is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::SetActive": {
   "text": "Sets the service's active state, the flag reported by CNetworkP2PService::IsActive. Read from the name; the class is implied by the name rather than derived from the data.",
   "source": "generated"
  },
  "CNetworkP2PService::SetName": {
   "text": "Sets the service's name, the value reported by CNetworkP2PService::GetName. Read from the name; the class is implied by the name, not recovered from the data.",
   "source": "generated"
  },
  "CNetworkP2PService::SetServiceIndex": {
   "text": "Assigns the service's index within its host's service table, the value reported by CNetworkP2PService::GetServiceIndex. Read from the name; the class is implied by the name, and the indexing scheme is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::ShouldActivate": {
   "text": "Reports whether the service wants activation in the current context, acting as a gate on it coming up at all. Read from the name; the class is implied by the name, and the conditions it tests are unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::Shutdown": {
   "text": "Shuts the service down, releasing the peer-to-peer connections and registrations it holds. Read from the name; the class is implied by the name, so exactly what is released is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::SteamIDAllowedToP2PConnect": {
   "text": "Decides whether a given Steam ID is permitted to open a peer-to-peer connection, the obvious gate for restricting who may connect. Read from the name; the class is implied by the name, so the policy it applies is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::UnregisterPeerGroupHandler": {
   "text": "Removes a previously registered peer-group handler, undoing CNetworkP2PService::RegisterPeerGroupHandler. Read from the name; the class is implied by the name, and how a handler is matched for removal is unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::UpdatePeerConnectionStatus": {
   "text": "Updates the connection status the service tracks for a peer, refreshing that record as the link's state changes. Read from the name and located by signature in libengine2; no prototype is derived, so the status values and the update conditions are unverified.",
   "source": "generated"
  },
  "CNetworkP2PService::~CNetworkP2PService": {
   "text": "Destroys the service instance, releasing the peer-to-peer state and registrations it holds. Read from the name; the class is implied by the name, and the teardown it performs is unverified.",
   "source": "generated"
  },
  "CNetworkSerializer::AssignRangeMultiplier": {
   "text": "Sets the range multiplier a serializer applies to a field's value, the scale factor that quantized network encoding uses when packing that value. Read from the name and located by signature in libnetworksystem; the reading is low-confidence and the affected field and units are unverified.",
   "source": "generated"
  },
  "CNetworkSerializerBindingBuildFilter::GetFieldPriority": {
   "text": "Reports the priority a filter assigns to a field while a network serializer binding is being built, letting fields be ranked rather than treated uniformly. The class is implied by the name; the priority scale and what the field is identified by are unverified.",
   "source": "generated"
  },
  "CNetworkServerService::OnWriteNetworkingMetaFile": {
   "text": "Handles the server's write of its networking meta file, the hook where the network server service contributes or finalizes that output. The class is implied by the name; the file's contents, location and the conditions for writing it are unverified.",
   "source": "generated"
  },
  "CNetworkServerService::StartupServer": {
   "text": "Brings the game server's networking online for a session, the entry point a modder would watch or hook to react to server startup. The class is implied by the name; the startup inputs it takes and what state exists once it completes are unverified.",
   "source": "generated"
  },
  "CNetworkServerSpawnGroup::LoadEntities": {
   "text": "Loads the entities belonging to a network server spawn group, instantiating that group's entity set server-side. The class is implied by the name; useful as the point where spawn-group entities come into existence, though the load's inputs and any staging behaviour are unverified.",
   "source": "generated"
  },
  "CNetworkService::ConfigureSockets": {
   "text": "Applies the socket configuration the network service communicates over, establishing or re-applying its endpoints. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the exact settings it applies are unverified.",
   "source": "generated"
  },
  "CNetworkService::Connect": {
   "text": "Brings the service's connection up, attaching it to whatever endpoint or host it talks to. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the target and the conditions are unverified.",
   "source": "generated"
  },
  "CNetworkService::Disconnect": {
   "text": "Tears the service's connection down, detaching it from the endpoint it was attached to. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so what state survives the teardown is unverified.",
   "source": "generated"
  },
  "CNetworkService::GetBuildType": {
   "text": "Reports the build type the service was produced under, the kind of value a modder would branch on when debug and release builds differ. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the value space is unverified.",
   "source": "generated"
  },
  "CNetworkService::GetDependencies": {
   "text": "Reports the dependencies the service requires to come up, useful when ordering your own module against the engine's service set. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the form of the dependency list is unverified.",
   "source": "generated"
  },
  "CNetworkService::GetName": {
   "text": "Retrieves the service's name, the counterpart to CNetworkService::SetName. Beyond that the name establishes no further purpose, and the owning CNetworkService class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CNetworkService::GetServiceDependencies": {
   "text": "Reports the other services this one depends on, distinct from the broader CNetworkService::GetDependencies. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the contents and form of the list are unverified.",
   "source": "generated"
  },
  "CNetworkService::GetServiceIndex": {
   "text": "Retrieves the index the service is registered under, the counterpart to CNetworkService::SetServiceIndex and the handle you would use to identify it among registered services. The owning CNetworkService class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CNetworkService::GetTier": {
   "text": "Reports the tier the service belongs to, the layering value used to group engine services. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the tier numbering is unverified.",
   "source": "generated"
  },
  "CNetworkService::Init": {
   "text": "Generic initialization entry point for the service; the name does not establish what it actually sets up, so treat its purpose as unestablished. The owning CNetworkService class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CNetworkService::IsActive": {
   "text": "Reports whether the service is currently active, the query counterpart to CNetworkService::SetActive. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so what activity means here is unverified.",
   "source": "generated"
  },
  "CNetworkService::IsSingleton": {
   "text": "Reports whether the service is a singleton rather than something instantiated per user. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the meaning the engine attaches to the flag is unverified.",
   "source": "generated"
  },
  "CNetworkService::OnLoopActivate": {
   "text": "Handles the service's activation within an engine loop, the hook where loop-scoped networking state would be brought up. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the triggering conditions are unverified.",
   "source": "generated"
  },
  "CNetworkService::OnLoopDeactivate": {
   "text": "Handles the service's deactivation within an engine loop, the counterpart to CNetworkService::OnLoopActivate for releasing loop-scoped state. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the triggering conditions are unverified.",
   "source": "generated"
  },
  "CNetworkService::PreShutdown": {
   "text": "Performs the service's pre-shutdown teardown step, the lighter cleanup distinguished by name from CNetworkService::Shutdown. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so what it releases is unverified.",
   "source": "generated"
  },
  "CNetworkService::QueryInterface": {
   "text": "Looks up an interface the service exposes and hands back access to it, the usual way a module reaches engine functionality it did not link against. The owning CNetworkService class is implied by the name, not by the data, so the lookup key is unverified.",
   "source": "generated"
  },
  "CNetworkService::Reconnect": {
   "text": "Re-establishes the service's connection after it has been dropped or needs re-targeting. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the retry behaviour and target are unverified.",
   "source": "generated"
  },
  "CNetworkService::RegisterEventMap": {
   "text": "Registers the service's event map, the table associating engine events with the service's handling of them. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the map's shape is unverified.",
   "source": "generated"
  },
  "CNetworkService::SetActive": {
   "text": "Sets the service's active state, the write counterpart to CNetworkService::IsActive and the switch for enabling or suspending it. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the side effects are unverified.",
   "source": "generated"
  },
  "CNetworkService::SetName": {
   "text": "Assigns the service's name, the write counterpart to CNetworkService::GetName. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so whether the string is copied or referenced is unverified.",
   "source": "generated"
  },
  "CNetworkService::SetServiceIndex": {
   "text": "Assigns the index the service is registered under, the write counterpart to CNetworkService::GetServiceIndex. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so who assigns the index is unverified.",
   "source": "generated"
  },
  "CNetworkService::ShouldActivate": {
   "text": "Answers whether the service ought to be activated, a predicate a service can use to opt itself in or out. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the inputs to the decision are unverified.",
   "source": "generated"
  },
  "CNetworkService::Shutdown": {
   "text": "Shuts the service down, releasing what it holds and leaving it inactive. Read from the name; the owning CNetworkService class is implied by the name, not by the data, so the exact resources released are unverified.",
   "source": "generated"
  },
  "CNetworkService::~CNetworkService": {
   "text": "Destroys the service instance, releasing the memory and resources it owns. This is the destructor read from the name, and the owning CNetworkService class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CNetworkStringDict::Count": {
   "text": "Reports how many entries the string dictionary currently holds, the bound you would iterate against when walking it. Read from the name; the owning CNetworkStringDict class is implied by the name, not by the data, so whether the count includes freed slots is unverified.",
   "source": "generated"
  },
  "CNetworkStringDict::Element": {
   "text": "Fetches the entry stored at a given index in the dictionary, the indexed accessor for walking its contents. Read from the name; the owning CNetworkStringDict class is implied by the name, not by the data, so what an element carries beyond its text is unverified.",
   "source": "generated"
  },
  "CNetworkStringDict::Find": {
   "text": "Looks a string up in the dictionary and yields its index if the dictionary holds it, the lookup path for turning text into a compact handle. The owning CNetworkStringDict class is implied by the name, not by the data, so the not-found result is unverified.",
   "source": "generated"
  },
  "CNetworkStringDict::Insert": {
   "text": "Adds a string to the dictionary and yields the index it is stored under, the interning path used to register new text. Read from the name; the owning CNetworkStringDict class is implied by the name, not by the data, so duplicate handling is unverified.",
   "source": "generated"
  },
  "CNetworkStringDict::IsValidIndex": {
   "text": "Reports whether an index refers to a live entry in the dictionary, the guard to apply before indexing with CNetworkStringDict::Element. The owning CNetworkStringDict class is implied by the name, not by the data, so the validity rule is unverified.",
   "source": "generated"
  },
  "CNetworkStringDict::Purge": {
   "text": "Empties the dictionary, discarding its stored strings and releasing their storage so it can be reused. Read from the name; the owning CNetworkStringDict class is implied by the name, not by the data, so whether previously handed-out indices survive is unverified.",
   "source": "generated"
  },
  "CNetworkStringDict::String": {
   "text": "Retrieves the text for an entry in the dictionary, the reverse of CNetworkStringDict::Find for turning a handle back into a string. The owning CNetworkStringDict class is implied by the name, not by the data, so the lifetime of the returned text is unverified.",
   "source": "generated"
  },
  "CNetworkStringDict::~CNetworkStringDict": {
   "text": "Destroys the string dictionary, releasing the entries and backing storage it owns. This is the destructor read from the name, and the owning CNetworkStringDict class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CNetworkStringTable::AddString": {
   "text": "Adds a string entry to a networked string table, the replicated name/index list such a table holds. The class is implied by the name; a prototype is derived, but duplicate handling and when the new entry becomes visible to clients are unverified.",
   "source": "generated"
  },
  "CNetworkStringTable::SetStringUserData": {
   "text": "Attaches or replaces the user-data blob carried alongside an existing entry in a networked string table. The class is implied by the name; a prototype is derived, though how the entry is identified and whether the change replicates are not established here.",
   "source": "generated"
  },
  "CNetworkStringTable::UpdateMirrorTable": {
   "text": "Brings a mirrored copy of the table back in step with the table's current contents. Located by signature in libengine2 and read from the name, so what the mirror is and when it is refreshed remain unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::Connect": {
   "text": "Performs the container's connect-time bring-up, the point at which the string-table system is handed its startup context. The class is implied by the name, and this is a name-level reading of a lifecycle entry point, so the actual work it does is unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::CreateStringTable": {
   "text": "Creates a new network string table inside the container and registers it so it can later be looked up. The class is implied by the name; the naming, sizing and replication options available at creation are not established by this data.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::DirectUpdate": {
   "text": "Applies an update to string-table contents directly rather than through the container's usual incremental path. Located by signature in libengine2 and read from the name, so what it updates and when that is appropriate are unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::Disconnect": {
   "text": "Releases the connect-time context the container acquired, undoing its bring-up. The class is implied by the name, and the reading is name-level, so what is actually torn down is unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::FindTable": {
   "text": "Looks up an existing string table held by the container using its name. The class is implied by the name; a prototype is derived, though the matching rule and the behaviour when nothing matches are unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::GetBuildType": {
   "text": "Reports the build type the string-table system identifies itself with, part of the container's lifecycle description. The class is implied by the name, and the meaning of the reported value is not established here.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::GetDependencies": {
   "text": "Reports the systems this container declares a dependency on, part of its lifecycle description. The class is implied by the name; the form and contents of that dependency list are unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::GetNumTables": {
   "text": "Reports how many string tables the container currently holds, the count a modder uses when walking them with CNetworkStringTableContainer::GetTable. The class is implied by the name; a prototype is derived, but what the count includes is unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::GetTable": {
   "text": "Fetches one of the container's string tables by position, the companion to CNetworkStringTableContainer::GetNumTables when enumerating them. The class is implied by the name; a prototype is derived, though out-of-range behaviour is unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::GetTier": {
   "text": "Reports the initialization tier the container declares, part of its lifecycle description. The class is implied by the name, and the tier value itself is not established here.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::Init": {
   "text": "Purpose beyond generic initialization of the container is not established; the name indicates nothing more specific. The class is implied by the name.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::IsSingleton": {
   "text": "Reports whether the string-table container is a singleton system, meaning one shared instance serves the process. The class is implied by the name, and the reading is name-level.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::PreShutdown": {
   "text": "Performs the container's pre-shutdown pass, work done ahead of the main teardown handled by CNetworkStringTableContainer::Shutdown. The class is implied by the name; what it releases at this stage is not established here.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::QueryInterface": {
   "text": "Resolves a named interface the container exposes, the usual way a caller obtains a specific interface from a Source-2 system object. The class is implied by the name; which interface names it accepts is not established here.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::Reconnect": {
   "text": "Re-establishes a system interface the container previously acquired, for cases where that interface is swapped after bring-up. The class is implied by the name, and this name-level reading leaves the reconnect conditions unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::RemoveAllTables": {
   "text": "Empties the container of its string tables in one operation, discarding what they hold. The class is implied by the name; a prototype is derived, but whether table memory is freed or merely cleared is unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::SetAllowClientSideAddString": {
   "text": "Toggles the container-level permission that lets client-side code add strings to tables, a useful switch when a mod adds entries outside the server. The class is implied by the name; the scope of the toggle and its default state are unverified.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::Shutdown": {
   "text": "Shuts the string-table container down, releasing what it holds. The class is implied by the name, and beyond generic teardown the purpose is not established.",
   "source": "generated"
  },
  "CNetworkStringTableContainer::~CNetworkStringTableContainer": {
   "text": "Destroys the container instance along with the tables it owns. The class is implied by the name; a prototype is derived, but which resources the destructor actually frees is unverified.",
   "source": "generated"
  },
  "CNetworkStringTableItem::SetUserData": {
   "text": "Sets the user-data payload carried by a single string-table entry, the per-item blob that travels with the string. Located by signature in libengine2 and read from the name, so size limits and replication behaviour are unverified.",
   "source": "generated"
  },
  "CNetworkSystem::InitGameServer": {
   "text": "Brings up the networking system's game-server side, the state a process needs to act as a server. The class is implied by the name; a prototype is derived, though the initialization it performs is not established here.",
   "source": "generated"
  },
  "CNetworkSystem::Shutdown": {
   "text": "Shuts the networking system down as a whole, a broader teardown than the server-side-only CNetworkSystem::ShutdownGameServer. The class is implied by the name; a prototype is derived, but what it closes is unverified.",
   "source": "generated"
  },
  "CNetworkSystem::ShutdownGameServer": {
   "text": "Tears down the game-server side of the networking system, the counterpart to CNetworkSystem::InitGameServer. The class is implied by the name; a prototype is derived, though whether a later re-init is supported is unverified.",
   "source": "generated"
  },
  "CNetworkTransmitComponent::StateChanged": {
   "text": "Marks an entity's transmit state as changed so its networking is re-evaluated; m_nTransmitStateOwnedCounter is the field to inspect alongside it. Located by signature in libserver and read from the name, so the conditions under which it applies are unverified.",
   "source": "generated"
  },
  "CNullShaderCreateCallbacks::OnCreateBlendState": {
   "text": "Services a blend-state creation request in the null shader path, satisfying the call without producing a real GPU object \u2014 the arrangement a headless dedicated server runs under. The class is implied by the name, and whether it does anything beyond succeeding is unverified.",
   "source": "generated"
  },
  "CNullShaderCreateCallbacks::OnCreateDepthStencilState": {
   "text": "Services a depth-stencil-state creation request in the null shader path, where no real graphics object is produced. The class is implied by the name; whether it records anything or simply succeeds is unverified.",
   "source": "generated"
  },
  "CNullShaderCreateCallbacks::OnCreateRasterizerState": {
   "text": "Services a rasterizer-state creation request in the null shader path, satisfying the call on a build with no rendering back end. The class is implied by the name, and whether any state is retained is unverified.",
   "source": "generated"
  },
  "CNullShaderCreateCallbacks::OnCreateShader": {
   "text": "Services a shader creation request in the null shader path, letting shader-consuming code run where no GPU shader can be built. The class is implied by the name; whether a placeholder object is produced is unverified.",
   "source": "generated"
  },
  "CNullShaderCreateCallbacks::~CNullShaderCreateCallbacks": {
   "text": "Destroys the null shader-callback object. The class is implied by the name; a prototype is derived, but the destructor's work is not established.",
   "source": "generated"
  },
  "COrnamentProp::InputDetach": {
   "text": "Handles the `Detach` entity-IO input on `COrnamentProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "COrnamentProp::InputSetAttached": {
   "text": "Handles the `SetAttached` entity-IO input on `COrnamentProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPackedStore::GrowCount": {
   "text": "Grows a count or capacity in the packed-store bookkeeping so more entries fit. Located by signature in libfilesystem_stdio at low confidence and read from the name, so what is grown, by how much, and when are unverified.",
   "source": "generated"
  },
  "CParticleControlPointModifier::Init": {
   "text": "Sets up a particle control-point modifier, reading the control_point_number key that selects which control point the modifier drives. The anchor string is present in libserver; the rest of the setup, including defaults when the key is absent, is unverified.",
   "source": "generated"
  },
  "CParticleCreateModifier::Init": {
   "text": "Initialises a particle-creation modifier from its configuration block, consuming the key `spawn_in_alternate_loadout_only`, a loadout gate on whether the modifier applies. The anchor establishes that key; the remaining fields it reads, and its effect on particle spawning, are not derived here.",
   "source": "generated"
  },
  "CParticleModifier::Init": {
   "text": "Initialises a particle modifier from its configuration block, consuming the key `replacement_type`, which selects the kind of replacement the modifier performs. The anchor establishes that key; what is swapped in and the modifier's other inputs remain unverified.",
   "source": "generated"
  },
  "CPathCorner::InputInPass": {
   "text": "Handles the `InPass` entity-IO input on `CPathCorner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathCorner::InputSetNextPathCorner": {
   "text": "Handles the `SetNextPathCorner` entity-IO input on `CPathCorner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathMoverEntitySpawner::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CPathMoverEntitySpawner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathMoverEntitySpawner::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CPathMoverEntitySpawner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathMoverEntitySpawner::InputRemoveFromTemplate": {
   "text": "Handles the `RemoveFromTemplate` entity-IO input on `CPathMoverEntitySpawner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathMoverEntitySpawner::InputSetPathNodeStart": {
   "text": "Handles the `SetPathNodeStart` entity-IO input on `CPathMoverEntitySpawner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathMoverEntitySpawner::InputSpawn": {
   "text": "Handles the `Spawn` entity-IO input on `CPathMoverEntitySpawner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathMoverEntitySpawner::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CPathMoverEntitySpawner`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathParticleRope::InputDestroy": {
   "text": "Handles the `DestroyImmediately` entity-IO input on `CPathParticleRope`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathParticleRope::InputDisablePin": {
   "text": "Handles the `DisablePin` entity-IO input on `CPathParticleRope`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathParticleRope::InputSetRadius": {
   "text": "Handles the `SetRadius` entity-IO input on `CPathParticleRope`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathParticleRope::InputSetSlack": {
   "text": "Handles the `SetSlack` entity-IO input on `CPathParticleRope`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathParticleRope::InputStart": {
   "text": "Handles the `Start` entity-IO input on `CPathParticleRope`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathParticleRope::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CPathParticleRope`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathParticleRope::InputStopEndCap": {
   "text": "Handles the `StopPlayEndCap` entity-IO input on `CPathParticleRope`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathTrack::InputDisableAlternatePath": {
   "text": "Handles the `DisableAlternatePath` entity-IO input on `CPathTrack`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathTrack::InputDisablePath": {
   "text": "Handles the `DisablePath` entity-IO input on `CPathTrack`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathTrack::InputEnableAlternatePath": {
   "text": "Handles the `EnableAlternatePath` entity-IO input on `CPathTrack`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathTrack::InputEnablePath": {
   "text": "Handles the `EnablePath` entity-IO input on `CPathTrack`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathTrack::InputPass": {
   "text": "Handles the `InPass` entity-IO input on `CPathTrack`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathTrack::InputToggleAlternatePath": {
   "text": "Handles the `ToggleAlternatePath` entity-IO input on `CPathTrack`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPathTrack::InputTogglePath": {
   "text": "Handles the `TogglePath` entity-IO input on `CPathTrack`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPetModifier::Init": {
   "text": "Initialises a pet modifier from its configuration block, consuming `pet_npc_script_override`, which names a script replacing the pet NPC's default behaviour. Read from that anchor; how the override is resolved and applied, and the modifier's other inputs, are unverified.",
   "source": "generated"
  },
  "CPhysBox::InputDisableMotion": {
   "text": "Handles the `DisableMotion` entity-IO input on `CPhysBox`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysBox::InputEnableMotion": {
   "text": "Handles the `EnableMotion` entity-IO input on `CPhysBox`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysBox::InputForceDrop": {
   "text": "Handles the `ForceDrop` entity-IO input on `CPhysBox`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysBox::InputSleep": {
   "text": "Handles the `Sleep` entity-IO input on `CPhysBox`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysBox::InputWake": {
   "text": "Handles the `Wake` entity-IO input on `CPhysBox`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputBreak": {
   "text": "Handles the `Break` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputDisableAngularConstraint": {
   "text": "Handles the `DisableAngularConstraint` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputDisableLinearConstraint": {
   "text": "Handles the `DisableLinearConstraint` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputEnableAngularConstraint": {
   "text": "Handles the `EnableAngularConstraint` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputEnableLinearConstraint": {
   "text": "Handles the `EnableLinearConstraint` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputOnBreak": {
   "text": "Handles the `ConstraintBroken` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputSetMotorTargetVelocity": {
   "text": "Handles the `SetMotorTargetVelocity` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputSetMotorTorqueFactor": {
   "text": "Handles the `SetMotorTorqueFactor` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputTurnMotorOff": {
   "text": "Handles the `TurnMotorOff` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputTurnMotorOn": {
   "text": "Handles the `TurnMotorOn` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysConstraint::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CPhysConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysExplosion::InputExplode": {
   "text": "Handles the `Explode` entity-IO input on `CPhysExplosion`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysFixed::InputSetAngularDampingRatio": {
   "text": "Handles the `SetAngularDampingRatio` entity-IO input on `CPhysFixed`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysFixed::InputSetAngularFrequency": {
   "text": "Handles the `SetAngularFrequency` entity-IO input on `CPhysFixed`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysFixed::InputSetLinearDampingRatio": {
   "text": "Handles the `SetLinearDampingRatio` entity-IO input on `CPhysFixed`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysFixed::InputSetLinearFrequency": {
   "text": "Handles the `SetLinearFrequency` entity-IO input on `CPhysFixed`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysForce::InputActivate": {
   "text": "Handles the `Activate` entity-IO input on `CPhysForce`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysForce::InputDeactivate": {
   "text": "Handles the `Deactivate` entity-IO input on `CPhysForce`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysForce::InputForceScale": {
   "text": "Handles the `scale` entity-IO input on `CPhysForce`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysHinge::InputSetHingeFriction": {
   "text": "Handles the `SetHingeFriction` entity-IO input on `CPhysHinge`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysHinge::InputSetMaxLimit": {
   "text": "Handles the `SetMaxLimit` entity-IO input on `CPhysHinge`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysHinge::InputSetMinLimit": {
   "text": "Handles the `SetMinLimit` entity-IO input on `CPhysHinge`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysHinge::InputSetMotorTargetAngle": {
   "text": "Handles the `SetMotorTargetAngle` entity-IO input on `CPhysHinge`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysHinge::InputSetVelocity": {
   "text": "Handles the `SetAngularVelocity` entity-IO input on `CPhysHinge`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysImpact::InputImpact": {
   "text": "Handles the `Impact` entity-IO input on `CPhysImpact`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysMagnet::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CPhysMagnet`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysMagnet::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CPhysMagnet`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysMagnet::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CPhysMagnet`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysMotor::InputSetFriction": {
   "text": "Handles the `SetFriction` entity-IO input on `CPhysMotor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysMotor::InputSetTargetSpeed": {
   "text": "Handles the `SetSpeed` entity-IO input on `CPhysMotor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysMotor::InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input on `CPhysMotor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysMotor::InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input on `CPhysMotor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysSlideConstraint::InputSetOffset": {
   "text": "Handles the `SetOffset` entity-IO input on `CPhysSlideConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysSlideConstraint::InputSetSlideFriction": {
   "text": "Handles the `SetSlideFriction` entity-IO input on `CPhysSlideConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysSlideConstraint::InputSetVelocity": {
   "text": "Handles the `SetVelocity` entity-IO input on `CPhysSlideConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysWheelConstraint::InputSetMaxSuspensionOffset": {
   "text": "Handles the `SetMaxSuspensionOffset` entity-IO input on `CPhysWheelConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysWheelConstraint::InputSetMinSuspensionOffset": {
   "text": "Handles the `SetMinSuspensionOffset` entity-IO input on `CPhysWheelConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysWheelConstraint::InputSetSteeringMimicsEntity": {
   "text": "Handles the `SetSteeringMimicsEntity` entity-IO input on `CPhysWheelConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsGameSystem::FrameBoundary": {
   "text": "Marks a per-frame boundary for the physics game system, a point at which accumulated simulation state can be flushed or rolled over. Class attribution and behaviour are implied by the name and the slot is unbound in this data, so the work done at the boundary is unverified.",
   "source": "generated"
  },
  "CPhysicsGameSystem::GameActivate": {
   "text": "Brings the physics game system into its active, simulating state for the current session or level. Class attribution and behaviour are implied by the name, and the slot is unbound here, so what activation allocates or enables is unverified.",
   "source": "generated"
  },
  "CPhysicsGameSystem::GameDeactivate": {
   "text": "Takes the physics game system out of its active state, quiescing or tearing down simulation for the current session. Class attribution and behaviour are implied by the name, and the slot is unbound, so what is released versus retained is unverified.",
   "source": "generated"
  },
  "CPhysicsGameSystem::GameInit": {
   "text": "One-time startup of the physics game system, standing up the simulation world and its supporting state. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so what it constructs is unverified.",
   "source": "generated"
  },
  "CPhysicsGameSystem::GameShutdown": {
   "text": "Shuts the physics game system down, releasing the simulation world and the resources it holds. Class attribution and behaviour are implied by the name, and the slot is unbound here, so the exact teardown is unverified.",
   "source": "generated"
  },
  "CPhysicsGameSystem::PostSpawnGroupUnload": {
   "text": "Clears physics state belonging to a spawn group that has been unloaded, so bodies and collision data from streamed-out content do not linger. Class attribution and behaviour are implied by the name, and the slot is unbound, so the exact cleanup is unverified.",
   "source": "generated"
  },
  "CPhysicsGameSystem::PreSpawnGroupLoad": {
   "text": "Prepares the physics game system for a spawn group about to be loaded, staging or reserving state for the incoming content. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so what it prepares is unverified.",
   "source": "generated"
  },
  "CPhysicsGameSystem::PullKinematicTransformsWorker": {
   "text": "Gathers current transforms for kinematic, animation-driven physics bodies, the worker-task form of that collection step. Read from the name and its resolution in libserver; no prototype is derived, so the data pulled and the threading arrangement are unverified.",
   "source": "generated"
  },
  "CPhysicsProp::InputDisableCollisions": {
   "text": "Handles the `DisableCollisions` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputDisableDrag": {
   "text": "Handles the `DisableDrag` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputDisableGravity": {
   "text": "Handles the `DisableGravity` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputDisableMotion": {
   "text": "Handles the `DisableMotion` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputEnableCollisions": {
   "text": "Handles the `EnableCollisions` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputEnableDrag": {
   "text": "Handles the `SetDragEnabled` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputEnableGravity": {
   "text": "Handles the `SetGravityEnabled` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputEnableMotion": {
   "text": "Handles the `EnableMotion` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputSetAutoConvertBackFromDebris": {
   "text": "Handles the `SetAutoConvertBackFromDebris` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputSetGlowOverride": {
   "text": "Handles the `SetGlowOverride` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputSetGlowRange": {
   "text": "Handles the `SetGlowRange` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputSetMass": {
   "text": "Handles the `SetMass` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputSleep": {
   "text": "Handles the `Sleep` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputStartGlowing": {
   "text": "Handles the `StartGlowing` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputStopGlowing": {
   "text": "Handles the `StopGlowing` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsProp::InputWake": {
   "text": "Handles the `Wake` entity-IO input on `CPhysicsProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsSpring::InputAddRestLength": {
   "text": "Handles the `AddRestLength` entity-IO input on `CPhysicsSpring`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsSpring::InputRemoveRestLength": {
   "text": "Handles the `RemoveRestLength` entity-IO input on `CPhysicsSpring`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsSpring::InputSetDampingRatio": {
   "text": "Handles the `SetDampingRatio` entity-IO input on `CPhysicsSpring`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsSpring::InputSetFrequency": {
   "text": "Handles the `SetFrequency` entity-IO input on `CPhysicsSpring`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPhysicsSpring::InputSetRestLength": {
   "text": "Handles the `SetRestLength` entity-IO input on `CPhysicsSpring`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPlatformFont::GetCharABCWidths": {
   "text": "Retrieves a character's A, B and C spacing widths from the platform font: left bearing, glyph width and right bearing, the metrics text layout needs. Class attribution and behaviour are implied by the name, and the slot is unbound, so metric units and fallbacks are unverified.",
   "source": "generated"
  },
  "CPlatformFont::GetKernedCharWidth": {
   "text": "Reports a character's advance width with kerning applied against its neighbour, for layout that honours kern pairs instead of raw advances. Class attribution and behaviour are implied by the name, and the slot is unbound here, so the kerning source is unverified.",
   "source": "generated"
  },
  "CPlatformFont::~CPlatformFont": {
   "text": "Destroys the platform font object, releasing the underlying OS font resource and any cached metrics. Class attribution is implied by the name, and the slot is unbound in this data, so exactly what is freed is unverified.",
   "source": "generated"
  },
  "CPlayerVisibility::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CPlayerVisibility`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPlayerVisibility::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CPlayerVisibility`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPlayerVisibility::InputSetPlayerFogDistanceMultiplier": {
   "text": "Handles the `SetPlayerFogDistanceMultiplier` entity-IO input on `CPlayerVisibility`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPlayerVisibility::InputSetPlayerFogMaxDensityMultiplier": {
   "text": "Handles the `SetPlayerFogMaxDensityMultiplier` entity-IO input on `CPlayerVisibility`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPlayerVisibility::InputSetPlayerVisibilityStrength": {
   "text": "Handles the `SetPlayerVisibilityStrength` entity-IO input on `CPlayerVisibility`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointAngularVelocitySensor::InputTest": {
   "text": "Handles the `Test` entity-IO input on `CPointAngularVelocitySensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointAngularVelocitySensor::InputTestWithInterval": {
   "text": "Handles the `TestWithInterval` entity-IO input on `CPointAngularVelocitySensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputChangeFOV": {
   "text": "Handles the `ChangeFOV` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputDisableDOF": {
   "text": "Handles the `DisableDOF` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputEnableDOF": {
   "text": "Handles the `EnableDOF` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputForceActive": {
   "text": "Handles the `Activate` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputForceInactive": {
   "text": "Handles the `Deactivate` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetDOFFarBlurry": {
   "text": "Handles the `SetDOFFarBlurry` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetDOFFarCrisp": {
   "text": "Handles the `SetDOFFarCrisp` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetDOFNearBlurry": {
   "text": "Handles the `SetDOFNearBlurry` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetDOFNearCrisp": {
   "text": "Handles the `SetDOFNearCrisp` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetDOFTiltToGround": {
   "text": "Handles the `SetDOFTiltToGround` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetOff": {
   "text": "Handles the `SetOff` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetOn": {
   "text": "Handles the `SetOn` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCamera::InputSetOnAndTurnOthersOff": {
   "text": "Handles the `SetOnAndTurnOthersOff` entity-IO input on `CPointCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldPanel::InputAcceptUserInput": {
   "text": "Handles the `AcceptUserInput` entity-IO input on `CPointClientUIWorldPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldPanel::InputAddCSSClass": {
   "text": "Handles the `AddCSSClass` entity-IO input on `CPointClientUIWorldPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldPanel::InputIgnoreUserInput": {
   "text": "Handles the `IgnoreUserInput` entity-IO input on `CPointClientUIWorldPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldPanel::InputLocalPlayerAddCSSClass": {
   "text": "Handles the `LocalPlayerAddCSSClass` entity-IO input on `CPointClientUIWorldPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldPanel::InputLocalPlayerRemoveCSSClass": {
   "text": "Handles the `LocalPlayerRemoveCSSClass` entity-IO input on `CPointClientUIWorldPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldPanel::InputRemoveCSSClass": {
   "text": "Handles the `RemoveCSSClass` entity-IO input on `CPointClientUIWorldPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldTextPanel::InputSetIntMessage": {
   "text": "Handles the `SetIntMessage` entity-IO input on `CPointClientUIWorldTextPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldTextPanel::InputSetMessage": {
   "text": "Handles the `SetMessage` entity-IO input on `CPointClientUIWorldTextPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointClientUIWorldTextPanel::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CPointClientUIWorldTextPanel`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCommentaryNode::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CPointCommentaryNode`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCommentaryNode::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CPointCommentaryNode`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCommentaryNode::InputStartCommentary": {
   "text": "Handles the `StartCommentary` entity-IO input on `CPointCommentaryNode`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointCommentaryNode::InputStartUnstoppableCommentary": {
   "text": "Handles the `StartUnstoppableCommentary` entity-IO input on `CPointCommentaryNode`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointEntityFinder::InputFindEntity": {
   "text": "Handles the `FindEntity` entity-IO input on `CPointEntityFinder`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointOrient::InputSetActive": {
   "text": "Handles the `SetActive` entity-IO input on `CPointOrient`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointOrient::InputSetTarget": {
   "text": "Handles the `SetTarget` entity-IO input on `CPointOrient`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointPush::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CPointPush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointPush::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CPointPush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointVelocitySensor::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CPointVelocitySensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointVelocitySensor::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CPointVelocitySensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointWorldText::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CPointWorldText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointWorldText::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CPointWorldText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointWorldText::InputSetIntMessage": {
   "text": "Handles the `SetIntMessage` entity-IO input on `CPointWorldText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointWorldText::InputSetMessage": {
   "text": "Handles the `SetMessage` entity-IO input on `CPointWorldText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointWorldText::InputSetTextColor": {
   "text": "Handles the `SetTextColor` entity-IO input on `CPointWorldText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CPointWorldText::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CPointWorldText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CProceduralGeometry::OnBeginSubmitDisplayLists": {
   "text": "Handles the beginning of display-list submission for procedurally generated geometry, where such geometry readies its draw data for the frame. Read from the name and its resolution in libscenesystem; confidence is low and no prototype is derived, so the actual work is unverified.",
   "source": "generated"
  },
  "CQueuedTextRenderable::GetCopy": {
   "text": "Produces a copy of a queued text renderable, so the queued draw item can be duplicated or outlive the original. Class attribution and behaviour are implied by the name, and the slot is unbound, so copy depth and ownership are unverified.",
   "source": "generated"
  },
  "CQueuedTextRenderable::Render": {
   "text": "Draws the queued text item, emitting its glyphs through the renderer. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so the target surface and render state it uses are unverified.",
   "source": "generated"
  },
  "CQueuedTextRenderable::~CQueuedTextRenderable": {
   "text": "Destroys a queued text renderable, freeing its string and any glyph or layout data. Class attribution is implied by the name, and the slot is unbound here, so the exact resources released are unverified.",
   "source": "generated"
  },
  "CRConClient::OnSocketAccepted": {
   "text": "Handles a newly accepted RCON client socket, taking up the connection for subsequent command traffic. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so the connection state it establishes is unverified.",
   "source": "generated"
  },
  "CRConClient::OnSocketClosed": {
   "text": "Handles closure of the RCON client socket, dropping the per-connection state held for it. Class attribution and behaviour are implied by the name, and the slot is unbound, so cleanup detail and any reconnect behaviour are unverified.",
   "source": "generated"
  },
  "CRConClient::ShouldAcceptSocket": {
   "text": "Decides whether an incoming socket is admitted on the RCON client side, a gate for filtering connections. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so the criteria applied are unverified.",
   "source": "generated"
  },
  "CRConServer::OnSocketAccepted": {
   "text": "Handles an accepted RCON connection on the server, registering the peer so authentication and command traffic can proceed. Class attribution and behaviour are implied by the name, and the slot is unbound here, so the per-peer state recorded is unverified.",
   "source": "generated"
  },
  "CRConServer::OnSocketClosed": {
   "text": "Handles an RCON peer disconnecting, releasing the server-side state kept for that connection. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so cleanup detail and any session invalidation are unverified.",
   "source": "generated"
  },
  "CRConServer::ShouldAcceptSocket": {
   "text": "Gates whether the RCON server admits an incoming connection, the natural hook for address filtering or connection limits. Class attribution and behaviour are implied by the name, and the slot is unbound, so the admission criteria are unverified.",
   "source": "generated"
  },
  "CRagdollMagnet::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CRagdollMagnet`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRagdollMagnet::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CRagdollMagnet`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRagdollManager::InputSetMaxRagdollCount": {
   "text": "Handles the `SetMaxRagdollCount` entity-IO input on `CRagdollManager`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRagdollProp::InputDisableMotion": {
   "text": "Handles the `DisableMotion` entity-IO input on `CRagdollProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRagdollProp::InputEnableMotion": {
   "text": "Handles the `EnableMotion` entity-IO input on `CRagdollProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRagdollProp::InputFadeAndRemove": {
   "text": "Handles the `FadeAndRemove` entity-IO input on `CRagdollProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRagdollProp::InputTurnOff": {
   "text": "Handles the `Disable` entity-IO input on `CRagdollProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRagdollProp::InputTurnOn": {
   "text": "Handles the `Enable` entity-IO input on `CRagdollProp`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRefreshRateGetter::OnDeviceCreated": {
   "text": "Picks up the display refresh rate once a render device exists, giving this getter a current value to report. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so what it queries and caches is unverified.",
   "source": "generated"
  },
  "CRefreshRateGetter::OnDeviceLost": {
   "text": "Handles loss of the render device, dropping the refresh-rate reading that is no longer valid. Class attribution and behaviour are implied by the name, and the slot is unbound here, so what it clears is unverified.",
   "source": "generated"
  },
  "CRefreshRateGetter::OnDeviceRestored": {
   "text": "Re-establishes the refresh-rate reading once a lost render device comes back. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so whether it re-queries the display or restores a cached value is unverified.",
   "source": "generated"
  },
  "CRefreshRateGetter::OnModeChanged": {
   "text": "Refreshes the tracked rate after a display mode change such as a resolution or fullscreen switch. Class attribution and behaviour are implied by the name, and the slot is unbound, so what it re-reads is unverified.",
   "source": "generated"
  },
  "CRenderDeviceBase::CreateConstantBufferInternal": {
   "text": "Creates a GPU constant buffer on the base render device, the internal rather than public form of that allocation. Read from the name; it resolves in librendersystemempty, whose name suggests a null backend, and no prototype is derived, so the concrete allocation behaviour is unverified.",
   "source": "generated"
  },
  "CRenderDeviceBase::FindOrCreateTexture": {
   "text": "Looks up an existing texture and creates one when no match is found, so callers share an instance instead of allocating duplicates. Class attribution and behaviour are implied by the name, and the slot is unbound in this data, so the lookup key and caching rules are unverified.",
   "source": "generated"
  },
  "CRenderUtils::BeginOcclusionQueryDrawing": {
   "text": "Opens an occlusion-query drawing scope, the begin half of submitting the proxy geometry whose visible pixels a query measures. Read from the name; the CRenderUtils class is implied by the name, and which query object the scope applies to is unverified.",
   "source": "generated"
  },
  "CRenderUtils::Connect": {
   "text": "Connects the render-utilities system to the engine's interface factory so it can resolve the other systems it needs, the standard connect step of a Source-2 app-system lifecycle. Read from the name; the CRenderUtils class is implied by the name and the connection details are unverified.",
   "source": "generated"
  },
  "CRenderUtils::CreateOcclusionQueryObject": {
   "text": "Creates an occlusion query object that a caller can later use to measure pixel visibility. Read from the name; the CRenderUtils class is implied by the name, and the object's lifetime rules are unverified.",
   "source": "generated"
  },
  "CRenderUtils::DestroyOcclusionQueryObject": {
   "text": "Destroys a previously created occlusion query object and releases the resources behind it. Read from the name; the CRenderUtils class is implied by the name, so the exact teardown behaviour is unverified.",
   "source": "generated"
  },
  "CRenderUtils::Disconnect": {
   "text": "Drops the interface references the render-utilities system acquired during connection, the disconnect step of the app-system lifecycle. Read from the name; the CRenderUtils class is implied by the name and the exact state cleared is unverified.",
   "source": "generated"
  },
  "CRenderUtils::EndOcclusionQueryDrawing": {
   "text": "Closes the occlusion-query drawing scope, ending submission of the geometry a query measures. Read from the name; the CRenderUtils class is implied by the name, and pairing rules with the begin side are unverified.",
   "source": "generated"
  },
  "CRenderUtils::GetBuildType": {
   "text": "Reports the build flavour of the render-utilities module, the app-system query modders use to distinguish debug from release components. Read from the name; the CRenderUtils class is implied by the name and the encoding of the value is unverified.",
   "source": "generated"
  },
  "CRenderUtils::GetDependencies": {
   "text": "Reports the set of systems the render-utilities module requires, used by the app-system framework to bring dependencies up. Read from the name; the CRenderUtils class is implied by the name, and the descriptor format is unverified.",
   "source": "generated"
  },
  "CRenderUtils::GetTier": {
   "text": "Reports which engine tier the render-utilities module belongs to, the classification the app-system framework uses when ordering systems. Read from the name; the CRenderUtils class is implied by the name and the tier encoding is unverified.",
   "source": "generated"
  },
  "CRenderUtils::Init": {
   "text": "Purpose is not established beyond generic initialisation of the render-utilities system. The CRenderUtils class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CRenderUtils::IsSingleton": {
   "text": "Indicates whether the render-utilities system is a single shared instance rather than one instantiated per caller. Read from the name; the CRenderUtils class is implied by the name and the meaning of the result is unverified.",
   "source": "generated"
  },
  "CRenderUtils::OcclusionQuery_GetNumPixelsRendered": {
   "text": "Retrieves the pixel count an occlusion query recorded, the visibility figure that drives conditional rendering and visibility tests. Read from the name; the CRenderUtils class is implied by the name, and whether the result is ready or stalls is unverified.",
   "source": "generated"
  },
  "CRenderUtils::PreShutdown": {
   "text": "Handles the pre-shutdown stage of the render-utilities lifecycle, where a system releases work it holds while other systems are still alive. Read from the name; the CRenderUtils class is implied by the name and the specific work released is unverified.",
   "source": "generated"
  },
  "CRenderUtils::QueryInterface": {
   "text": "Hands back an interface the render-utilities module exposes, the app-system lookup used to reach a named capability on the system. Read from the name; the CRenderUtils class is implied by the name, and the naming convention it accepts is unverified.",
   "source": "generated"
  },
  "CRenderUtils::Reconnect": {
   "text": "Re-resolves one interface the render-utilities system holds, used when a dependency is replaced without a full lifecycle restart. Read from the name; the CRenderUtils class is implied by the name and the rebinding details are unverified.",
   "source": "generated"
  },
  "CRenderUtils::ResetOcclusionQueryObject": {
   "text": "Resets an occlusion query object back to an unused state so it can be reissued without being recreated. Read from the name; the CRenderUtils class is implied by the name, and what the reset discards is unverified.",
   "source": "generated"
  },
  "CRenderUtils::Shutdown": {
   "text": "Tears down the render-utilities system, the final lifecycle stage that releases whatever it allocated. Read from the name; the CRenderUtils class is implied by the name, so the exact teardown work is unverified.",
   "source": "generated"
  },
  "CRenderingWorldSession::OnFrameBoundary": {
   "text": "Notifies the rendering world session that a frame boundary has been reached, the hook where per-frame session state is rolled over. Read from the name; the CRenderingWorldSession class is implied by the name and the state it touches is unverified.",
   "source": "generated"
  },
  "CRenderingWorldSession::Unlock": {
   "text": "Releases a lock held on the rendering world session, freeing access that was taken for exclusive or synchronised use of session data. Read from the name; the CRenderingWorldSession class is implied by the name, and what the lock protects is unverified.",
   "source": "generated"
  },
  "CResourceFile::CreateForFileRead": {
   "text": "Constructs a resource-file object configured for reading an existing file, the entry modders would use to open a compiled resource rather than author one. Read from the name and its presence in libresourcesystem; the file handling and failure behaviour are unverified.",
   "source": "generated"
  },
  "CResourceManifest::GetNamedManifestResources": {
   "text": "Retrieves the named resource entries recorded in a manifest, useful when enumerating what a manifest pulls in by name. Read from the name and its presence in libresourcesystem; the container returned and whether names are paths are unverified.",
   "source": "generated"
  },
  "CResourceStreamFixed::Commit": {
   "text": "Commits the contents of a fixed-size resource stream, finalising the data written into its buffer. Read from the name; the CResourceStreamFixed class is implied by the name, and what commit makes visible is unverified.",
   "source": "generated"
  },
  "CResourceStreamFixed::~CResourceStreamFixed": {
   "text": "Destroys a fixed-size resource stream, releasing the buffer and bookkeeping it owns. Read from the name; the CResourceStreamFixed class is implied by the name, so whether uncommitted data survives destruction is unverified.",
   "source": "generated"
  },
  "CResourceSystem::BlockUntilManifestLoaded": {
   "text": "Stalls the caller until a resource manifest has finished loading, the synchronisation point for code that must not run against half-loaded assets. Read from the name; the CResourceSystem class is implied by the name and the wait semantics are unverified.",
   "source": "generated"
  },
  "CResourceSystem::FindOrCreateProceduralResource": {
   "text": "Looks up a procedurally generated resource and creates it if it does not yet exist, the path for assets built at runtime instead of loaded from disk. Read from the name; the CResourceSystem class is implied by the name, and the creation inputs are unverified.",
   "source": "generated"
  },
  "CResourceSystem::FindOrRegisterResourceByName_Internal": {
   "text": "Resolves a resource by name and registers a new entry when none is found, the internal name-to-resource lookup behind higher-level resource handles. Read from the name; the CResourceSystem class is implied by the name and the name format is unverified.",
   "source": "generated"
  },
  "CResourceSystem::FrameUpdate": {
   "text": "Performs the resource system's per-frame servicing, the tick where pending resource work is progressed. Read from the name and its presence in libresourcesystem; what it advances each frame is unverified.",
   "source": "generated"
  },
  "CResourceSystem::Init": {
   "text": "Purpose is not established beyond generic initialisation of the resource system. The CResourceSystem class is implied by the name, not by the data.",
   "source": "generated"
  },
  "CResourceSystem::InstallResourceTypeManager": {
   "text": "Registers a type manager with the resource system so a particular resource type can be loaded and handled, the hook a new asset type would need. Read from the name; the CResourceSystem class is implied by the name and the registration details are unverified.",
   "source": "generated"
  },
  "CResourceSystem::PreShutdown": {
   "text": "Handles the resource system's pre-shutdown stage, where held resources are released while dependent systems are still available. Read from the name; the CResourceSystem class is implied by the name and the specific work done is unverified.",
   "source": "generated"
  },
  "CResourceSystem::Shutdown": {
   "text": "Tears down the resource system, releasing the resources and managers it holds. Read from the name; the CResourceSystem class is implied by the name, so the exact teardown work is unverified.",
   "source": "generated"
  },
  "CResourceSystem::Update_Internal": {
   "text": "Runs the resource system's internal update pass, progressing whatever asynchronous or pending resource work it tracks. Read from the name and its presence in libresourcesystem; the work it advances is unverified.",
   "source": "generated"
  },
  "CResourceSystemImp::InstallTypeManager": {
   "text": "Registers a resource type manager on the concrete resource-system implementation, the implementation-side counterpart of type registration. Read from the name and its presence in libresourcesystem; the registration inputs and replacement behaviour are unverified.",
   "source": "generated"
  },
  "CResponseSystem::LoadResponseSystem": {
   "text": "Loads the response system's data, the rule and criteria set that drives scripted character responses. Read from the name and its presence in libscenefilecache; the file format and source location are unverified.",
   "source": "generated"
  },
  "CRevertSaved::InputReload": {
   "text": "Handles the `Reload` entity-IO input on `CRevertSaved`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRopeKeyframe::InputBreak": {
   "text": "Handles the `Break` entity-IO input on `CRopeKeyframe`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRopeKeyframe::InputSetForce": {
   "text": "Handles the `SetForce` entity-IO input on `CRopeKeyframe`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRopeKeyframe::InputSetScrollSpeed": {
   "text": "Handles the `SetScrollSpeed` entity-IO input on `CRopeKeyframe`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CRopeManager::PostRopeAsyncJobs": {
   "text": "Posts the rope manager's asynchronous work items so rope simulation can proceed off the calling thread. Read from the name and its home in libvphysics2; no prototype is derived, so the job contents and the conditions under which they are posted are unverified.",
   "source": "generated"
  },
  "CSceneEntity::InputCancelAtNextInterrupt": {
   "text": "Handles the `CancelAtNextInterrupt` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputCancelPlayback": {
   "text": "Handles the `Cancel` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputInterjectResponse": {
   "text": "Handles the `InterjectResponse` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputPauseAtNextInterrupt": {
   "text": "Handles the `PauseAtNextInterrupt` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputPausePlayback": {
   "text": "Handles the `Pause` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputPitchShiftPlayback": {
   "text": "Handles the `PitchShift` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputResumePlayback": {
   "text": "Handles the `Resume` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputScriptPlayerDeath": {
   "text": "Handles the `ScriptPlayerDeath` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputSetTarget2": {
   "text": "Handles the `SetTarget2` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputStartPlayback": {
   "text": "Handles the `Start` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneEntity::InputStopWaitingForActor": {
   "text": "Handles the `StopWaitingForActor` entity-IO input on `CSceneEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneListManager::InputShutdown": {
   "text": "Handles the `Shutdown` entity-IO input on `CSceneListManager`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSceneSystem::Begin": {
   "text": "Opens a scene-system frame or pass, putting the system into its active state for subsequent scene work. Read from the name, and the class is implied by the name rather than the data, so what the interval covers is unverified.",
   "source": "generated"
  },
  "CSceneSystem::FinishRenderingViews": {
   "text": "Completes the scene system's per-view rendering work for the frame, settling the views it has been accumulating. Read from the name, and the class is implied by the name, so which views are involved and what completion entails are unverified.",
   "source": "generated"
  },
  "CSceneSystem::FrameUpdate": {
   "text": "Advances the scene system by one frame, refreshing its per-frame state. Read from the name, and the class is implied by the name, so the scope of the update and what drives it are unverified.",
   "source": "generated"
  },
  "CSceneSystem::WaitForRenderingToComplete": {
   "text": "Blocks until outstanding scene rendering work has finished, giving a synchronisation point for code that must not touch scene data while a render is in flight. Read from the name, and the class is implied by the name, so exactly which work is awaited is unverified.",
   "source": "generated"
  },
  "CSchemaSystem::ConvertOldIntrospectedResourceDataToKV3": {
   "text": "Converts legacy introspected resource data into KV3 form, a migration path for older serialized payloads that predate the current representation. Read from the name, and the class is implied by the name, so the legacy formats accepted and the shape of the KV3 output are unverified.",
   "source": "generated"
  },
  "CSchemaSystem::VerifySchemaBindingConsistency": {
   "text": "Checks registered schema bindings for consistency, which is what surfaces a mismatch when a mod or plugin registers its own types against a build whose schema has moved. Read from the name, and the class is implied by the name, so the specific checks and the failure behaviour are unverified.",
   "source": "generated"
  },
  "CSchemaSystemTypeScope::InsertNewClassBinding": {
   "text": "Registers a new class binding inside a schema type scope, adding that class to the scope's introspection tables. Read from the name and its home in libschemasystem; no prototype is derived, so the binding payload and how duplicates are treated are unverified.",
   "source": "generated"
  },
  "CSchemaSystemTypeScope::InsertNewEnumBinding": {
   "text": "Registers a new enum binding inside a schema type scope, adding that enumeration to the scope's introspection tables. Read from the name and its home in libschemasystem; no prototype is derived, so the binding payload and duplicate handling are unverified.",
   "source": "generated"
  },
  "CSchemaSystemTypeScope::PromoteUnresolvedAndGlobalTypes": {
   "text": "Promotes a scope's unresolved and global type entries, turning pending or scope-external type references into resolved entries. Read from the name and its home in libschemasystem; no prototype is derived, so what promotion actually rewrites is unverified.",
   "source": "generated"
  },
  "CSchemaSystemTypeScope::RemoveFakeFields": {
   "text": "Strips synthetic placeholder fields from a schema type scope so only genuinely declared members remain, which matters when reading field layouts programmatically. Read from the name and its home in libnetworksystem; no prototype is derived, so the criteria for a fake field are unverified.",
   "source": "generated"
  },
  "CScriptManager::Connect": {
   "text": "Connects the script manager to the engine systems it depends on during startup. Read from the name, and the class is implied by the name, so what it acquires and retains is unverified.",
   "source": "generated"
  },
  "CScriptManager::CreateVM": {
   "text": "Creates a scripting virtual machine instance for scripts to execute in, the handle a modder needs before running any script code. Read from the name, and the class is implied by the name, so the VM flavour and configuration options are unverified.",
   "source": "generated"
  },
  "CScriptManager::DestroyVM": {
   "text": "Destroys a scripting virtual machine created by the manager and releases what it held. Read from the name, and the class is implied by the name, so the teardown guarantees and any reuse semantics are unverified.",
   "source": "generated"
  },
  "CScriptManager::Disconnect": {
   "text": "Releases the script manager's connections to the engine systems it acquired at startup. Read from the name, and the class is implied by the name, so what specifically is dropped is unverified.",
   "source": "generated"
  },
  "CScriptManager::GetBuildType": {
   "text": "Reports the build type the script manager is operating as. Read from the name, and the class is implied by the name, so the returned value's encoding and meaning are unverified.",
   "source": "generated"
  },
  "CScriptManager::GetDebugger": {
   "text": "Hands back the script debugger the manager owns, the entry point for attaching debugging to running scripts. Read from the name, and the class is implied by the name, so what the debugger object exposes is unverified.",
   "source": "generated"
  },
  "CScriptManager::GetDependencies": {
   "text": "Reports the other engine systems the script manager declares a dependency on. Read from the name, and the class is implied by the name, so the form of that dependency list is unverified.",
   "source": "generated"
  },
  "CScriptManager::GetTier": {
   "text": "Reports the initialisation tier the script manager belongs to. Read from the name, and the class is implied by the name, so the tier value's meaning is unverified.",
   "source": "generated"
  },
  "CScriptManager::Init": {
   "text": "Initialises the script manager; beyond that the purpose is not established by this data. The class is implied by the name.",
   "source": "generated"
  },
  "CScriptManager::IsSingleton": {
   "text": "Reports whether the script manager is a singleton system, i.e. whether one shared instance is expected rather than several. Read from the name, and the class is implied by the name, so the exact condition being reported is unverified.",
   "source": "generated"
  },
  "CScriptManager::PreShutdown": {
   "text": "Runs the script manager's pre-shutdown pass, its chance to release script state while the rest of the engine is still up. Read from the name, and the class is implied by the name, so what is torn down at this stage is unverified.",
   "source": "generated"
  },
  "CScriptManager::QueryInterface": {
   "text": "Looks up an interface the script manager exposes, by identifier. Read from the name, and the class is implied by the name, so the accepted identifiers and lookup failure behaviour are unverified.",
   "source": "generated"
  },
  "CScriptManager::Reconnect": {
   "text": "Re-establishes the script manager's connections to engine systems, the path taken when a dependency is replaced or reloaded. Read from the name, and the class is implied by the name, so the re-acquisition rules are unverified.",
   "source": "generated"
  },
  "CScriptManager::Shutdown": {
   "text": "Shuts the script manager down and releases the state it holds. Read from the name, and the class is implied by the name, so what is torn down is unverified.",
   "source": "generated"
  },
  "CScriptedSequence::InputBeginSequence": {
   "text": "Handles the `BeginSequence` entity-IO input on `CScriptedSequence`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CScriptedSequence::InputCancelSequence": {
   "text": "Handles the `CancelSequence` entity-IO input on `CScriptedSequence`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CScriptedSequence::InputForceTarget": {
   "text": "Handles the `ForceTarget` entity-IO input on `CScriptedSequence`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CScriptedSequence::InputMoveToPosition": {
   "text": "Handles the `MoveToPosition` entity-IO input on `CScriptedSequence`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CScriptedSequence::InputScriptPlayerDeath": {
   "text": "Handles the `ScriptPlayerDeath` entity-IO input on `CScriptedSequence`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSequentialPrerequisite::OnStatusFinished": {
   "text": "Handles a completion notification for a sequential prerequisite, marking that step as finished so the sequence can account for it. Read from the name, and the class is implied by the name, so the status values and their effect are unverified.",
   "source": "generated"
  },
  "CServerSideClient::ActivatePlayer": {
   "text": "Activates the player belonging to a server-side client, the step that takes a client from connected to actually playing. Read from the name, and the class is implied by the name, so the preconditions and the state it flips are unverified.",
   "source": "generated"
  },
  "CServerSideClientBase::Connect": {
   "text": "Handles a client connecting on the base server-side client object, establishing that client's server-side session. Read from the name and its home in libengine2; no prototype is derived, so the connection data consumed and the rejection paths are unverified.",
   "source": "generated"
  },
  "CShaderCreateCallbacks::OnCreateBlendState": {
   "text": "Callback invoked on creation of a blend state object, a hook point for observing or adjusting blend state setup. Read from the name, and the class is implied by the name, so the state description supplied to it is unverified.",
   "source": "generated"
  },
  "CShaderCreateCallbacks::OnCreateDepthStencilState": {
   "text": "Callback invoked on creation of a depth-stencil state object, a hook point for observing or adjusting depth and stencil configuration. Read from the name, and the class is implied by the name, so the state description supplied to it is unverified.",
   "source": "generated"
  },
  "CShaderCreateCallbacks::OnCreateRasterizerState": {
   "text": "Callback invoked on creation of a rasterizer state object, a hook point for observing or adjusting rasterizer configuration such as cull and fill setup. Read from the name, and the class is implied by the name, so the state description supplied to it is unverified.",
   "source": "generated"
  },
  "CShaderCreateCallbacks::OnCreateShader": {
   "text": "Callback invoked on shader creation, the interception point for code that wants to see or influence shaders as they are made. Read from the name, and the class is implied by the name, so what is handed to it about the shader is unverified.",
   "source": "generated"
  },
  "CShaderCreateCallbacks::~CShaderCreateCallbacks": {
   "text": "Destructor for the shader-creation callback object, releasing what that callback holder owns when it goes away. Its role is structural rather than behavioural, and the class is implied by the name.",
   "source": "generated"
  },
  "CSkyCamera::InputActivateSkybox": {
   "text": "Handles the `ActivateSkybox` entity-IO input on `CSkyCamera`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSosEventInfoWithFieldData_t::~CSosEventInfoWithFieldData_t": {
   "text": "Destructor for an event-info record that carries attached field data, freeing that record and its payload. Its role is structural rather than behavioural, and the class is implied by the name.",
   "source": "generated"
  },
  "CSosGroupStack::AddStackKV3": {
   "text": "Adds an operator stack to a sound-operator-system group from a KV3 block, the format soundevent scripts are authored in. Read from the name; no prototype is derived and the match confidence is low, so what it accepts and how failures surface are unverified.",
   "source": "generated"
  },
  "CSosOperatorStack::ImportMembers": {
   "text": "Imports member entries into an operator stack so fields defined elsewhere do not have to be re-declared on the stack itself. Read from the name; no prototype is derived, so the source of the imported members and any override rules are unverified.",
   "source": "generated"
  },
  "CSosOperatorStack::ParseKV": {
   "text": "Parses a keyvalues block into an operator stack, building the stack's operators and their parameters from authored script text. Read from the name; no prototype is derived, so the accepted keys and the behaviour on malformed input are unverified.",
   "source": "generated"
  },
  "CSosSetLibraryStackFieldsInfo_t::~CSosSetLibraryStackFieldsInfo_t": {
   "text": "Destroys the descriptor record used for a sound operation that sets library stack fields, releasing whatever that record owns. The class is implied by the name rather than established by the data, so the fields the record carries are unverified.",
   "source": "generated"
  },
  "CSosSetSoundEventFieldsInfo_t::~CSosSetSoundEventFieldsInfo_t": {
   "text": "Destroys the descriptor record used for a sound-event field-set operation, freeing what it holds when the record goes out of scope. The class is implied by the name rather than established by the data, so the record's contents are unverified.",
   "source": "generated"
  },
  "CSosStartSoundEventQueueInfo_t::~CSosStartSoundEventQueueInfo_t": {
   "text": "Destroys the queue-info record that describes starting a sound event through the operator system's queue, releasing anything it owns. The class is implied by the name and not established by the data, so what the record holds is unverified.",
   "source": "generated"
  },
  "CSoundAreaEntityBase::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CSoundAreaEntityBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundAreaEntityBase::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CSoundAreaEntityBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventEntity::InputPauseSound": {
   "text": "Handles the `PauseSound` entity-IO input on `CSoundEventEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventEntity::InputSetSoundName": {
   "text": "Handles the `SetSoundEventName` entity-IO input on `CSoundEventEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventEntity::InputSetSourceEntity": {
   "text": "Handles the `SetSourceEntity` entity-IO input on `CSoundEventEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventEntity::InputStartSoundOnAllClients": {
   "text": "Handles the `StartSound` entity-IO input on `CSoundEventEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventEntity::InputStartSoundOnSingleClient": {
   "text": "Handles the `StartSoundOnSingleClient` entity-IO input on `CSoundEventEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventEntity::InputStopSound": {
   "text": "Handles the `StopSound` entity-IO input on `CSoundEventEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventEntity::InputUnPauseSound": {
   "text": "Handles the `UnPauseSound` entity-IO input on `CSoundEventEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventManager::AddSoundEvent": {
   "text": "Registers a sound event with the manager so it can later be found and used. The owning class is implied by the name rather than established by the data, so the identifier and payload it expects are unverified.",
   "source": "generated"
  },
  "CSoundEventManager::GetSoundEvent": {
   "text": "Looks up a sound event previously registered with the manager and yields a handle for it. The class is implied by the name rather than derived from the data, so the lookup key and the miss behaviour are unverified.",
   "source": "generated"
  },
  "CSoundEventParameter::InputSetEventGuid": {
   "text": "Handles the `SetSoundEventGUID` entity-IO input on `CSoundEventParameter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventParameter::InputSetFloatValue": {
   "text": "Handles the `SetFloatValue` entity-IO input on `CSoundEventParameter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundEventParameter::InputSetParamName": {
   "text": "Handles the `SetParamName` entity-IO input on `CSoundEventParameter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundModifier::Precache": {
   "text": "Precaches the sound assets a sound modifier depends on, so playback later in the map does not stall on a load. Read from the name; no prototype is derived, so exactly which assets are pulled in and when is unverified.",
   "source": "generated"
  },
  "CSoundOpSystem::ProcessSoundEvent": {
   "text": "Runs a sound event through the sound operator system, evaluating its operator stacks to produce the event's runtime behaviour. Read from the name; no prototype is derived and match confidence is low, so the processing performed is unverified.",
   "source": "generated"
  },
  "CSoundOpvarSetEntity::InputChangeOpvarValue": {
   "text": "Handles the `ChangeOpvarValue` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetEntity::InputChangeOpvarValueAndSet": {
   "text": "Handles the `ChangeOpvarValueAndSet` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetEntity::InputSetEventGuid": {
   "text": "Handles the `SetSoundEventGUID` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetEntity::InputSetOperatorName": {
   "text": "Handles the `SetOperatorName` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetEntity::InputSetOpvar": {
   "text": "Handles the `SetOpvar` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetEntity::InputSetOpvarIndex": {
   "text": "Handles the `SetOpvarIndex` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetEntity::InputSetOpvarName": {
   "text": "Handles the `SetOpvarName` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetEntity::InputSetStackName": {
   "text": "Handles the `SetStackName` entity-IO input on `CSoundOpvarSetEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputSetEventGuid": {
   "text": "Handles the `SetSoundEventGUID` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputSetOperatorName": {
   "text": "Handles the `SetOperatorName` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputSetOpvarIndex": {
   "text": "Handles the `SetOpvarIndex` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputSetOpvarName": {
   "text": "Handles the `SetOpvarName` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputSetSourceEntity": {
   "text": "Handles the `SetSourceEntity` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointBase::InputSetStackName": {
   "text": "Handles the `SetStackName` entity-IO input on `CSoundOpvarSetPointBase`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointEntity::InputSetDisabledValue": {
   "text": "Handles the `SetDisabledValue` entity-IO input on `CSoundOpvarSetPointEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointEntity::InputSetDistanceMapMax": {
   "text": "Handles the `SetDistanceMapMax` entity-IO input on `CSoundOpvarSetPointEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundOpvarSetPointEntity::InputSetDistanceMapMin": {
   "text": "Handles the `SetDistanceMapMin` entity-IO input on `CSoundOpvarSetPointEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSoundService::OnFrameBoundary": {
   "text": "Handles the per-frame boundary notification for an entity's sound service, the hook where sound state gets its once-per-frame update. The class is implied by the name rather than by the data, so what it updates is unverified.",
   "source": "generated"
  },
  "CSoundscapeSystem::Init": {
   "text": "Initialises the soundscape system; beyond startup initialisation, the name does not establish a purpose.",
   "source": "generated"
  },
  "CSource1LegacyGameEventGameSystem::CServerSideClient_GameEventLegacyProxy::FireGameEvent": {
   "text": "Handles a fired game event for a server-side client through the Source-1 legacy game-event compatibility layer, the path that keeps old-style event listeners working. Read from the name; a prototype is derived, but which events reach it and what it does with them are unverified.",
   "source": "generated"
  },
  "CSource2GameClients::ClientPutInServer": {
   "text": "Puts a connecting client into the server \u2014 the moment the game hands that client its player entity, and a common hook point for per-player setup. The class is implied by the name rather than by the data, so the exact hand-off is unverified.",
   "source": "generated"
  },
  "CSource2Server::ExecGameTypeCfg": {
   "text": "Executes the configuration file tied to the current game type, applying that mode's convar settings. The owning class is implied by the name rather than established by the data, so which file is chosen and under what conditions are unverified.",
   "source": "generated"
  },
  "CSource2Server::GameFrame": {
   "text": "Advances the server's game simulation by one frame, the per-tick server entry point mods most often hook to run their own logic. The class is implied by the name; a prototype is derived, but the work done inside the frame is not described here.",
   "source": "generated"
  },
  "CSource2Server::GameServerSteamAPIActivated": {
   "text": "Signals the server that the Steam game-server API has become available, after which Steam-backed functionality can be used. The class is implied by the name; a prototype is derived, though what the server does on activation is unverified.",
   "source": "generated"
  },
  "CSource2Server::GameServerSteamAPIDeactivated": {
   "text": "Signals the server that the Steam game-server API is no longer available, so Steam-dependent work must stop. The class is implied by the name; a prototype is derived, but the teardown it performs is unverified.",
   "source": "generated"
  },
  "CSource2Server::GetLevelsFromSaveFile": {
   "text": "Retrieves the level names recorded inside a save file, as needed when restoring a saved session. The class is implied by the name and no prototype is derived, so the save format it reads and how results are handed back are unverified.",
   "source": "generated"
  },
  "CSource2Server::WriteSignonMessages": {
   "text": "Writes the signon messages a joining client receives, the initial server state delivered before gameplay starts. The class is implied by the name; a prototype is derived, but the message contents are unverified.",
   "source": "generated"
  },
  "CSpawnGroupMgrGameSystem::ActivateSpawnGroup": {
   "text": "Activates a loaded spawn group so the world content it owns becomes live. The class is implied by the name and no prototype is derived, so the preconditions for activation are unverified.",
   "source": "generated"
  },
  "CSpawnGroupMgrGameSystem::CreateLoadingSpawnGroup": {
   "text": "Creates a spawn group in its loading state, the handle used while a map or sub-level's content is streamed in. The class is implied by the name; no prototype is derived, so the descriptor it takes and the handle it yields are unverified.",
   "source": "generated"
  },
  "CSpawnGroupMgrGameSystem::ExecuteQueuedSpawnEntityCalls": {
   "text": "Carries out entity-spawn calls that were queued instead of performed immediately, flushing pending spawns held by the spawn-group manager. Read from the name; no prototype is derived, so what lands in the queue and when it drains are unverified.",
   "source": "generated"
  },
  "CSpawnGroupMgrGameSystem::ReleaseSpawnGroup": {
   "text": "Releases a spawn group, dropping the manager's hold on it so its entities and resources can be unloaded. The class is implied by the name; a prototype is derived, but the release semantics are unverified.",
   "source": "generated"
  },
  "CSpawnGroupMgrGameSystem::SpawnGroupInit": {
   "text": "Initialises a spawn group, establishing the manager's bookkeeping for it before any of its entities exist. The class is implied by the name; a prototype is derived, though the initial state it sets up is unverified.",
   "source": "generated"
  },
  "CSpawnGroupMgrGameSystem::SpawnGroupShutdown": {
   "text": "Shuts a spawn group down, tearing down the manager-side state kept for that group. The class is implied by the name; a prototype is derived, but what is torn down is unverified.",
   "source": "generated"
  },
  "CSpawnGroupMgrGameSystem::SpawnGroupSpawnEntities": {
   "text": "Spawns the entities belonging to a spawn group, turning its loaded entity data into live world entities. The class is implied by the name; a prototype is derived, but the criteria governing which entities appear are unverified.",
   "source": "generated"
  },
  "CSplineConstraint::InputDisableLimit": {
   "text": "Handles the `DisableLimit` entity-IO input on `CSplineConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSplineConstraint::InputEnableLimit": {
   "text": "Handles the `EnableLimit` entity-IO input on `CSplineConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSplineConstraint::InputSetSplineEntity": {
   "text": "Handles the `SetSplineEntity` entity-IO input on `CSplineConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSplineConstraint::InputSetTransitionTime": {
   "text": "Handles the `SetTransitionTime` entity-IO input on `CSplineConstraint`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSplitScreenService::OnProfileStorageAvailable": {
   "text": "Handles the moment a split-screen player's profile storage becomes usable, the point where that user's stored settings can be applied. The class is implied by the name and no prototype is derived, so what it reads or applies is unverified.",
   "source": "generated"
  },
  "CSprite::InputHideSprite": {
   "text": "Handles the `HideSprite` entity-IO input on `CSprite`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSprite::InputShowSprite": {
   "text": "Handles the `ShowSprite` entity-IO input on `CSprite`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CSprite::InputToggleSprite": {
   "text": "Handles the `ToggleSprite` entity-IO input on `CSprite`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CStdFilesystemFile::FS_GetSectorSize": {
   "text": "Reports the sector size of the storage backing a standard filesystem file, the alignment granularity unbuffered or aligned reads must respect. The class is implied by the name and no prototype is derived, so units and fallback behaviour are unverified.",
   "source": "generated"
  },
  "CStdioFile::FS_fclose": {
   "text": "Closes the open stdio stream backing this file object and releases the handle it holds. Read from the name; the CStdioFile owner is implied by the name, so the cleanup it performs beyond closing is unverified.",
   "source": "generated"
  },
  "CStdioFile::FS_ferror": {
   "text": "Reports whether an error flag is set on the underlying stdio stream, letting callers detect a failed read or write instead of trusting the byte count. Read from the name; the CStdioFile owner is implied by the name.",
   "source": "generated"
  },
  "CStdioFile::FS_fflush": {
   "text": "Pushes buffered writes on the stdio stream out to the operating system so the data is not stranded in userspace. Read from the name; the CStdioFile owner is implied by the name, and the exact flush semantics are unverified.",
   "source": "generated"
  },
  "CStdioFile::FS_fread": {
   "text": "Reads bytes out of the stdio stream into a caller-supplied buffer, advancing the stream position. Read from the name; the CStdioFile owner is implied by the name, and short-read and buffering behaviour are unverified.",
   "source": "generated"
  },
  "CStdioFile::FS_fseek": {
   "text": "Moves the stream's read/write position to a requested offset, letting callers jump within a file rather than scan it. Read from the name at medium-high confidence; the CStdioFile owner is implied by the name.",
   "source": "generated"
  },
  "CStdioFile::FS_ftell": {
   "text": "Reports the current read/write position within the stream, the value you save before seeking away and restore afterwards. Read from the name; the CStdioFile owner is implied by the name.",
   "source": "generated"
  },
  "CStdioFile::FS_fwrite": {
   "text": "Writes bytes from a caller-supplied buffer into the stdio stream. Read from the name; the CStdioFile owner is implied by the name, and whether the data reaches disk without a separate flush is unverified.",
   "source": "generated"
  },
  "CStdioFile::FS_setbufsize": {
   "text": "Sets the size of the stdio buffer used for this file, the knob for trading memory against syscall count on bulk I/O. Read from the name; the CStdioFile owner is implied by the name.",
   "source": "generated"
  },
  "CStdioFile::FS_setmode": {
   "text": "Changes the access or translation mode of the already-open stream. Read from the name; the CStdioFile owner is implied by the name, and which modes are accepted is not established.",
   "source": "generated"
  },
  "CStdioFile::~CStdioFile": {
   "text": "Destroys the file object and tears down whatever stream state it still holds. Purpose beyond destruction is not established; the CStdioFile owner is implied by the name.",
   "source": "generated"
  },
  "CSteam3Client::RunFrame": {
   "text": "Advances the engine's client-side Steam integration by one frame, servicing pending Steam work and state changes. Located by signature in libengine2 and read from the name, so the specific callbacks and cadence involved are unverified.",
   "source": "generated"
  },
  "CTestPulseIO::InputVariantBool": {
   "text": "Handles the `VariantBool` entity-IO input on `CTestPulseIO`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTestPulseIO::InputVariantColor": {
   "text": "Handles the `VariantColor` entity-IO input on `CTestPulseIO`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTestPulseIO::InputVariantFloat": {
   "text": "Handles the `VariantFloat` entity-IO input on `CTestPulseIO`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTestPulseIO::InputVariantInt": {
   "text": "Handles the `VariantInt` entity-IO input on `CTestPulseIO`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTestPulseIO::InputVariantString": {
   "text": "Handles the `VariantString` entity-IO input on `CTestPulseIO`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTestPulseIO::InputVariantVector": {
   "text": "Handles the `VariantVector` entity-IO input on `CTestPulseIO`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTestPulseIO::InputVariantVoid": {
   "text": "Handles the `VariantVoid` entity-IO input on `CTestPulseIO`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTextureBasedAnimatable::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CTextureBasedAnimatable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTextureBasedAnimatable::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CTextureBasedAnimatable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTextureBasedAnimatable::InputStart": {
   "text": "Handles the `Start` entity-IO input on `CTextureBasedAnimatable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTextureBasedAnimatable::InputStop": {
   "text": "Handles the `Stop` entity-IO input on `CTextureBasedAnimatable`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTextureDictionary::BindTextureToFile": {
   "text": "Associates a dictionary texture entry with a texture file so the entry resolves to that asset. Read from the name; the CTextureDictionary owner is implied by the name, and whether binding also triggers a load is unverified.",
   "source": "generated"
  },
  "CTextureDictionary::BindTextureToMaterial": {
   "text": "Points a dictionary texture entry at a material so the entry draws using that material's resources. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::BindTextureToTextureHandle": {
   "text": "Attaches an existing texture handle to a dictionary entry, the route to use when the pixels come from code rather than a file on disk. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::CreateTexture": {
   "text": "Allocates a new entry in the texture dictionary and yields the id used to reference it later. Read from the name; the CTextureDictionary owner is implied by the name, and the initial contents of the entry are unverified.",
   "source": "generated"
  },
  "CTextureDictionary::DestroyAllTextures": {
   "text": "Releases the dictionary's held texture entries in bulk, clearing it for reuse or shutdown. Read from the name; the CTextureDictionary owner is implied by the name, so whether outstanding ids are invalidated immediately is unverified.",
   "source": "generated"
  },
  "CTextureDictionary::DestroyTexture": {
   "text": "Frees one texture entry identified by its dictionary id. Read from the name; the CTextureDictionary owner is implied by the name, and whether shared underlying resources survive is unverified.",
   "source": "generated"
  },
  "CTextureDictionary::EnsureTextureIsLoaded": {
   "text": "Makes a dictionary texture resident, loading it on demand if it is not already in memory, which is what you call before drawing to avoid a missing-texture frame. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::FindTextureIdForTextureFile": {
   "text": "Looks up the dictionary id already assigned to a given texture file, letting callers reuse an entry instead of creating a duplicate. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::GetMaterialHandle": {
   "text": "Retrieves the material handle associated with a dictionary texture entry, for code that needs the material rather than the texture id. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::GetMaterialSpecificRenderAttributes": {
   "text": "Fetches the render attributes belonging to a texture entry's material, the draw parameters a caller needs to reproduce how the engine renders it. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::GetTexCoordOffsetAndScale": {
   "text": "Reads back the texture-coordinate offset and scale stored for an entry, the values needed to map UVs onto a packed or atlased texture. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::GetTextureHandle": {
   "text": "Returns the underlying texture handle for a dictionary id, for code that needs the raw resource instead of the dictionary-level id. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::GetTextureSize": {
   "text": "Reports a dictionary texture's dimensions, useful when laying out or scaling anything drawn from it. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::GetTextureTexCoords": {
   "text": "Retrieves the texture-coordinate rectangle recorded for a dictionary entry, which is what a caller needs to sample the correct sub-region of a packed sheet. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::IsValidId": {
   "text": "Tests whether a texture id still refers to a live dictionary entry, the guard to run before using an id you have held onto. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::ProcessDeferredResourceLoading": {
   "text": "Services texture loads that were queued rather than performed immediately, completing the pending resource work. Read from the name; the CTextureDictionary owner is implied by the name, and what causes a load to be deferred is unverified.",
   "source": "generated"
  },
  "CTextureDictionary::SetBatchingOptions": {
   "text": "Configures how the dictionary batches its texture work, a tuning knob for trading draw-call count against flexibility. Read from the name; the CTextureDictionary owner is implied by the name, and the available options are not established.",
   "source": "generated"
  },
  "CTextureDictionary::SetSubTextureRGBA": {
   "text": "Writes RGBA pixel data into a sub-rectangle of a dictionary texture, the path for partial updates to a dynamic or atlased image. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::SetTexCoordOffsetAndScale": {
   "text": "Stores the texture-coordinate offset and scale for an entry so later draws sample the intended region. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CTextureDictionary::SetTextureRGBA": {
   "text": "Replaces a dictionary texture's contents with caller-supplied RGBA pixel data, the route for uploading procedurally generated or runtime-composited images. Read from the name; the CTextureDictionary owner is implied by the name.",
   "source": "generated"
  },
  "CThreadPool::Start": {
   "text": "Brings the thread pool up so its workers exist and queued jobs can begin running. Read from the name; the CThreadPool owner is implied by the name, and its exact startup behaviour is unverified.",
   "source": "generated"
  },
  "CThreadRWLock::Unlock": {
   "text": "Releases a held reader/writer lock so other threads can acquire it. Located by signature in libengine2 at low confidence and read from the name, so which of the read and write modes it releases is unverified.",
   "source": "generated"
  },
  "CTier2AppSystemDict::Init": {
   "text": "A generic initialiser, so its specific purpose is not established by the name. The owning CTier2AppSystemDict class is implied by the name rather than recovered from the data, so treat the ownership as unconfirmed.",
   "source": "generated"
  },
  "CTier2AppSystemDict::LoadStartupManifestGroup": {
   "text": "Loads a named group of subsystems and resources listed in the tier2 startup manifest, bringing that group up during application startup. Read from the name, and the CTier2AppSystemDict class is implied by the name; the manifest format and the group identifiers are unverified.",
   "source": "generated"
  },
  "CTier2Application::LoadStartupManifestGroup": {
   "text": "Loads a named startup-manifest group at the tier2 application level, the app-object-facing form of that manifest load. Read from the name, and the CTier2Application class is implied by the name; how it differs from the dictionary-side load is unverified.",
   "source": "generated"
  },
  "CTimerEntity::InputAddToTimer": {
   "text": "Handles the `AddToTimer` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputFireTimer": {
   "text": "Handles the `FireTimer` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputPauseTimer": {
   "text": "Handles the `PauseTimer` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputRefireTime": {
   "text": "Handles the `RefireTime` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputResetTimer": {
   "text": "Handles the `ResetTimer` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputSubtractFromTimer": {
   "text": "Handles the `SubtractFromTimer` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputToggle": {
   "text": "Handles the `Toggle` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTimerEntity::InputUnpauseTimer": {
   "text": "Handles the `UnpauseTimer` entity-IO input on `CTimerEntity`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTonemapController2::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CTonemapController2`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTonemapController2::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CTonemapController2`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTonemapController2::InputSetExposureAdaptationSpeedDown": {
   "text": "Handles the `SetExposureAdaptationSpeedDown` entity-IO input on `CTonemapController2`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTonemapController2::InputSetExposureAdaptationSpeedUp": {
   "text": "Handles the `SetExposureAdaptationSpeedUp` entity-IO input on `CTonemapController2`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTonemapController2::InputSetMaxExposure": {
   "text": "Handles the `SetMaxExposure` entity-IO input on `CTonemapController2`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTonemapController2::InputSetMinExposure": {
   "text": "Handles the `SetMinExposure` entity-IO input on `CTonemapController2`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTraceAABB::GetVertByIndex": {
   "text": "Returns one corner vertex of the axis-aligned box used as a trace shape, selected by index. Read from the name, with the CTraceAABB class implied by the name; the corner ordering and the coordinate space are unverified.",
   "source": "generated"
  },
  "CTraceAABB::Radius": {
   "text": "Reports a radius for the axis-aligned box trace shape, the scalar extent used for coarse distance and culling tests against it. Read from the name, and the CTraceAABB class is implied by the name; which radius convention it uses is unverified.",
   "source": "generated"
  },
  "CTraceAABB::SupportMap": {
   "text": "Computes the box's support point in a given direction, the support mapping convex sweep and intersection code needs to sweep an axis-aligned box against other shapes. Read from the name, with the CTraceAABB class implied by the name; the inputs and the result form are unverified.",
   "source": "generated"
  },
  "CTraceFilterSimple::SetPassEntity": {
   "text": "Sets the entity a simple trace filter treats as pass-through, so a ray or hull sweep ignores it instead of reporting a hit. Use it when tracing outward from an entity that must not hit itself; read from the name, with the exact ignore semantics unverified.",
   "source": "generated"
  },
  "CTraceFilterSkipTwoEntities::SetPassEntity2": {
   "text": "Sets the second of the two entities this filter skips, letting one trace ignore both an owner and one further entity. Read from the name; how it interacts with the first pass entity, and whether clearing it is supported, are unverified.",
   "source": "generated"
  },
  "CTriggerBrush::InputDisable": {
   "text": "Handles the `Disable` entity-IO input on `CTriggerBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerBrush::InputEnable": {
   "text": "Handles the `Enable` entity-IO input on `CTriggerBrush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerGameEvent::InputSetEndTouchEvent": {
   "text": "Handles the `SetEndTouchEvent` entity-IO input on `CTriggerGameEvent`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerGameEvent::InputSetStartTouchEvent": {
   "text": "Handles the `SetStartTouchEvent` entity-IO input on `CTriggerGameEvent`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerHurt::InputSetDamage": {
   "text": "Handles the `SetDamage` entity-IO input on `CTriggerHurt`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerImpact::InputImpact": {
   "text": "Handles the `Impact` entity-IO input on `CTriggerImpact`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerImpact::InputSetMagnitude": {
   "text": "Handles the `SetMagnitude` entity-IO input on `CTriggerImpact`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerPhysics::InputSetLinearForcePointAt": {
   "text": "Handles the `SetLinearForcePointAt` entity-IO input on `CTriggerPhysics`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerPush::InputSetPushDirection": {
   "text": "Handles the `SetPushDirection` entity-IO input on `CTriggerPush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CTriggerPush::InputSetPushSpeed": {
   "text": "Handles the `SetPushSpeed` entity-IO input on `CTriggerPush`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "CUtlBuffer::EnsureCapacity": {
   "text": "Grows a CUtlBuffer's backing storage so it can hold at least a requested amount without reallocating again mid-write. Reach for it before a bulk serialisation write to avoid repeated growth; read from the name, with the growth policy unverified.",
   "source": "generated"
  },
  "CUtlContiguousMemory::EnsureCapacity": {
   "text": "Reserves a contiguous memory block of at least the requested size, reallocating and relocating the existing contents when the current block is too small. Read from the name; whether pointers into the old block survive the grow is unverified.",
   "source": "generated"
  },
  "CUtlLeanVector<CGlobalSymbol>::InsertBeforeGetPtr": {
   "text": "Opens slots for new CGlobalSymbol entries before a given position in a lean vector and hands back a pointer to the opened space for in-place construction. Read from the name; the index convention and whether the slots arrive constructed are unverified.",
   "source": "generated"
  },
  "CUtlLeanVectorFixedGrowable<CGlobalSymbol>::InsertBeforeGetPtr": {
   "text": "Opens slots for CGlobalSymbol entries before a given position in a lean vector that starts with inline fixed storage and spills to the heap when outgrown, returning a pointer to the new space. Read from the name; the spill threshold and construction behaviour are unverified.",
   "source": "generated"
  },
  "CUtlLeanVectorFixedGrowable<Vector>::InsertBeforeGetPtr": {
   "text": "Opens slots for Vector entries before a given position in an inline-storage-first lean vector and returns a pointer to them, the shape used for small point or normal lists in physics code. Read from the name; the growth point and construction behaviour are unverified.",
   "source": "generated"
  },
  "CUtlLinkedList::GrowCount": {
   "text": "Concerns the growth increment a CUtlLinkedList uses when its node pool runs out and must expand. Read from the name; whether it reads the increment, sets it, or performs the growth itself is unverified.",
   "source": "generated"
  },
  "CUtlMemoryPool::Alloc": {
   "text": "Hands out one fixed-size block from a pooled allocator's preallocated chunks, expanding the pool when no free block remains. Use it as the allocation entry point for pooled objects; read from the name, with block sizing and exhaustion behaviour unverified.",
   "source": "generated"
  },
  "CUtlStackMachineBuilder::FinishCompile": {
   "text": "Finalises a stack-machine program being assembled, closing out the builder and yielding the finished instruction stream for execution. Read from the name, and the CUtlStackMachineBuilder class is implied by the name; what the completed program is handed back as is unverified.",
   "source": "generated"
  },
  "CUtlVector::AddMultipleToTail": {
   "text": "Appends several elements at once to the end of a CUtlVector, growing the storage once instead of per element. Read from the name; whether the appended slots are default-constructed or left raw for the caller to fill is unverified.",
   "source": "generated"
  },
  "CUtlVector::EnsureCapacity": {
   "text": "Reserves CUtlVector storage for at least a requested element count without changing the element count itself. Use it ahead of a known-size fill to avoid repeated reallocation; read from the name, with the growth policy unverified.",
   "source": "generated"
  },
  "CUtlVector::InsertBeforeGetPtr": {
   "text": "Opens element slots before a given index in a CUtlVector and returns a pointer to the opened space so the caller can construct in place, avoiding a temporary copy. Read from the name; the index convention and construction state of the slots are unverified.",
   "source": "generated"
  },
  "CUtlVector::InsertMultipleBefore": {
   "text": "Inserts a run of several elements before a given index in a CUtlVector, shifting the trailing elements up to make room. Read from the name; whether the new slots are constructed and how out-of-range indices behave are unverified.",
   "source": "generated"
  },
  "CUtlVector::RemoveMultiple": {
   "text": "Erases a contiguous run of elements from a CUtlVector, closing the gap by moving the trailing elements down. Read from the name; destructor behaviour and which held indices are invalidated are unverified.",
   "source": "generated"
  },
  "CUtlVector<CFieldPath>::AddMultipleToTail": {
   "text": "Appends several CFieldPath entries at once to a field-path list, the batched-append form used when accumulating sets of network field paths. Read from the name; whether the appended entries arrive initialised is unverified.",
   "source": "generated"
  },
  "CUtlVector<CHitBox>::InsertBeforeGetPtr": {
   "text": "Opens slots for CHitBox entries before a given index in a hitbox array and returns a pointer to them for in-place construction, the shape used when building a model's hitbox set. Read from the name; the index convention and slot initialisation are unverified.",
   "source": "generated"
  },
  "CUtlVector<CPiecewiseCurve>::InsertBeforeGetPtr": {
   "text": "Opens slots for CPiecewiseCurve entries before a given index in a curve array and returns a pointer for in-place construction, as used when assembling animation curve lists. Read from the name; the index convention and slot initialisation are unverified.",
   "source": "generated"
  },
  "CVProfile::CVProfile": {
   "text": "Constructs the CVProfile profiler object, standing up the bookkeeping that named profiling scopes accumulate their timings into. Read from the name as a constructor; what it initialises, and whether a global instance is created this way, are unverified.",
   "source": "generated"
  },
  "CVScriptGameEventListener::FireGameEvent": {
   "text": "Handles a fired game event delivered to a script-side listener, the callback an event subscriber implements to receive engine events; the string game_event_listener appears with it. Use it as the hook point for observing or intercepting events reaching script; the payload it reads is unverified.",
   "source": "generated"
  },
  "CVSoundStackScriptTypeManager::Allocate": {
   "text": "Allocates a sound-stack-script instance owned by this type manager, the creation entry point for that asset type. Read from the name, and the CVSoundStackScriptTypeManager class is implied by the name; what the allocated object is initialised from is unverified.",
   "source": "generated"
  },
  "CVoxelVisibilityTypeManager::AllocateResource": {
   "text": "Allocates a voxel-visibility resource \u2014 the baked voxel visibility data for a map \u2014 through its resource type manager. Read from the name, and the CVoxelVisibilityTypeManager class is implied by the name; the backing storage and the resource lifetime are unverified.",
   "source": "generated"
  },
  "CWorldRendererMgr::CreateWorld": {
   "text": "Creates a world instance in the world renderer manager, the runtime object holding a loaded map's world geometry and render data. Read from the name, and the CWorldRendererMgr class is implied by the name; what identifies the world and how it is released are unverified.",
   "source": "generated"
  },
  "CWorldRendererMgr::LockForRead": {
   "text": "Takes a read lock on world-renderer data so it can be inspected while other threads may be working on it. Read from the name, and the CWorldRendererMgr class is implied by the name; the lock's scope, its unlock counterpart, and whether it can block are unverified.",
   "source": "generated"
  },
  "CanBeSeenByAnyOpposingTeam": {
   "text": "Tests whether an entity is currently visible to any team hostile to its own, the vision test behind fog-dependent behaviour. Read from the name; the vision data it consults and its handling of true sight are unverified.",
   "source": "generated"
  },
  "CanBeUsedOutOfInventory": {
   "text": "Reports whether an item may be activated while not sitting in a hero's inventory, such as from stash or courier context. Read from the name; the exact contexts that count as out of inventory are not established.",
   "source": "generated"
  },
  "CanRepick": {
   "text": "Reports whether a player is still permitted to repick their hero, the gate on the repick action during draft. Read from the name; the timing window and cost conditions it checks are unverified.",
   "source": "generated"
  },
  "CastAbility": {
   "text": "Starts a unit casting an ability, turning a cast request into an active cast. Read from the name; the targeting inputs it takes and what validation (range, mana, cooldown, disables) it performs are not established here.",
   "source": "generated"
  },
  "ClearKillsMatrix": {
   "text": "Resets the kills matrix, the per-player-pair table of who killed whom, back to an empty state. Read from the name; the table's owner and the conditions that warrant a reset are unverified.",
   "source": "generated"
  },
  "ClearLastHitMultikill": {
   "text": "Clears the tracked last-hit multikill state, the short-window counter for rapid successive creep last hits. Read from the name; the window length and exactly which fields are zeroed are unverified.",
   "source": "generated"
  },
  "ClearLastHitStreak": {
   "text": "Resets a running last-hit streak counter to zero. Read from the name; what counts as breaking the streak, and where the counter is kept, is not established by this data.",
   "source": "generated"
  },
  "ClearPlayer": {
   "text": "Wipes a player slot's tracked state back to an empty baseline, the reset used when a slot is vacated or reinitialised. Read from the name; which fields it clears and which persist are unverified.",
   "source": "generated"
  },
  "ClearRawPlayerDamageMatrix": {
   "text": "Zeroes the raw player-versus-player damage table, the per-pair accumulation of damage dealt before any post-processing or display filtering. Read from the name; the table's layout and what prompts the reset are not established.",
   "source": "generated"
  },
  "ClearStreak": {
   "text": "Resets a streak counter to zero, the generic streak-clearing operation used when a streak ends. Read from the name; because the bare name carries no class qualifier, which streak it owns is not established here.",
   "source": "generated"
  },
  "CloseSocket": {
   "text": "Closes a network socket, releasing the underlying handle and the state bound to it. Read from the name and its networking home; the socket abstraction involved and whether pending data is flushed are unverified.",
   "source": "generated"
  },
  "ComputeMaterialBatchableFlags": {
   "text": "Computes flags describing how far a material can be batched with others when drawing, the compatibility bits used to merge draw calls. Read from the name and its material-system home; the inputs consulted and the flag layout are unverified.",
   "source": "generated"
  },
  "ConCommand::autosavedangerousissafe": {
   "text": "Callback bound to the `autosavedangerousissafe` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::commentary_cvarsnotchanging": {
   "text": "Callback bound to the `commentary_cvarsnotchanging` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::commentary_finishnode": {
   "text": "Callback bound to the `commentary_finishnode` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::creditsdone": {
   "text": "Callback bound to the `creditsdone` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_animation_run": {
   "text": "Callback bound to the `dota_animation_run` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_bot_debug_assign_hero_roles": {
   "text": "Callback bound to the `dota_bot_debug_assign_hero_roles` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_call_gg": {
   "text": "Callback bound to the `dota_call_gg` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_combatlog_size_server": {
   "text": "Callback bound to the `dota_combatlog_size_server` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_combatlog_summary": {
   "text": "Callback bound to the `dota_combatlog_summary` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_destroy_player_effigy": {
   "text": "Callback bound to the `dota_destroy_player_effigy` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_dump_server_inventory": {
   "text": "Callback bound to the `dota_dump_server_inventory` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_gridnav_perf_test": {
   "text": "Callback bound to the `dota_gridnav_perf_test` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_hero_muerta_add_supernatural_stack": {
   "text": "Callback bound to the `dota_hero_muerta_add_supernatural_stack` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_hero_ringmaster_dark_carnival_souvenir_add_charge": {
   "text": "Callback bound to the `dota_hero_ringmaster_dark_carnival_souvenir_add_charge` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_monster_hunter_lock_investigations": {
   "text": "Callback bound to the `dota_monster_hunter_lock_investigations` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_monster_hunter_play_hunt_deny_effect": {
   "text": "Callback bound to the `dota_monster_hunter_play_hunt_deny_effect` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_monster_hunter_reset_success_state": {
   "text": "Callback bound to the `dota_monster_hunter_reset_success_state` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_monster_hunter_send_investigations_to_client": {
   "text": "Callback bound to the `dota_monster_hunter_send_investigations_to_client` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_reload_event_schema": {
   "text": "Callback bound to the `dota_reload_event_schema` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_send_poogie_fled_message": {
   "text": "Callback bound to the `dota_send_poogie_fled_message` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_set_time": {
   "text": "Callback bound to the `dota_set_time` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_test_challenge": {
   "text": "Callback bound to the `dota_test_challenge` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_test_plus_challenge": {
   "text": "Callback bound to the `dota_test_plus_challenge` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::dota_test_teamshowcase": {
   "text": "Callback bound to the `dota_test_teamshowcase` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::firetarget": {
   "text": "Callback bound to the `firetarget` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::func_mover_count": {
   "text": "Callback bound to the `func_mover_count` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::func_mover_enable_debug_all": {
   "text": "Callback bound to the `func_mover_enable_debug_all` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::ik_debug_fabrik_backwards_iteration_toggle": {
   "text": "Callback bound to the `ik_debug_fabrik_backwards_iteration_toggle` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::ik_debug_fabrik_forwards_iteration_toggle": {
   "text": "Callback bound to the `ik_debug_fabrik_forwards_iteration_toggle` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::lightbinner_precompute": {
   "text": "Callback bound to the `lightbinner_precompute` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::lightbinner_test_computespheresilhouette": {
   "text": "Callback bound to the `lightbinner_test_computespheresilhouette` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::lightbinner_test_computesumsilhouette": {
   "text": "Callback bound to the `lightbinner_test_computesumsilhouette` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::lua_report_memory": {
   "text": "Callback bound to the `lua_report_memory` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::mem_test": {
   "text": "Callback bound to the `mem_test` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::nav_test_level_hull_move": {
   "text": "Callback bound to the `nav_test_level_hull_move` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::progress_enable": {
   "text": "Callback bound to the `progress_enable` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::save_clear_subdirectory": {
   "text": "Callback bound to the `save_clear_subdirectory` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::save_finish_async": {
   "text": "Callback bound to the `save_finish_async` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::save_set_subdirectory": {
   "text": "Callback bound to the `save_set_subdirectory` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::send_match_metadata": {
   "text": "Callback bound to the `send_match_metadata` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::sndplaydelay": {
   "text": "Callback bound to the `sndplaydelay` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::splitscreen_testreadconfigconflict": {
   "text": "Callback bound to the `splitscreen_testreadconfigconflict` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::stopsound": {
   "text": "Callback bound to the `stopsound` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::tutorial_cleanup_post": {
   "text": "Callback bound to the `tutorial_cleanup_post` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::tutorial_experience_closed": {
   "text": "Callback bound to the `tutorial_experience_closed` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::tutorial_speech_end": {
   "text": "Callback bound to the `tutorial_speech_end` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::tutorial_testui": {
   "text": "Callback bound to the `tutorial_testui` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConCommand::tutorial_tip_dismissed": {
   "text": "Callback bound to the `tutorial_tip_dismissed` console command; the engine invokes it when that command is executed.",
   "source": "derived"
  },
  "ConnectGameInterfaces": {
   "text": "Hands the game module the engine interface pointers it needs, the interface-connection step of module bring-up. Read from the name and its host-library home; which interfaces are exchanged and how failures are reported are not established.",
   "source": "generated"
  },
  "CreatePendingUnits": {
   "text": "Spawns units that were queued for creation, turning a pending-spawn list into live entities. Read from the name; what places units on the queue and how the pending list is stored are unverified.",
   "source": "generated"
  },
  "CreateVisibilityNode": {
   "text": "Allocates a node in the visibility structure, the per-entity or per-region record the vision and fog system queries. Read from the name; the node's contents and the structure it joins are not established by this data.",
   "source": "generated"
  },
  "DecrementModifierRefCount": {
   "text": "Drops a modifier's reference count by one, the release half of the refcounting that keeps a shared modifier alive while stacks or auras still need it. Read from the name; whether hitting zero destroys the modifier is unverified.",
   "source": "generated"
  },
  "DestroyAllSpeechBubbles": {
   "text": "Tears down the currently active speech bubbles in one operation, removing the bubble entities or records behind them. Read from the name; whether the scope is one unit, one player or wider is not established here.",
   "source": "generated"
  },
  "DetermineFieldSerializerGroup": {
   "text": "Decides which serializer group a networked field belongs to, the classification that picks how the field is encoded for the wire. Read from the name and its networking home; the grouping criteria and how a group is represented are unverified.",
   "source": "generated"
  },
  "EndChannel": {
   "text": "Terminates an in-progress channelled ability, ending the channel state and the effects tied to it. Read from the name; whether it distinguishes interruption from a channel that ran to completion is not established.",
   "source": "generated"
  },
  "Engine_Startup": {
   "text": "Brings the engine up, the top-level engine initialisation performed as the process starts. Read from the name and its engine2 home; what subsystems it initialises and what it does on failure are unverified.",
   "source": "generated"
  },
  "ExecGameTypeCfg": {
   "text": "Executes the config file tied to the current game type or mode, applying the convar settings it contains. Read from the name and its engine2 home; how the game type is resolved and which file it picks are unverified.",
   "source": "generated"
  },
  "ForceSetFrozenCooldown": {
   "text": "Forces an ability's cooldown into a frozen state, pinning the remaining time so it stops ticking down. Read from the name; the force prefix suggests it overrides the usual guards, which this data does not confirm.",
   "source": "generated"
  },
  "GetAbilityCount": {
   "text": "Reports how many ability slots an entity carries, the natural bound when walking a hero's abilities by index. Read from the name; no prototype is derived, so the subject entity and whether hidden or innate abilities are counted stay unverified.",
   "source": "generated"
  },
  "GetAbilityDamageType": {
   "text": "Reports the damage-type classification an ability deals, the value to branch on when applying resistances, filtering damage sources, or tagging combat log output. Read from the name; no prototype is derived, so how the type is encoded is unverified.",
   "source": "generated"
  },
  "GetAbilityIndex": {
   "text": "Reports an ability's slot index, the value you feed back into slot-based ability lookups or store to identify an ability compactly. Read from the name; no prototype is derived, so the indexing base and coverage of non-slotted abilities are unverified.",
   "source": "generated"
  },
  "GetAbsAngles": {
   "text": "Reports an entity's orientation in world space rather than relative to a parent, which is what you want for aiming, tracing, and placing effects. Read from the name's Abs prefix; no prototype is derived, so the fields consulted and any parent composition are unverified.",
   "source": "generated"
  },
  "GetAbsOrigin": {
   "text": "Reports an entity's world-space position rather than a parent-relative offset, the position to use for distance checks, spawning, and traces. Read from the name's Abs prefix; no prototype is derived, so the exact source fields are unverified.",
   "source": "generated"
  },
  "GetAbsScale": {
   "text": "Reports an entity's world-space scale factor including any inherited parent scaling, useful when sizing effects or geometry to match a resized model. Read from the name; no prototype is derived, so how parent scale is composed in is unverified.",
   "source": "generated"
  },
  "GetAbsVelocity": {
   "text": "Reports an entity's velocity in world space rather than a local frame, useful for motion prediction, leading projectiles, and knockback math. Read from the name; no prototype is derived, so the backing fields and units are unverified.",
   "source": "generated"
  },
  "GetAegisPickups": {
   "text": "Reports a per-player tally of Aegis pickups, the kind of statistic you would surface on a scoreboard, an end-of-game summary, or a custom rule keyed on that stat. Read from the name; no prototype is derived, so the subject and counting rules are unverified.",
   "source": "generated"
  },
  "GetAgilityGain": {
   "text": "Reports a hero's agility growth per level, the figure to use when projecting stats at a future level or building a stat comparison display. Read from the name; no prototype is derived, so whether talents or bonuses fold into it is unverified.",
   "source": "generated"
  },
  "GetAnimationIgnoresModelScale": {
   "text": "Reports whether an entity's animation playback is decoupled from its model scale, which is the flag to inspect when a resized unit's motion no longer matches its size. Read from the name; no prototype is derived, so where the flag lives and what it drives are unverified.",
   "source": "generated"
  },
  "GetAssists": {
   "text": "Reports a player's assist tally, the stat to read for scoreboards, MVP logic, or custom rewards. Read from the name; no prototype is derived, so the subject entity and what qualifies as an assist are unverified.",
   "source": "generated"
  },
  "GetAttackAnimationPoint": {
   "text": "Reports the point within an attack animation at which the attack actually lands, the timing value to align damage application or projectile release with the visible swing. Read from the name; no prototype is derived, so units and modifier handling are unverified.",
   "source": "generated"
  },
  "GetAttackCapability": {
   "text": "Reports what kind of attacking a unit is capable of, the value to test before issuing attack orders or writing targeting logic that assumes reach. Read from the name; no prototype is derived, so how the capability is encoded is unverified.",
   "source": "generated"
  },
  "GetAttacker": {
   "text": "Reports the entity credited as the attacker for the current damage or attack context, the handle to read for kill credit, threat tracking, or retaliation behaviour. Read from the name; no prototype is derived, so which context object owns the value is unverified.",
   "source": "generated"
  },
  "GetAttacksPerSecond": {
   "text": "Reports a unit's effective attack rate, useful for DPS estimates and for UI or AI that reasons about attack cadence. Read from the name; no prototype is derived, so whether attack-speed bonuses and haste are already folded in is unverified.",
   "source": "generated"
  },
  "GetAutoCastState": {
   "text": "Reports whether an ability's autocast toggle is currently engaged, the state to read or mirror when scripting ability behaviour or custom ability UI. Read from the name; no prototype is derived, so the subject and how the state is encoded are unverified.",
   "source": "generated"
  },
  "GetBaseAgility": {
   "text": "Reports a hero's base agility before item and modifier contributions, the starting point when recomputing derived stats such as armour or attack speed yourself. Read from the name; no prototype is derived, so whether per-level growth is already applied is unverified.",
   "source": "generated"
  },
  "GetBaseAttackRange": {
   "text": "Reports a unit's unmodified attack range, the baseline to compare against when applying range bonuses or writing custom targeting and leash checks. Read from the name; no prototype is derived, so which sources are excluded from the base value is unverified.",
   "source": "generated"
  },
  "GetBaseAttackTime": {
   "text": "Reports the unmodified interval between a unit's attacks, the baseline figure that attack-speed modifiers scale. Read from the name; no prototype is derived, so the units and exactly which modifiers are excluded are unverified.",
   "source": "generated"
  },
  "GetBaseHealthBarOffset": {
   "text": "Reports the default height above a unit at which its health bar is anchored, useful when a custom or rescaled model leaves the bar floating or clipping. Read from the name; no prototype is derived, so the units and coordinate frame are unverified.",
   "source": "generated"
  },
  "GetBaseIntellect": {
   "text": "Reports a hero's base intellect before item and modifier contributions, the value to start from when recomputing mana pool, regeneration, or damage yourself. Read from the name; no prototype is derived, so whether per-level growth is already applied is unverified.",
   "source": "generated"
  },
  "GetBaseStrength": {
   "text": "Reports a hero's base strength before item and modifier contributions, the value to start from when recomputing health pool or regeneration yourself. Read from the name; no prototype is derived, so whether per-level growth is already applied is unverified.",
   "source": "generated"
  },
  "GetBonusDamageFromPrimaryStat": {
   "text": "Reports the portion of a unit's attack damage contributed by its primary attribute, the component to isolate when presenting or recomputing a damage breakdown. Read from the name; no prototype is derived, so the attribute-to-damage rule it applies is unverified.",
   "source": "generated"
  },
  "GetBroadcasterChannel": {
   "text": "Reports the broadcast channel a caster is assigned to, relevant when building spectator, commentary, or tournament-observer tooling that has to group broadcasters. Read from the name; no prototype is derived, so the subject and channel numbering are unverified.",
   "source": "generated"
  },
  "GetBroadcasterChannelSlot": {
   "text": "Reports which slot inside a broadcast channel a given broadcaster occupies, distinguishing several casters sharing one channel. Read from the name; no prototype is derived, so slot numbering and the subject entity are unverified.",
   "source": "generated"
  },
  "GetCastRangeBonus": {
   "text": "Reports the extra cast range stacked on top of an ability's base range, the addend to include when computing effective cast range or drawing a range indicator. Read from the name; no prototype is derived, so which sources contribute is unverified.",
   "source": "generated"
  },
  "GetClaimedDenies": {
   "text": "Reports a player's claimed deny tally, a per-player statistic for scoreboards, post-game summaries, or custom scoring. Read from the name; no prototype is derived, so the subject and how a claimed count differs from a raw one are unverified.",
   "source": "generated"
  },
  "GetClaimedFarm": {
   "text": "Reports the farm value attributed to a player, a per-player economy statistic for scoreboards, analytics overlays, or custom reward rules. Read from the name; no prototype is derived, so the quantity being measured and its units are unverified.",
   "source": "generated"
  },
  "GetClaimedMisses": {
   "text": "Reports a player's claimed miss tally, a per-player statistic alongside the other claimed counters for scoreboards and post-game breakdowns. Read from the name; no prototype is derived, so the subject and what registers as a miss are unverified.",
   "source": "generated"
  },
  "GetClassNameAsCStr": {
   "text": "Reports an entity's class name in C-string form, as the name's AsCStr suffix indicates, giving a cheap identity check when filtering entities without a schema lookup. Read from the name; no prototype is derived, so the string's lifetime and where the name is sourced from are unverified.",
   "source": "generated"
  },
  "GetConnectionState": {
   "text": "Reports the current connection state of a client, the check to make before messaging a player or treating them as fully present in the game. Read from the name; no prototype is derived, so the subject and the set of state values are unverified.",
   "source": "generated"
  },
  "GetCooldownReduction": {
   "text": "Reports the cooldown reduction currently in effect, the factor to fold in when predicting how soon an ability becomes usable again. Read from the name; no prototype is derived, so whether it expresses a fraction or a flat amount is unverified.",
   "source": "generated"
  },
  "GetCooldownTime": {
   "text": "Reports an ability's full cooldown duration rather than the time left on it, which is the denominator for a cooldown progress readout or an AI cast-planning heuristic. Read from the name; no prototype is derived, so units and whether reductions are applied are unverified.",
   "source": "generated"
  },
  "GetCooldownTimeRemaining": {
   "text": "Reports how much of an ability's cooldown is still to run, the value behind progress rings, AI readiness checks, and gating custom casts; GetCooldownTime supplies the full duration to compare against. Read from the name; no prototype is derived, so the units and subject are unverified.",
   "source": "generated"
  },
  "GetCreationTime": {
   "text": "Reports the game time at which the subject object was created, useful for age checks and for expiring things after a duration. Read from the name; no prototype is derived, so the clock it uses and what it is timing are unverified.",
   "source": "generated"
  },
  "GetCreepDamageTaken": {
   "text": "Reports how much damage the subject has taken from creeps, the kind of per-player tally a scoreboard or post-game panel reads. Read from the name; the accumulator behind it and how damage is attributed are unverified.",
   "source": "generated"
  },
  "GetCurrentAbilityCharges": {
   "text": "Reports how many charges an ability currently has available, which ability and UI code check before allowing another use. Read from the name; whether it reflects base charges alone or charges after modifiers is unverified.",
   "source": "generated"
  },
  "GetCursorPosition": {
   "text": "Reports the world position of the issuing player's cursor, the point an order or ground-targeted cast was aimed at. Read from the name; the coordinate space and which cursor sample it reflects are unverified.",
   "source": "generated"
  },
  "GetCursorTargetingNothing": {
   "text": "Indicates that the cursor was over empty ground rather than a unit or entity, letting cast handling distinguish a point cast from a targeted one. Read from the name; what counts as a valid target here is unverified.",
   "source": "generated"
  },
  "GetCustomBuybackCooldown": {
   "text": "Reports the buyback cooldown a custom mode has set for a player, so scripts can read back the override currently in effect. Read from the name; whether it yields the raw override or an effective cooldown is unverified.",
   "source": "generated"
  },
  "GetCustomBuybackCost": {
   "text": "Reports the buyback gold cost a custom mode has set for a player, letting scripts read back their own override. Read from the name; whether an unset override reports a sentinel or the default cost is unverified.",
   "source": "generated"
  },
  "GetDamage": {
   "text": "Reports the damage amount carried by the subject, such as a pending damage event or an attack's damage value. The name is generic, so what it is attached to and whether the figure is pre- or post-mitigation are unverified.",
   "source": "generated"
  },
  "GetDamageCustom": {
   "text": "Reports the custom damage tag carried by a damage event, the value abilities and custom modes stamp so they can recognise their own damage later. Read from the name; the tag's encoding and who sets it are unverified.",
   "source": "generated"
  },
  "GetDamageDoneToHero": {
   "text": "Reports the damage the subject has dealt to a given hero, the per-matchup breakdown used by scoreboards and post-game graphs. Read from the name; how the hero is identified and whether the figure is a running total are unverified.",
   "source": "generated"
  },
  "GetDamageForce": {
   "text": "Reports the directional force vector attached to a damage event, used to drive knockback and ragdoll motion at the point of impact. Read from the name; its units and coordinate space are unverified.",
   "source": "generated"
  },
  "GetDamagePosition": {
   "text": "Reports the world position at which damage was applied, useful for placing hit effects, floating numbers, and directional feedback. Read from the name; the coordinate space and whether it is the impact or attacker position are unverified.",
   "source": "generated"
  },
  "GetDamageType": {
   "text": "Reports the damage classification carried by an event, the value that resistance and reduction logic keys off when applying the hit. Read from the name; the specific enumeration and its members are unverified.",
   "source": "generated"
  },
  "GetDeathGoldCost": {
   "text": "Reports the gold a player forfeits on death, the figure death handling deducts and the UI previews. Read from the name; whether it reports a computed cost for the current state or a stored value is unverified.",
   "source": "generated"
  },
  "GetDeaths": {
   "text": "Reports the subject's death count, the scoreboard tally. Read from the name; what increments it and whether it is per-match or per-life-cycle are unverified.",
   "source": "generated"
  },
  "GetDenies": {
   "text": "Reports the number of denies credited to the subject, a laning statistic shown alongside last hits. Read from the name; what qualifies as a deny for this counter is unverified.",
   "source": "generated"
  },
  "GetGold": {
   "text": "Reports the subject's current gold, the value purchase and buyback checks compare against. Read from the name, which does not distinguish reliable from unreliable gold, so which pool it reports is unverified.",
   "source": "generated"
  },
  "GetGoldLostToDeath": {
   "text": "Reports the cumulative gold a player has forfeited through deaths over the match, a post-game economy statistic. Read from the name; when it is accumulated and whether it includes buyback losses are unverified.",
   "source": "generated"
  },
  "GetGoldPerMin": {
   "text": "Reports a player's gold-per-minute rate, the economy figure shown on scoreboards. Read from the name; the averaging window and whether it is instantaneous or match-long are unverified.",
   "source": "generated"
  },
  "GetGoldSpentOnBuybacks": {
   "text": "Reports the cumulative gold a player has spent on buybacks, one of the spending breakdowns behind post-game economy panels. Read from the name; how partial or refunded costs are treated is unverified.",
   "source": "generated"
  },
  "GetGoldSpentOnConsumables": {
   "text": "Reports the cumulative gold a player has spent on consumable items, part of the post-game spending breakdown. Read from the name; which items are classified as consumables for this tally is unverified.",
   "source": "generated"
  },
  "GetGoldSpentOnItems": {
   "text": "Reports the cumulative gold a player has spent on items, the headline figure in a post-game spending breakdown. Read from the name; whether it nets out sales and overlaps other spending categories is unverified.",
   "source": "generated"
  },
  "GetGoldSpentOnSupport": {
   "text": "Reports the cumulative gold a player has spent on support purchases such as wards and shared utility, used to credit support play. Read from the name; which purchases count as support here is unverified.",
   "source": "generated"
  },
  "GetHasteFactor": {
   "text": "Reports a haste multiplier applied to the subject, the scalar that speeds up whatever rate it governs. Read from the name; which rate it scales and whether it is a multiplier or an additive factor are unverified.",
   "source": "generated"
  },
  "GetHealing": {
   "text": "Reports a healing amount tied to the subject, either the magnitude of a pending heal or healing credited to a player. Read from the name; which of those it is, and whether overheal is included, are unverified.",
   "source": "generated"
  },
  "GetHeroDamageTaken": {
   "text": "Reports how much damage the subject has taken from heroes, separating player-inflicted damage from creep and neutral damage in statistics. Read from the name; the attribution rules and whether it is post-mitigation are unverified.",
   "source": "generated"
  },
  "GetHeroFacetID": {
   "text": "Reports the identifier of the hero's selected facet, the per-hero variant choice that scripts branch on to enable variant-specific behaviour. Read from the name; the identifier's numbering and what it reports when unset are unverified.",
   "source": "generated"
  },
  "GetHeroID": {
   "text": "Reports the numeric hero identifier for the subject, the stable key used to look a hero up rather than comparing unit names. Read from the name; the numbering scheme and its value for non-heroes are unverified.",
   "source": "generated"
  },
  "GetIntellectGain": {
   "text": "Reports the hero's intelligence gain per level, the growth figure used to compute the attribute as the hero levels. Read from the name; whether it reports the base growth or a value already altered by effects is unverified.",
   "source": "generated"
  },
  "GetKills": {
   "text": "Reports the subject's kill count, the scoreboard tally. Read from the name; what counts as a kill for this counter is unverified.",
   "source": "generated"
  },
  "GetKillsDoneToHero": {
   "text": "Reports how many times the subject has killed a particular hero, the per-matchup breakdown behind kill-relationship displays. Read from the name; how the hero is identified and whether assists are excluded are unverified.",
   "source": "generated"
  },
  "GetLastAppliedTime": {
   "text": "Reports the game time at which the subject was most recently applied, letting code measure elapsed time since the last application or refresh. Read from the name; what it timestamps and its clock are unverified.",
   "source": "generated"
  },
  "GetLastHitMultikill": {
   "text": "Reports a multikill tally for last hits, counting creep kills landed together or in quick succession rather than hero kills. Read from the name; the grouping window and what resets the tally are unverified.",
   "source": "generated"
  },
  "GetLastHitStreak": {
   "text": "Reports the subject's current run of consecutive last hits, a laning performance measure. Read from the name; what breaks the streak and whether it reports the current or best run are unverified.",
   "source": "generated"
  },
  "GetLastHits": {
   "text": "Reports a player's last-hit tally, the creep kills credited to them, useful for laning-phase stats, scoreboards and bot evaluation. Read from the name; the entry is located by signature only, so the exact source of the count and who it is asked about are unverified.",
   "source": "generated"
  },
  "GetLiveSpectatorTeam": {
   "text": "Reports the team a live spectator is currently attached to or viewing from, the value a mod would branch on when deciding what a spectating client may see. Read from the name; located by signature only, so the exact subject and value encoding are unverified.",
   "source": "generated"
  },
  "GetLocalScale": {
   "text": "Reports an entity's local scale factor, the per-entity size multiplier applied relative to its parent rather than in world space. Read from the name; located by signature only, so whether it reflects a stored field or a computed value is unverified.",
   "source": "generated"
  },
  "GetMisses": {
   "text": "Reports a miss count, the number of attacks that failed to land, as tracked for a unit or player. Read from the name; located by signature only, so the subject of the count and what is classified as a miss are unverified.",
   "source": "generated"
  },
  "GetMostRecentDamageTime": {
   "text": "Reports the game time at which damage was last taken, the value to test when a mod needs recently-damaged checks such as regeneration gating or out-of-combat timers. Read from the name; located by signature only, so the time base and the subject are unverified.",
   "source": "generated"
  },
  "GetMoveSpeedModifier": {
   "text": "Reports a movement-speed modifier, the multiplier or delta applied on top of a unit's base speed by buffs, debuffs and items. Read from the name; located by signature only, so whether it is a factor or an additive amount is unverified.",
   "source": "generated"
  },
  "GetMultipleKillCount": {
   "text": "Reports the size of a multi-kill, the number of kills grouped into one streak event, as used for double-kill and rampage style announcements. Read from the name; located by signature only, so the window that groups kills and the subject are unverified.",
   "source": "generated"
  },
  "GetName": {
   "text": "Purpose is not established: the name indicates only that some name is fetched, and nothing in this entry says whose or in what form.",
   "source": "generated"
  },
  "GetNearbyCreepDeaths": {
   "text": "Reports how many creeps have died near a given unit or player, the kind of proximity statistic used for experience-share and lane-presence logic. Read from the name; located by signature only, so the radius, the time window and the subject are unverified.",
   "source": "generated"
  },
  "GetNetWorth": {
   "text": "Reports a player's net worth, the combined value of gold held and items owned that scoreboards and comeback logic key on. Read from the name; located by signature only, so exactly which holdings are summed is unverified.",
   "source": "generated"
  },
  "GetNthPlayerIDOnTeam": {
   "text": "Looks up the player ID sitting at an index within a team's roster, the usual way to walk one team's players in order rather than scanning all slots. Read from the name; located by signature only, so index origin and handling of empty slots are unverified.",
   "source": "generated"
  },
  "GetNumAttackers": {
   "text": "Reports how many attackers are currently engaging a unit, the sort of threat count aggro, retreat and bot-danger logic reads. Read from the name; located by signature only, so what counts as an attacker and for how long are unverified.",
   "source": "generated"
  },
  "GetNumConsumablesPurchased": {
   "text": "Reports how many consumable items a player has bought over the match, a per-player purchase statistic for end-game summaries and economy analysis. Read from the name; located by signature only, so which items count as consumables and whether the tally survives refunds are unverified.",
   "source": "generated"
  },
  "GetNumCouriersForTeam": {
   "text": "Reports how many couriers a team currently has, the check to make before spawning or granting another one. Read from the name; located by signature only, so whether dead or in-flight couriers are included is unverified.",
   "source": "generated"
  },
  "GetNumItemsInInventory": {
   "text": "Reports how many items a unit is carrying in its inventory, the occupancy check to run before trying to give or move an item. Read from the name; located by signature only, so whether backpack and stash slots are included is unverified.",
   "source": "generated"
  },
  "GetNumItemsInStash": {
   "text": "Reports how many items are sitting in a player's stash, the base-only storage separate from carried inventory. Read from the name; located by signature only, so the subject and whether stacked items count once or per unit are unverified.",
   "source": "generated"
  },
  "GetNumItemsPurchased": {
   "text": "Reports how many items a player has bought over the match, a cumulative economy statistic for summaries and analysis. Read from the name; located by signature only, so whether consumables, recipes and refunded buys are folded in is unverified.",
   "source": "generated"
  },
  "GetOpposingTeamNumber": {
   "text": "Maps a team to its enemy team's number, the small helper to call instead of hardcoding a Radiant/Dire flip when filtering targets or scanning rosters. Read from the name; located by signature only, so its behaviour for neutral and spectator teams is unverified.",
   "source": "generated"
  },
  "GetOriginalDamage": {
   "text": "Reports the damage amount as originally dealt, before reductions and modifiers reshaped it, which is what damage-reflection and analytics want rather than the final applied number. Read from the name; located by signature only, so the exact stage it captures is unverified.",
   "source": "generated"
  },
  "GetPacket": {
   "text": "Fetches a network packet from the networking layer, making it the handle a mod would reach for when inspecting traffic. This lives in libnetworksystem and is read from the name alone, so what packet is selected and how it is addressed are unverified.",
   "source": "generated"
  },
  "GetParticleReplacement": {
   "text": "Looks up a substitute particle effect to play in place of a requested one, the mechanism behind cosmetic and item-based visual overrides. Read from the name; located by signature only, so the key used for lookup and the fallback when no replacement exists are unverified.",
   "source": "generated"
  },
  "GetPartyID": {
   "text": "Fetches a player's party identifier, and the shipped log text \"Lobby disagreed about PartyID when fetching PartID for player %d. Lobby said %llx, player resource said %llx.\" shows the lobby and the player resource each hold a copy that can diverge. Treat the two sources as potentially inconsistent when reading party membership.",
   "source": "generated"
  },
  "GetPlayerCountForTeam": {
   "text": "Reports how many players are on a team, the roster size to check before indexing team slots or balancing sides. Read from the name; located by signature only, so whether disconnected players and bots are included is unverified.",
   "source": "generated"
  },
  "GetPlayerLoadedCompletely": {
   "text": "Reports whether a player has finished loading into the match, the gate to wait on before sending them state or starting logic that assumes a ready client. Read from the name; located by signature only, so what \"completely\" covers is unverified.",
   "source": "generated"
  },
  "GetPlayerName": {
   "text": "Fetches a player's display name, the string to use for scoreboards, chat and log lines. Read from the name; located by signature only, so how the player is identified and whether the text is sanitised or localised are unverified.",
   "source": "generated"
  },
  "GetPrimaryStatValue": {
   "text": "Reports the value of a hero's primary attribute, the strength, agility or intelligence figure that drives its main scaling. Read from the name; located by signature only, so whether bonuses from items and buffs are folded in is unverified.",
   "source": "generated"
  },
  "GetRawPlayerDamage": {
   "text": "Reports damage attributed to a player in raw form, before mitigation and modifiers adjust it, which is the figure damage-breakdown displays and analytics want. Read from the name; located by signature only, so the accumulation window and the exact stage it captures are unverified.",
   "source": "generated"
  },
  "GetReliableGold": {
   "text": "Reports a player's reliable gold, the portion not lost on death as opposed to unreliable gold. Read from the name; located by signature only, so the subject and whether pending awards are included are unverified.",
   "source": "generated"
  },
  "GetRemainingPathLength": {
   "text": "Reports how much of a unit's current navigation path is still ahead of it, the distance to test for arrival checks, ETA estimates and repath decisions. Read from the name; located by signature only, so the units used and behaviour without an active path are unverified.",
   "source": "generated"
  },
  "GetReportedPosition": {
   "text": "Reports the position a unit is recorded or broadcast as occupying, which may lag or be smoothed relative to its exact simulation origin. Read from the name; located by signature only, so which of those two the value tracks and how often it updates are unverified.",
   "source": "generated"
  },
  "GetRespawnSeconds": {
   "text": "Reports the respawn wait in seconds for a dead hero, the number to read for respawn timers, buyback pricing and death-screen displays. Read from the name; located by signature only, so whether it is the full duration or the remaining time is unverified.",
   "source": "generated"
  },
  "GetRoshanKills": {
   "text": "Reports how many Roshan kills are credited to a player or team, an objective statistic for scoreboards and match summaries. Read from the name; located by signature only, so the subject of the count and how shared kills are attributed are unverified.",
   "source": "generated"
  },
  "GetRunePickups": {
   "text": "Reports how many runes a player has picked up over the match, a per-player statistic for summaries and lane-control analysis. Read from the name; located by signature only, so which rune types are counted and whether bottled runes count is unverified.",
   "source": "generated"
  },
  "GetSelectedHeroID": {
   "text": "Reports the identifier of the hero a player picked, the value to read during and after drafting to know who they will play. Read from the name; located by signature only, so its value before a selection is made and how the player is identified are unverified.",
   "source": "generated"
  },
  "GetSelectedHeroName": {
   "text": "Returns the hero name a given player selected, keyed by player id. The shipped string \"PR:GetSelectedHeroName called with bogus player id %d, ignoring\" shows an out-of-range id is refused and logged rather than treated as fatal, so it tolerates untrusted slot values; the owning class is not established by this data.",
   "source": "generated"
  },
  "GetSerialNumber": {
   "text": "Returns the serial number stored on the queried object, the versioning counter that distinguishes a reused slot from its previous occupant. Read from the name; that handle-versioning role is an inference and the owning class is not established here.",
   "source": "generated"
  },
  "GetSharedCooldownName": {
   "text": "Returns the identifier of the shared-cooldown group an ability belongs to, letting callers tell which abilities lock each other out when one of them is used. Read from the name; the owning class and how groups are keyed are unverified.",
   "source": "generated"
  },
  "GetSteamAccountID": {
   "text": "Returns the Steam account identity of the queried player, the stable value to key persistent per-player data on across matches. Read from the name; the owning class is not established here.",
   "source": "generated"
  },
  "GetStreak": {
   "text": "Returns the running streak tally kept for the queried subject, the counter streak announcements and bounty adjustments read. Read from the name; which streak it tracks (kill, win, or another) is not established by this data.",
   "source": "generated"
  },
  "GetStrengthGain": {
   "text": "Returns a hero's per-level strength growth, the figure used to compute strength at an arbitrary level. Read from the name; the owning class, and whether the value is the base growth or one already altered by modifiers, are unverified.",
   "source": "generated"
  },
  "GetStuns": {
   "text": "Returns a stun tally recorded for the queried subject, the kind of aggregate an end-of-match stat panel reports. Read from the name; whether it counts stuns inflicted or stuns suffered, and in what units, is not established.",
   "source": "generated"
  },
  "GetTeam": {
   "text": "Returns the team affiliation of the queried entity, the value friend-or-foe checks and team filtering compare against. Read from the name; the owning class is not established here.",
   "source": "generated"
  },
  "GetTeamKills": {
   "text": "Returns the kill total credited to a team, the aggregate scoreboards and comeback logic read. Read from the name; the owning class, and whether the team is the subject or is derived from a player, are unverified.",
   "source": "generated"
  },
  "GetTimeOfLastConsumablePurchase": {
   "text": "Returns the timestamp of the queried player's most recent consumable purchase, letting callers measure how long since they last restocked. Read from the name; the reference clock and the owning class are unverified.",
   "source": "generated"
  },
  "GetTimeOfLastDeath": {
   "text": "Returns the timestamp of the queried subject's most recent death, useful for respawn gating, buyback rules, and time-since-death statistics. Read from the name; the reference clock, the owning class, and the value before any death are unverified.",
   "source": "generated"
  },
  "GetTimeOfLastItemPurchase": {
   "text": "Returns the timestamp of the queried player's most recent item purchase, a usable gate for shop-related rules and purchase-frequency statistics. Read from the name; the reference clock and the owning class are unverified.",
   "source": "generated"
  },
  "GetTimeUntilRespawn": {
   "text": "Returns how much time remains before the queried subject respawns, the countdown a respawn timer or HUD element shows. Read from the name; the units, the owning class, and the behaviour while the subject is alive are unverified.",
   "source": "generated"
  },
  "GetToggleState": {
   "text": "Reports the on/off state of a toggleable thing, such as whether a toggle ability is currently switched on. Read from the name; the owning class and what exactly counts as toggled are unverified.",
   "source": "generated"
  },
  "GetTotalEarnedGold": {
   "text": "Returns the cumulative gold the queried player has earned across the match, including gold already spent, as distinct from current holdings. Read from the name; the owning class, and whether reliable and unreliable sources are combined, are unverified.",
   "source": "generated"
  },
  "GetTotalEarnedXP": {
   "text": "Returns the cumulative experience the queried subject has earned across the match, the basis for XP-per-minute figures and end-of-match graphs. Read from the name; the owning class is not established here.",
   "source": "generated"
  },
  "GetTotalGoldSpent": {
   "text": "Returns the running total of gold the queried player has spent, the counterpart to earnings when computing net worth or spending efficiency. Read from the name; the owning class and which purchases count toward it are unverified.",
   "source": "generated"
  },
  "GetTotalledDamage": {
   "text": "Returns an accumulated damage total for the queried subject, the summed figure damage breakdowns and end-of-match stats report. Read from the name; whether it totals damage dealt or damage taken, and over what scope, is not established.",
   "source": "generated"
  },
  "GetTowerDamageTaken": {
   "text": "Returns a tower-damage-taken total for the queried subject. Read from the name, which leaves open whether that means damage a tower has absorbed or the tower damage credited to a player; the owning class is not established here.",
   "source": "generated"
  },
  "GetTowerKills": {
   "text": "Returns how many towers the queried subject is credited with destroying, a standard scoreboard and objective-progress statistic. Read from the name; the owning class, and whether assists on a tower count, are unverified.",
   "source": "generated"
  },
  "GetUnitLabel": {
   "text": "Returns the label assigned to a unit, the short tag used to identify or group it from scripts and UI. Read from the name; the owning class and how labels get assigned are unverified.",
   "source": "generated"
  },
  "GetUnitShareMaskForPlayer": {
   "text": "Returns the unit-sharing permission mask a given player holds over a unit, encoding which control rights (movement, abilities, items) have been shared with them. Read from the name; the owning class and which right each bit represents are unverified.",
   "source": "generated"
  },
  "GetUnreliableGold": {
   "text": "Returns the queried player's unreliable gold, the accounting bucket held separately from reliable gold. Read from the name; the owning class, and how the two buckets are drawn down when spending, are not established here.",
   "source": "generated"
  },
  "GetUpgradeRecommended": {
   "text": "Reports whether an upgrade is currently recommended for the queried subject, the flag that suggested-ability and suggested-item prompts read. Read from the name; the owning class and what makes a recommendation active are unverified.",
   "source": "generated"
  },
  "GetXPPerMin": {
   "text": "Returns the queried player's experience-per-minute rate, the time-normalized figure scoreboards and performance comparisons display. Read from the name; the owning class and the averaging window are unverified.",
   "source": "generated"
  },
  "HasAnyActiveAbilities": {
   "text": "Reports whether the queried unit holds at least one active, castable ability rather than only passive ones. Read from the name; the owning class, and whether unlearned or hidden abilities are counted, are unverified.",
   "source": "generated"
  },
  "HasAnyAvailableInventorySpace": {
   "text": "Reports whether the queried unit has a free inventory slot, the guard to test when deciding whether an item can be granted or picked up. Read from the name; the owning class and which slot ranges are considered are unverified.",
   "source": "generated"
  },
  "HasAttackCapability": {
   "text": "Reports whether the queried unit can attack at all, the gate separating attack-capable units from those with no attack. Read from the name; the owning class, and whether melee and ranged are distinguished here, are unverified.",
   "source": "generated"
  },
  "HasFlyMovementCapability": {
   "text": "Reports whether the queried unit is capable of flying movement, the check behind ignoring ground pathing and terrain height. Read from the name; the owning class, and whether a temporary flight modifier registers, are unverified.",
   "source": "generated"
  },
  "HasFunction": {
   "text": "Reports whether a particular function is present on the queried subject. The name does not indicate what kind of function is meant or what owns it, so the purpose is not established.",
   "source": "generated"
  },
  "HasGroundMovementCapability": {
   "text": "Reports whether the queried unit moves over ground, the counterpart test to HasFlyMovementCapability when deciding which pathing rules apply. Read from the name; the owning class, and whether immobile structures are excluded, are unverified.",
   "source": "generated"
  },
  "HasMovementCapability": {
   "text": "Reports whether the queried unit has any movement capability, separating mobile units from static ones such as buildings. Read from the name; the owning class, and whether it aggregates the ground and flying cases, are unverified.",
   "source": "generated"
  },
  "HasOwnerAbandoned": {
   "text": "Reports whether the owner of the queried subject has abandoned the match, the state that unlocks abandon-related rules such as shared control or altered penalties. Read from the name; the owning class and the abandon criteria are unverified.",
   "source": "generated"
  },
  "HasRandomed": {
   "text": "Reports whether the queried player took a random hero rather than picking one, the flag that random-specific bonuses key on. Read from the name; the owning class, and how repicking after a random affects it, are unverified.",
   "source": "generated"
  },
  "HasSelectedHero": {
   "text": "Reports whether a hero pick has been locked in for the subject, the natural gate for draft-phase logic. Read from the name; the owning object and what counts as a completed selection are unverified, so confirm against your own hero-selection state before branching on it.",
   "source": "generated"
  },
  "HasSetNetworkedEventActionClaimCount": {
   "text": "Reports whether a claim count for a networked event action has already been written, letting callers tell an unwritten value apart from a legitimately low one. Read from the name; the event-action identity and where the count is stored are unverified, so treat it as a presence check in event-claim bookkeeping.",
   "source": "generated"
  },
  "HaveAllPlayersJoined": {
   "text": "Reports whether all expected players have finished connecting, the readiness condition for leaving a waiting state and starting play. Read from the name; how the expected roster is counted and when it is fixed are unverified, so cross-check against your own connection tracking.",
   "source": "generated"
  },
  "IEconItemInterface::GetExpirationDate": {
   "text": "Reports the point in time at which an economy item expires, with the nearby `giftable after date` string anchor placing it among the item's date-bearing attributes. Read from the name and that anchor; use it to hide or refuse actions on expired items, though the time representation and the unset case are unverified.",
   "source": "generated"
  },
  "IEconItemInterface::IsCommodity": {
   "text": "Tests whether an economy item is a commodity, meaning an interchangeable, fungible item rather than a unique instance. Read from the name; the attribute it consults and how commodity status is stored are unverified.",
   "source": "generated"
  },
  "IEconItemInterface::IsDeletable": {
   "text": "Tests whether an economy item may be deleted from the owner's inventory, so UI and server code can gate destroy actions. Read from the name; the backing attribute and any exceptions are unverified.",
   "source": "generated"
  },
  "IEconItemInterface::IsDynamicRecipe": {
   "text": "Tests whether an economy item is a dynamic recipe, a crafting item whose required inputs vary per instance. The nearby `account bound` string anchor sits with the same family of item-restriction attributes and is context rather than confirmation; the reading itself comes from the name.",
   "source": "generated"
  },
  "IEconItemInterface::IsGiftable": {
   "text": "Tests whether an economy item may be gifted to another account. The nearby `cannot delete` string anchor belongs to the same block of item-restriction text, so treat it as neighbouring context; the reading comes from the name and the restriction it consults is unverified.",
   "source": "generated"
  },
  "IEconItemInterface::IsMarketable": {
   "text": "Tests whether an economy item may be listed for sale on the market, letting code gate market-listing paths. Read from the name; no string anchor supports it and the attribute consulted is unverified.",
   "source": "generated"
  },
  "IEconItemInterface::IsPennant": {
   "text": "Tests whether an economy item is a pennant, a distinct item type in the economy schema. The nearby `dynamic_recipe` string anchor is an adjacent item-type token rather than a description of this check, so the reading rests on the name.",
   "source": "generated"
  },
  "IEconItemInterface::IsTradable": {
   "text": "Tests whether an economy item may be traded to another account, the predicate to gate trade offers on. Read from the name; the flags or trade-lock timing it consults are unverified.",
   "source": "generated"
  },
  "IEconItemInterface::IsUsableInCrafting": {
   "text": "Tests whether an economy item may be consumed as an input to crafting. The nearby `is commodity` string anchor sits among the same item-predicate strings and is context only; the reading comes from the name and the attribute consulted is unverified.",
   "source": "generated"
  },
  "IEntityListener::OnEntityCreated": {
   "text": "Entity-creation notification on the listener interface, letting an implementation observe a CEntityInstance coming into existence and attach its own per-entity bookkeeping. Read from the name; the timing relative to spawn and which entity state is valid at that moment are unverified.",
   "source": "generated"
  },
  "IEntityListener::OnEntityDeleted": {
   "text": "Entity-deletion notification on the listener interface, the hook where a mod drops cached pointers or handles for a CEntityInstance going away. Read from the name; how much of the entity remains usable at that point is unverified.",
   "source": "generated"
  },
  "IEntityListener::OnEntityParentChanged": {
   "text": "Notification that an entity's parent attachment has changed, letting a listener track the entity hierarchy as objects are attached and detached. Read from the name; whether both old and new parents are conveyed, and how detachment is signalled, are unverified.",
   "source": "generated"
  },
  "IGameSystem::InitAllSystems": {
   "text": "Brings the registered game systems through their initialization stage, the point at which system-level state becomes available. Read from the name and its presence in libhost; what qualifies as a registered system here, and how a plugin's own system participates, are unverified.",
   "source": "generated"
  },
  "IGameSystem::LoopDeactivateAllSystems": {
   "text": "Deactivates the registered game systems for the loop teardown stage of the game-system lifecycle, where per-session or per-map system state is released. Read from the name; the exact scope of a loop and what deactivation is expected to free are unverified.",
   "source": "generated"
  },
  "IKV3TransferInterface_ResourceLoad": {
   "text": "Performs the resource-load step of a KV3 transfer interface, turning KV3-described data into a loaded material-system resource. Read from the name and its host module libmaterialsystem2; confidence is name-only, so which resource kinds it handles and how loading is staged are unverified.",
   "source": "generated"
  },
  "IncrementAssists": {
   "text": "Raises a player's tracked assist tally, the bookkeeping behind the assists column on the scoreboard. Read from the name; the backing storage and whether the new value is networked are unverified, so read the count back through your usual stat accessor rather than assuming it.",
   "source": "generated"
  },
  "IncrementClaimedDenies": {
   "text": "Raises the tally of denies counted as claimed, a total kept apart from the plain deny count. Read from the name; what qualifies a deny as claimed is unverified, so inspect it alongside IncrementDenies when auditing deny bookkeeping.",
   "source": "generated"
  },
  "IncrementClaimedMisses": {
   "text": "Raises the tally of misses counted as claimed, a total kept apart from the plain miss count. Read from the name; the rule that promotes a miss to claimed is unverified, so inspect it alongside IncrementMisses when reconciling last-hit statistics.",
   "source": "generated"
  },
  "IncrementDeaths": {
   "text": "Raises a player's death tally, the bookkeeping behind the deaths column on the scoreboard. Read from the name; the backing storage and any respawn or streak side effects are unverified, so do not assume it also clears streak counters.",
   "source": "generated"
  },
  "IncrementDenies": {
   "text": "Raises the deny tally for a player, counting last hits taken on friendly units. Read from the name; the backing storage and whether the value is networked to clients are unverified, so confirm via your own stat readback.",
   "source": "generated"
  },
  "IncrementKills": {
   "text": "Raises a player's kill tally, the bookkeeping behind the kills column on the scoreboard. Read from the name; the storage and any coupling to streak or bounty logic are unverified, so treat streak updates as separate work.",
   "source": "generated"
  },
  "IncrementLastHitMultikill": {
   "text": "Raises the tally of last-hit multikills, last hits grouped together as one burst rather than counted individually. Read from the name; the grouping window and what closes a burst are unverified, so verify the timing rule before using this as an achievement trigger.",
   "source": "generated"
  },
  "IncrementLastHitStreak": {
   "text": "Advances the consecutive last-hit streak counter for a player. Read from the name; where the streak resets and what breaks it are unverified, so pair this with your own reset handling rather than expecting the function to manage streak lifetime.",
   "source": "generated"
  },
  "IncrementLastHits": {
   "text": "Raises the last-hit tally for a player, counting killing blows landed on enemy units. Read from the name; the backing storage and whether the value is networked are unverified, so read it back through your usual stat accessor.",
   "source": "generated"
  },
  "IncrementMisses": {
   "text": "Raises the tally of missed last-hit attempts for a player. Read from the name; what the game counts as a miss and when the tally is sampled are unverified, so compare against IncrementLastHits when reconciling per-player creep statistics.",
   "source": "generated"
  },
  "IncrementModifierRefCount": {
   "text": "Raises the reference count on a modifier so it survives while more than one owner still needs it. Read from the name; the matching release path and the lifetime rules are unverified, so keep increments balanced to avoid leaking or prematurely freeing a modifier.",
   "source": "generated"
  },
  "IncrementNearbyCreepDeaths": {
   "text": "Raises a tally of creep deaths occurring near the subject, the counter behind proximity-based credit such as shared experience range. Read from the name; the radius and which deaths qualify are unverified, so establish the proximity rule before relying on the number.",
   "source": "generated"
  },
  "IncrementStreak": {
   "text": "Advances a streak counter for the subject, the running tally that grows while successes continue. Read from the name; which streak it tracks and what resets it are unverified, so identify the owning stat before wiring rewards to it.",
   "source": "generated"
  },
  "IncrementTotalEarnedXP": {
   "text": "Adds to a player's running total of earned experience, the lifetime-of-match accumulator rather than a current-level value. Read from the name; whether it also drives level-up handling is unverified, so treat leveling as separate logic.",
   "source": "generated"
  },
  "InitSteamLogin": {
   "text": "Sets up the Steam login and authentication path for the running process. Read from the name and its host module libengine2; confidence is name-only, so the login mode, account context, and what a failed login leaves behind are unverified.",
   "source": "generated"
  },
  "InputAddAttribute": {
   "text": "Handles the `AddAttribute` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputAddContext": {
   "text": "Handles the `AddContext` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputChangeSubclass": {
   "text": "Handles the `ChangeSubclass` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputClearContext": {
   "text": "Handles the `ClearContext` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputClearParent": {
   "text": "Handles the `ClearParent` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputDisableDamageForces": {
   "text": "Handles the `DisableDamageForces` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputDisableShadow": {
   "text": "Handles the `DisableShadow` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputDispatchResponse": {
   "text": "Handles the `DispatchResponse` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputEnableDamageForces": {
   "text": "Handles the `EnableDamageForces` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputEnableShadow": {
   "text": "Handles the `EnableShadow` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputEndHint": {
   "text": "Handles the `EndHint` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputFireEvent": {
   "text": "Handles the `FireEvent` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputFireUser1": {
   "text": "Handles the `FireUser1` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputFireUser2": {
   "text": "Handles the `FireUser2` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputFireUser3": {
   "text": "Handles the `FireUser3` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputFireUser4": {
   "text": "Handles the `FireUser4` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputFollowEntity": {
   "text": "Handles the `FollowEntity` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputFunctionAdapterS1Var": {
   "text": "Handles the `IsTouching` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputKill": {
   "text": "Handles the `Kill` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputKillConstrained": {
   "text": "Handles the `KillConstrained` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputKillHierarchy": {
   "text": "Handles the `KillHierarchy` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputPlatformDisable": {
   "text": "Handles the `DisablePlatform` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputPlatformEnable": {
   "text": "Handles the `EnablePlatform` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputPlatformFollowYaw": {
   "text": "Handles the `PlatformFollowYaw` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputPlatformIgnoreYaw": {
   "text": "Handles the `PlatformIgnoreYaw` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputRemoveAttribute": {
   "text": "Handles the `RemoveAttribute` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputRemoveContext": {
   "text": "Handles the `RemoveContext` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetDamageFilter": {
   "text": "Handles the `SetDamageFilter` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetNonsolid": {
   "text": "Handles the `SetNonsolid` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetParentAttachment": {
   "text": "Handles the `SetParentAttachment` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetParentAttachmentMaintainOffset": {
   "text": "Handles the `SetParentAttachmentMaintainOffset` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetPlaybackRateOnAllLayers": {
   "text": "Handles the `SetPlaybackRateOnAllLayers` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetPosition": {
   "text": "Handles the `SetPosition` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetSolid": {
   "text": "Handles the `SetSolid` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetTargetPlayerToActivator": {
   "text": "Handles the `SetTargetPlayerToActivator` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputSetTeam": {
   "text": "Handles the `SetTeam` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputShowHint": {
   "text": "Handles the `ShowHint` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputTurnOff": {
   "text": "Handles the `TurnOff` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputTurnOn": {
   "text": "Handles the `TurnOn` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InputUse": {
   "text": "Handles the `Use` entity-IO input (the datadesc does not qualify which class owns this handler). Runs when a map's IO graph, or another entity's output, fires that input at this entity.",
   "source": "derived"
  },
  "InterruptMotionControllers": {
   "text": "Interrupts motion controllers currently driving an entity, cutting short forced or scripted movement in progress. Read from the name; which controllers are affected and what position or state the entity is left in are unverified, so useful when handing movement control back after a forced-motion effect.",
   "source": "generated"
  },
  "IsActivated": {
   "text": "Reports whether the subject is in its activated state. Read from the name; what activation means for the owning object is unverified, so identify whether it reflects entity lifecycle activation or an ability's active state before branching on it.",
   "source": "generated"
  },
  "IsActiveNeutral": {
   "text": "Reports whether a neutral unit or camp counts as currently active rather than dormant or cleared. Read from the name; the activation criteria and whether the subject is a unit or a spawner are unverified, so confirm the owning object before using it in camp logic.",
   "source": "generated"
  },
  "IsAttacking": {
   "text": "Reports whether the unit is currently carrying out an attack. Read from the name; whether it covers only the attack animation, the wind-up, or a standing attack order is unverified, so check it against observed behaviour before gating interrupt logic on it.",
   "source": "generated"
  },
  "IsBroadcaster": {
   "text": "Reports whether a client is a broadcaster rather than a playing participant, the check for casting or observer feeds. Read from the name; how broadcaster status is assigned and which privileges accompany it are unverified, so confirm before granting spectator-only powers.",
   "source": "generated"
  },
  "IsBuybackDisabledByDevilsBargain": {
   "text": "Reports whether buyback is currently blocked for a player specifically because of the Devil's Bargain effect. Read from the name; the effect's own trigger conditions and duration are unverified, so treat this as one narrow exception rather than a general buyback-eligibility test.",
   "source": "generated"
  },
  "IsCommandRestricted": {
   "text": "Reports whether commands are currently restricted for the subject, a permission check before accepting input. Read from the name; whether it governs unit orders or client console and chat commands is unverified, so establish which sense applies before enforcing on it.",
   "source": "generated"
  },
  "IsDebuffImmune": {
   "text": "Reports whether a unit currently ignores debuffs, the check that decides if a negative status effect should apply at all. Read from the name; which effect categories count as debuffs and whether existing ones are purged are unverified, so verify the classification your effects fall under.",
   "source": "generated"
  },
  "IsDev": {
   "text": "Reports whether the subject is flagged as developer, the gate typically guarding internal tools and cheats. Read from the name; whether the flag describes an account, a build, or a server mode is unverified, so do not rely on it alone as a security boundary.",
   "source": "generated"
  },
  "IsDisableHelpSetForPlayerID": {
   "text": "Reports whether the disable-help preference is set for a player, keyed per player ID as the name states. Read from the name; which assistance features the flag governs and where it is stored are unverified, so honour it before auto-assisting a player who opted out.",
   "source": "generated"
  },
  "IsFakeClient": {
   "text": "Reports whether a client slot is a fake client \u2014 a bot or placeholder occupying a slot instead of a real network connection. Read from the name; how the flag is set and which bot varieties it covers are unverified, so confirm before skipping networking work for that slot.",
   "source": "generated"
  },
  "IsFeared": {
   "text": "Reports whether a unit is currently under a fear effect. Read from the name; how fear is represented and whether it also implies loss of control are unverified, so pair it with your own movement-override checks rather than assuming behaviour.",
   "source": "generated"
  },
  "IsHeroSelected": {
   "text": "Reports whether a hero is in the selected state during drafting. Read from the name; whether the subject is the hero or the picking player is unverified, so compare it with HasSelectedHero, whose name suggests the player-side view of the same question.",
   "source": "generated"
  },
  "IsHeroSharedWithPlayerID": {
   "text": "Reports whether control of a hero is shared with another player, keyed per player ID as the name states. Read from the name; the grades of sharing it recognises, such as full versus partial control, are unverified, so validate against your own share state before accepting orders.",
   "source": "generated"
  },
  "IsHidden": {
   "text": "Reports whether the entity is currently hidden. Read from the name; whether hidden means not rendered, not targetable, or excluded from queries is unverified, so confirm the sense before using it as a visibility or targeting filter.",
   "source": "generated"
  },
  "IsInBackpack": {
   "text": "Tests whether an item is sitting in a backpack slot rather than an active inventory slot, so behaviour can be gated on where the item is carried. Read from the name; located by signature only, so which slots count as backpack is unverified.",
   "source": "generated"
  },
  "IsInStash": {
   "text": "Tests whether an item is held in the stash rather than carried on the unit, the usual gate for suppressing an item's effects while it is stashed. Read from the name; no prototype is derived, so the exact ownership test is unverified.",
   "source": "generated"
  },
  "IsLowAttackPriority": {
   "text": "Reports whether a unit is treated as a low-priority target by auto-attack selection, so attackers prefer other nearby targets over it. Read from the name; the criteria it consults are not established by this data.",
   "source": "generated"
  },
  "IsMovementImpaired": {
   "text": "Reports whether a unit is currently under a movement-restricting state such as a slow or root, giving a single check before running movement logic. Read from the name; which states it counts as impairing is unverified.",
   "source": "generated"
  },
  "IsOpposingTeam": {
   "text": "Answers whether a team or entity is hostile to the querying side, the kind of filter used for targeting, damage and vision rules. Read from the name; no prototype is derived, so what it compares is unverified.",
   "source": "generated"
  },
  "IsOutOfGame": {
   "text": "Reports whether a player is no longer participating in the match, as distinct from being merely dead or briefly disconnected. Read from the name; the precise condition it tests is unverified.",
   "source": "generated"
  },
  "IsOwnersGoldEnough": {
   "text": "Checks whether the owning player can afford the cost associated with the queried object, the affordability guard before a purchase or activation is allowed. Read from the name; the cost value it compares against is unverified.",
   "source": "generated"
  },
  "IsOwnersGoldEnoughForUpgrade": {
   "text": "Checks whether the owner has enough gold to pay for an upgrade specifically, using the upgrade price rather than a base cost. Read from the name; where the upgrade price comes from is not established here.",
   "source": "generated"
  },
  "IsPassive": {
   "text": "Reports whether the queried ability or effect is passive rather than actively cast, which decides whether it can be triggered by an order at all. Read from the name; no prototype is derived, so what it inspects is unverified.",
   "source": "generated"
  },
  "IsPhantomBlocker": {
   "text": "Reports whether a unit is flagged as a phantom blocker, an entity that obstructs movement or pathing without behaving as an ordinary solid unit. Read from the name and its pairing with MakePhantomBlocker; the flag it reads is unverified.",
   "source": "generated"
  },
  "IsPhased": {
   "text": "Reports whether a unit is currently phased, meaning it moves through other units instead of colliding with them. Read from the name; the state it queries is not established by this data.",
   "source": "generated"
  },
  "IsPositionInRange": {
   "text": "Tests whether a world position falls within range of a reference point, the usual guard before applying a radius effect or accepting an order at a location. Read from the name; the reference point and radius source are unverified.",
   "source": "generated"
  },
  "IsRecipeGenerated": {
   "text": "Reports whether an item was produced by combining a recipe rather than bought or granted directly, useful when distinguishing combined items from purchased ones. Read from the name; the flag it reads is unverified.",
   "source": "generated"
  },
  "IsStashEnabled": {
   "text": "Reports whether stash access is currently permitted, the gate that blocks items moving to or from the stash under certain conditions. Read from the name; whose stash it refers to and which conditions apply are unverified.",
   "source": "generated"
  },
  "IsStolen": {
   "text": "Reports whether an ability was acquired by stealing it from another unit rather than owned natively, letting callers treat borrowed abilities differently. Read from the name; what it inspects is not established here.",
   "source": "generated"
  },
  "IsStrongIllusion": {
   "text": "Distinguishes a strong illusion from an ordinary one, so damage, targeting or reward rules can treat the two classes of copy differently. Read from the name; the property it tests is unverified.",
   "source": "generated"
  },
  "IsTaunted": {
   "text": "Reports whether a unit is currently taunted and therefore forced onto a compelled attack target, letting normal order and targeting logic be bypassed. Read from the name; the state and forced target it consults are unverified.",
   "source": "generated"
  },
  "IsTempestDouble": {
   "text": "Reports whether a unit is a Tempest Double style clone rather than the original hero, which callers use to vary ability, item or reward handling. Read from the name; the flag it checks is unverified.",
   "source": "generated"
  },
  "IsToggle": {
   "text": "Reports whether an ability is a toggle that is switched on and off rather than a one-shot cast, which changes how activation should be handled. Read from the name; no prototype is derived, so what it inspects is unverified.",
   "source": "generated"
  },
  "IsTrained": {
   "text": "Reports whether an ability has had at least one point invested in it, the usual precondition for casting it or presenting it as usable. Read from the name; the level value it reads is unverified.",
   "source": "generated"
  },
  "IsUnselectable": {
   "text": "Reports whether an entity is excluded from player selection, as used for helper and dummy units that should stay out of click targeting and selection boxes. Read from the name; the flag it reads is unverified.",
   "source": "generated"
  },
  "IsValidPlayer": {
   "text": "Validates that a player reference points at a real, in-game player before it is used, a defensive guard at API and script boundaries. Read from the name; what it requires for validity is unverified.",
   "source": "generated"
  },
  "IsValidPlayerID": {
   "text": "Validates a player ID, checking that it is in range and refers to an occupied slot, before the ID is used to look a player up. Read from the name; the accepted range is not established here.",
   "source": "generated"
  },
  "IsValidTeamPlayer": {
   "text": "Validates that a player reference is real and belongs to a playing team, excluding spectators and unassigned slots. Read from the name; which teams it accepts is unverified.",
   "source": "generated"
  },
  "IsValidTeamPlayerID": {
   "text": "Validates a player ID and that its slot belongs to a playing team, the index-taking counterpart to the reference-based team check. Read from the name; the accepted ID range and team set are unverified.",
   "source": "generated"
  },
  "KeyValues::RecursiveLoadFromBuffer": {
   "text": "Parses KeyValues text out of an in-memory buffer, descending into nested subkeys to build the whole tree. Read from the name and its home in libtier0; useful for loading config or script blocks a mod already holds in memory, though buffer conventions and error reporting are unverified.",
   "source": "generated"
  },
  "LaunchLootInitialHeight": {
   "text": "Supplies the starting height used when a loot drop is launched into the air, one of the parameters shaping the toss arc. Read from the name; whether it returns a tunable, a constant or a computed value is not established here.",
   "source": "generated"
  },
  "LaunchLootRequiredHeight": {
   "text": "Supplies the height a launched loot drop must reach in its arc, used alongside the initial height to shape the toss. Read from the name; where the value comes from is unverified.",
   "source": "generated"
  },
  "LoadAppSystems": {
   "text": "Loads the engine's application systems, the initialisation work that brings core subsystems up for the process. Read from the name; it is located in libengine2 rather than the server library, and which systems it covers is unverified.",
   "source": "generated"
  },
  "MakeIllusion": {
   "text": "Converts a unit into an illusion, applying the illusion state that separates it from the real hero. Read from the name; what it writes, and how the illusion is linked to its source unit, are unverified.",
   "source": "generated"
  },
  "MakePhantomBlocker": {
   "text": "Turns a unit into a phantom blocker so it obstructs movement or pathing, the setter counterpart to IsPhantomBlocker. Read from the name; the flag it writes and whether the state expires are unverified.",
   "source": "generated"
  },
  "MakeVisibleToTeam": {
   "text": "Grants one team visibility of an entity, the usual way to reveal a unit or ward to a single side without changing vision for everyone. Read from the name; whether the reveal is permanent or timed is not established here.",
   "source": "generated"
  },
  "ManageModelChanges": {
   "text": "Applies pending model changes on an entity, reconciling the model it should currently be showing after transformations, form switches or cosmetic updates. Read from the name; what it compares and what it swaps are unverified.",
   "source": "generated"
  },
  "MergeChallengeFiles": {
   "text": "Combines several challenge definition files into a single set, the kind of step used when event or quest data ships in multiple pieces. This is a name-only reading; nothing beyond the name is derived, so the file format and merge rules are unverified.",
   "source": "generated"
  },
  "ModifyGold": {
   "text": "Adds to or subtracts from a player's gold, the operation behind rewards, purchases, denials and penalties. Read from the name; which gold pool it adjusts and how the amount is bounded are unverified.",
   "source": "generated"
  },
  "MountWorldVPK": {
   "text": "Mounts the world's VPK archive so map and world-render assets become reachable through the filesystem. Read from the name in libworldrenderer; the mount point, packing layout and failure behaviour are unverified.",
   "source": "generated"
  },
  "NoHealthBar": {
   "text": "Reports whether a unit should be drawn without its health bar, the flag used for wards, couriers and cosmetic units you do not want a bar over. Read from the name; the backing field and any override conditions are unverified.",
   "source": "generated"
  },
  "NoTeamSelect": {
   "text": "Reports whether team selection is suppressed, i.e. the unit or mode does not let a player pick or change teams. Read from the name; what exactly it gates is unverified.",
   "source": "generated"
  },
  "NoUnitCollision": {
   "text": "Reports whether a unit is exempt from unit-versus-unit collision, letting other units walk through it as phased summons and non-blocking props do. Read from the name; the movement path that honours it is unverified.",
   "source": "generated"
  },
  "NotOnMinimap": {
   "text": "Reports whether an entity is hidden from the minimap for all viewers. Read from the name; the field it consults and whether it also affects other HUD elements are unverified.",
   "source": "generated"
  },
  "NotOnMinimapForEnemies": {
   "text": "Reports whether an entity is hidden from the minimap only for the opposing team, while allies still see its icon. Read from the name; the visibility rules it consults are unverified.",
   "source": "generated"
  },
  "NumModifiersUsingAbility": {
   "text": "Counts how many active modifiers on a unit were granted by a particular ability, the usual way to detect stacking of one ability's buffs. Read from the name; the modifier list it walks and whether hidden modifiers count are unverified.",
   "source": "generated"
  },
  "NumPlayers": {
   "text": "Reports a player count for the current game or context. Read from the name; whether it counts connected, spectating or in-game players is unverified.",
   "source": "generated"
  },
  "NumTeamPlayers": {
   "text": "Reports how many players belong to a team, useful for scaling per-team logic or validating lobby fill. Read from the name; which team states are included is unverified.",
   "source": "generated"
  },
  "OnChannelSelectionComplete": {
   "text": "Handles the point at which a channelled selection has finished, and references the string 'selected_encounter', so the choice being resolved is an encounter pick. Beyond that anchor the stored value and the interruption behaviour are unverified.",
   "source": "generated"
  },
  "OnResourceManifestLoaded_SceneSystemExtraInit_RayTracing": {
   "text": "Performs additional scene-system setup for ray tracing once a resource manifest has finished loading, so ray-tracing structures exist for the newly available resources. Read from the name in libscenesystem; the state it builds is unverified.",
   "source": "generated"
  },
  "PayGoldCost": {
   "text": "Deducts the gold cost of an action from the paying player or unit. Read from the name; whether it also validates affordability or emits a spend event is unverified.",
   "source": "generated"
  },
  "PayGoldCostForUpgrade": {
   "text": "Deducts the gold cost specific to upgrading something, such as levelling an ability or a shop upgrade, as opposed to a plain purchase. Read from the name; the upgrade kinds it covers are unverified.",
   "source": "generated"
  },
  "Plat_GetProcAddresses": {
   "text": "Resolves exported function addresses from a loaded module, the platform-abstraction helper for binding exported engine entry points. Read from the name in libtier0; the lookup and failure semantics are unverified.",
   "source": "generated"
  },
  "ProcessConVar": {
   "text": "Handles a console variable entry, applying or dispatching its parsed value within the engine's convar system. Read from the name in libengine2; the parsing rules and permission checks it applies are unverified.",
   "source": "generated"
  },
  "ProvidesVision": {
   "text": "Reports whether an entity grants vision to its team, distinguishing sight-providing units and wards from blind ones. Read from the name; the vision radius fields it pairs with and the day/night handling are unverified.",
   "source": "generated"
  },
  "RandomFloatExp": {
   "text": "Produces a random float with exponential weighting rather than a flat distribution, for rolls biased toward one end of a range. Read from the name; the exact distribution and random stream used are unverified.",
   "source": "generated"
  },
  "RandomInt": {
   "text": "Produces a random integer within a range, the general-purpose integer roll used by gameplay code. Read from the name; whether the stream is the deterministic server one is unverified.",
   "source": "generated"
  },
  "RecordLastHit": {
   "text": "Records that a unit was last-hit, the bookkeeping behind last-hit and deny counts shown on the scoreboard. Read from the name; the counters it touches and the denial case are unverified.",
   "source": "generated"
  },
  "RefCountsModifiers": {
   "text": "Reports whether an ability's modifiers are reference-counted, meaning repeated applications share one instance rather than stacking separate ones. Read from the name; the modifier-application path that honours it is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<AnimParamType_t>": {
   "text": "Supplies the reflection name for AnimParamType_t, the enum tagging which kind of value an animation-graph parameter carries. Read from the template argument and the GetFuncName name; the exact string produced and where reflection consumes it are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::AnimGraph::ParamType>": {
   "text": "Supplies the reflection name for the Attribute::AnimGraph::ParamType annotation, which tags a reflected member with the animation-graph parameter type it refers to. Read from the template argument; the emitted string and the tooling that reads it are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::AnimGraph::ReplayInputProvider>": {
   "text": "Supplies the reflection name for the Attribute::AnimGraph::ReplayInputProvider annotation, marking a reflected type or member as a source of replayed graph input. Read from the template argument; the emitted string and the behavior the marker triggers are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::AnimGraph::UseReflectionEditor>": {
   "text": "Supplies the reflection name for the Attribute::AnimGraph::UseReflectionEditor annotation, marking a type as edited through the generic reflection-driven editor rather than a bespoke one. Read from the template argument; the emitted string and the editor behavior are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::Color>": {
   "text": "Supplies the reflection name for the Attribute::Color annotation, which attaches a display color to a reflected member. Read from the template argument; the emitted string and how the color is applied are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::Deprecated>": {
   "text": "Supplies the reflection name for the Attribute::Deprecated annotation, which flags a reflected member or type as obsolete so tools can warn about or hide it. Read from the template argument; the emitted string and the resulting tool behavior are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::Description>": {
   "text": "Supplies the reflection name for the Attribute::Description annotation, which attaches explanatory help text to a reflected member. Read from the template argument; the emitted string and where the text surfaces are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::FriendlyName>": {
   "text": "Supplies the reflection name for the Attribute::FriendlyName annotation, which gives a reflected member a human-readable display name distinct from its code identifier. Read from the template argument; the emitted string and its display sites are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::Group>": {
   "text": "Supplies the reflection name for the Attribute::Group annotation, which files a reflected member under a named grouping for presentation. Read from the template argument; the emitted string and the grouping behavior are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::Icon>": {
   "text": "Supplies the reflection name for the Attribute::Icon annotation, which associates an icon with a reflected member. Read from the template argument; the emitted string and how the icon is resolved are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::IsEnabled>": {
   "text": "Supplies the reflection name for the Attribute::IsEnabled annotation, which gates whether a reflected member is treated as active or disabled. Read from the template argument; the emitted string and the gating rule are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::MotionMatching::UsesCustomCurrentValue>": {
   "text": "Supplies the reflection name for the Attribute::MotionMatching::UsesCustomCurrentValue annotation, marking a motion-matching type as providing its own current-value computation instead of a default. Read from the template argument; the emitted string and the behavior it selects are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::MotionMatching::UsesCustomSampleInterpolation>": {
   "text": "Supplies the reflection name for the Attribute::MotionMatching::UsesCustomSampleInterpolation annotation, marking a motion-matching type as interpolating between samples with its own routine. Read from the template argument; the emitted string and the interpolation it selects are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::ObjectColor>": {
   "text": "Supplies the reflection name for the Attribute::ObjectColor annotation, which attaches a color to a whole reflected object rather than to a single member. Read from the template argument; the emitted string and how the color is applied are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::ObjectGroup>": {
   "text": "Supplies the reflection name for the Attribute::ObjectGroup annotation, which files a whole reflected object under a named grouping. Read from the template argument; the emitted string and the grouping behavior are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::ObjectIcon>": {
   "text": "Supplies the reflection name for the Attribute::ObjectIcon annotation, which associates an icon with a whole reflected object. Read from the template argument; the emitted string and how the icon is resolved are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::ObjectName>": {
   "text": "Supplies the reflection name for the Attribute::ObjectName annotation, which gives a whole reflected object a display name of its own. Read from the template argument; the emitted string and where the name is shown are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::ObjectUserData>": {
   "text": "Supplies the reflection name for the Attribute::ObjectUserData annotation, which carries arbitrary caller-defined data on a reflected object. Read from the template argument; the emitted string and how the payload is interpreted are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::AnimGraph::EditExpression>": {
   "text": "Supplies the reflection name for the Attribute::UI::AnimGraph::EditExpression annotation, which asks the editor to present a member as an animation-graph expression field. Read from the template argument; the emitted string and the widget it selects are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::AnimGraph::EditParameterValue>": {
   "text": "Supplies the reflection name for the Attribute::UI::AnimGraph::EditParameterValue annotation, which asks the editor to present a member as an animation-graph parameter value field. Read from the template argument; the emitted string and the widget it selects are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::AutoExpand>": {
   "text": "Supplies the reflection name for the Attribute::UI::AutoExpand annotation, which asks the editor to show a member's contents expanded by default. Read from the template argument; the emitted string and the editor behavior are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::AutoRefresh>": {
   "text": "Supplies the reflection name for the Attribute::UI::AutoRefresh annotation, which asks the editor to keep a member's displayed value refreshed as it changes. Read from the template argument; the emitted string and the refresh cadence are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::Edit>": {
   "text": "Supplies the reflection name for the Attribute::UI::Edit annotation, which marks a reflected member as editable in the property UI. Read from the template argument; the emitted string and the widget chosen are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::EditCheckBox>": {
   "text": "Supplies the reflection name for the Attribute::UI::EditCheckBox annotation, which asks the editor to present a member as a checkbox. Read from the template argument; the emitted string and the widget's binding are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::EditComboBox>": {
   "text": "Supplies the reflection name for the Attribute::UI::EditComboBox annotation, which asks the editor to present a member as a drop-down list of choices. Read from the template argument; the emitted string and where the choices come from are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::EditLabel>": {
   "text": "Supplies the reflection name for the Attribute::UI::EditLabel annotation, which asks the editor to present a member as a plain text label. Read from the template argument; the emitted string and the widget's behavior are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::EditSlider>": {
   "text": "Supplies the reflection name for the Attribute::UI::EditSlider annotation, which asks the editor to present a member as a slider. Read from the template argument; the emitted string and how the slider range is fixed are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::Embed>": {
   "text": "Supplies the reflection name for the Attribute::UI::Embed annotation, which asks the editor to inline a member's own fields into the parent property list instead of nesting them. Read from the template argument; the emitted string and the layout effect are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::Font>": {
   "text": "Supplies the reflection name for the Attribute::UI::Font annotation, which selects the font used to display a reflected member. Read from the template argument; the emitted string and how the font is resolved are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::HideAddRemoveButtons>": {
   "text": "Supplies the reflection name for the Attribute::UI::HideAddRemoveButtons annotation, which suppresses the add and remove controls an editor would otherwise offer for a list-valued member. Read from the template argument; the emitted string and the affected widgets are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::ReadOnly>": {
   "text": "Supplies the reflection name for the Attribute::UI::ReadOnly annotation, which shows a member in the editor without allowing edits. Read from the template argument; the emitted string and how strictly it is enforced are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Attribute::UI::SortPriority>": {
   "text": "Supplies the reflection name for the Attribute::UI::SortPriority annotation, which weights where a member is placed in an editor's property list. Read from the template argument; the emitted string and the sorting rule are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<BlendKeyType>": {
   "text": "Supplies the reflection name for BlendKeyType, the enum selecting how a blend node interprets its key values. Read from the template argument and the GetFuncName name; the emitted string and the enum's members are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CAnimVariant>": {
   "text": "Supplies the reflection name for CAnimVariant, the tagged value container animation code uses to carry a parameter of one of several types. Read from the template argument; the emitted string and the variant's cases are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CBlendPoseOperation>": {
   "text": "Supplies the reflection name for CBlendPoseOperation, a pose operation whose name indicates it blends between poses, so the animation type registry and editor tooling can refer to that type textually. Read from the template argument in the name; the exact text produced and where it surfaces are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CChoreoPoseOperation>": {
   "text": "Supplies the reflection name for CChoreoPoseOperation, a pose operation whose name points at choreography-driven posing. Useful when you are mapping reflected animation type blocks back to concrete classes; the reading comes from the template argument, and the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CCurrentRotationVelocityMetricEvaluator>": {
   "text": "Supplies the reflection name for CCurrentRotationVelocityMetricEvaluator, a metric evaluator whose name indicates it scores the current rotational velocity when motion matching ranks candidate animations. Derived from the template argument in the name; the emitted text and its consumers are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CDifferenceBlendPoseOperation>": {
   "text": "Supplies the reflection name for CDifferenceBlendPoseOperation, a pose operation whose name indicates a difference or additive-style blend between poses. Read from the template argument only, so the exact string it produces is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CDistanceRemainingMetricEvaluator>": {
   "text": "Supplies the reflection name for CDistanceRemainingMetricEvaluator, a metric evaluator whose name indicates it scores the distance still remaining to a goal during motion-matching selection. Name-level reading from the template argument; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CFetchCyclePoseOperation>": {
   "text": "Supplies the reflection name for CFetchCyclePoseOperation, a pose operation whose name indicates it fetches a cycle value rather than producing a blend. Taken from the template argument in the name; the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CFutureVelocityMetricEvaluator>": {
   "text": "Supplies the reflection name for CFutureVelocityMetricEvaluator, a metric evaluator whose name indicates it scores predicted future velocity when motion matching ranks candidates. Read from the template argument; the exact string and the code that consumes it are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CLeafUpdateNode>": {
   "text": "Supplies the reflection name for CLeafUpdateNode, an animation update-graph node whose name marks it as a terminal leaf. Handy when dumping graph node types by name while reverse-engineering a graph; read from the template argument, with the produced text unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CPairedSequenceUpdateNode>": {
   "text": "Supplies the reflection name for CPairedSequenceUpdateNode, an update-graph node whose name indicates it drives a paired sequence. Read from the template argument in the name; the exact text produced is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CPathMetricEvaluator>": {
   "text": "Supplies the reflection name for CPathMetricEvaluator, a metric evaluator whose name indicates it scores candidate animations against a path. Derived from the template argument; the emitted text and its consumers are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CPoseOperation>": {
   "text": "Supplies the reflection name for CPoseOperation, the base pose-operation type that the more specific pose operations in this family extend. Useful as the anchor when identifying reflected pose-operation blocks; read from the template argument, so the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CRagdollComponentInstance>": {
   "text": "Supplies the reflection name for CRagdollComponentInstance, the runtime ragdoll component instance attached to an animating entity. Read from the template argument in the name; the exact string and where it appears are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CSequenceUpdateNode>": {
   "text": "Supplies the reflection name for CSequenceUpdateNode, an animation update-graph node whose name indicates it plays a sequence. Read from the template argument; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CSequenceUpdateNodeBase>": {
   "text": "Supplies the reflection name for CSequenceUpdateNodeBase, the shared base of the sequence-playing update nodes. Reach for it when you need the base type name rather than a concrete node name; read from the template argument, with the emitted text unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CSingleFramePoseOperation>": {
   "text": "Supplies the reflection name for CSingleFramePoseOperation, a pose operation whose name indicates it samples one fixed frame instead of animating over time. Read from the template argument; the exact text produced is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CStateMachineUpdateNode>": {
   "text": "Supplies the reflection name for CStateMachineUpdateNode, the animation update-graph node whose name indicates it hosts a state machine over child states. Useful when identifying state-machine blocks in reflected graph data; read from the template argument, with the produced text unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CStepsRemainingMetricEvaluator>": {
   "text": "Supplies the reflection name for CStepsRemainingMetricEvaluator, a metric evaluator whose name indicates it scores how many footsteps remain before a goal. Read from the template argument; the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CStopAtGoalUpdateNode>": {
   "text": "Supplies the reflection name for CStopAtGoalUpdateNode, an update-graph node whose name indicates it brings motion to a stop at a goal position. Read from the template argument in the name; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CUnaryUpdateNode>": {
   "text": "Supplies the reflection name for CUnaryUpdateNode, an update-graph node whose name indicates it wraps a single child node. Read from the template argument; the exact string it produces is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CUtlString>": {
   "text": "Supplies the reflection name for CUtlString, Valve's heap string container, so reflected members typed as a string can be described by name. Read from the template argument in the name; the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CUtlVector<CGlobalSymbol>>": {
   "text": "Supplies the reflection name for a CUtlVector of CGlobalSymbol, the container shape used where a reflected member holds a list of interned symbol names. Read from the template argument; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CUtlVector<CSmartPtr<CAnimComponentInstance>>>": {
   "text": "Supplies the reflection name for a CUtlVector of CSmartPtr to CAnimComponentInstance, the container shape used where a reflected member holds reference-counted animation component instances. Read from the template argument in the name; the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CUtlVector<CSmartPtr<CAnimMotorInstance>>>": {
   "text": "Supplies the reflection name for a CUtlVector of CSmartPtr to CAnimMotorInstance, the container shape used where a reflected member holds reference-counted animation motor instances that drive movement. Read from the template argument; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CUtlVector<CSmartPtr<CAnimParameterInstance>>>": {
   "text": "Supplies the reflection name for a CUtlVector of CSmartPtr to CAnimParameterInstance, the container shape used where a reflected member holds the live animation-graph parameter instances. Read from the template argument; the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CUtlVector<CWeightPreview>>": {
   "text": "Supplies the reflection name for a CUtlVector of CWeightPreview, the container shape used where a reflected member holds a list of blend-weight preview entries. Read from the template argument in the name; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CWayPointHelperUpdateNode>": {
   "text": "Supplies the reflection name for CWayPointHelperUpdateNode, an update-graph node whose name indicates it assists movement along waypoints. Read from the template argument; the exact string produced is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<CWeightPreview>": {
   "text": "Supplies the reflection name for CWeightPreview, the small record whose name indicates it carries a previewed blend weight for tooling display. Read from the template argument in the name; the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<DampingSpeedFunction>": {
   "text": "Supplies the reflection name for DampingSpeedFunction, the enumeration whose name indicates it selects how damping speed is shaped when a value is smoothed. Read from the template argument; the produced text and its consumers are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<FacingMode>": {
   "text": "Supplies the reflection name for FacingMode, the enumeration whose name indicates it selects how a character orients its facing. Useful when decoding reflected enum members in graph data; read from the template argument, with the emitted text unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<HSequence>": {
   "text": "Supplies the reflection name for HSequence, the handle type that identifies an animation sequence, so reflected members holding a sequence reference can be described by name. Read from the template argument; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<IAnimParameter>": {
   "text": "Supplies the reflection name for IAnimParameter, the interface for animation-graph parameters that gameplay code reads and writes. Read from the template argument in the name; the exact string produced is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<IAnimTag>": {
   "text": "Supplies the reflection name for IAnimTag, the interface for animation tags that mark regions or events within a clip. Read from the template argument; the emitted text and its consumers are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<IEnumAnimParameter>": {
   "text": "Supplies the reflection name for IEnumAnimParameter, the interface for animation-graph parameters whose value is an enumeration rather than a number or bool. Read from the template argument in the name; the produced text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<LinearRootMotionBlendMode_t>": {
   "text": "Supplies the reflection name for LinearRootMotionBlendMode_t, the enumeration whose name indicates it selects how linear root motion is blended between animations. Read from the template argument; the emitted text is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<Reflection::CAttribute>": {
   "text": "Yields the reflection name string identifying the Reflection::CAttribute type, one instantiation of the reflection system's internal per-type name helper carried in libanimationsystem. Read from the name and its template argument; no prototype is derived, so the exact string form and where it surfaces are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<ResetCycleOption>": {
   "text": "Yields the reflection name string for the ResetCycleOption enumeration, so animation cycle-reset options are identifiable by type name in libanimationsystem's reflection data. Useful when tracing how such enum-valued animation settings are exposed to tooling; read from the name and template argument, with no prototype derived, so the string's exact form is unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<SelectorTagBehavior_t>": {
   "text": "Yields the reflection name string for the SelectorTagBehavior_t enumeration, giving selector tag-behaviour values a readable type name in libanimationsystem's reflection data. Read from the name and its template argument; no prototype is derived, so the returned string and how it is stored are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<bool>": {
   "text": "Yields the reflection name string for the primitive bool type, an instantiation used where boolean-typed members are described by libanimationsystem's reflection data. Read from the name and its template argument; no prototype is derived, so the exact string and how reflection consumers obtain it are unverified.",
   "source": "generated"
  },
  "Reflection::Internal::GetFuncName<int>": {
   "text": "Yields the reflection name string for the primitive int type, an instantiation used where integer-typed members are described by libanimationsystem's reflection data. Read from the name and its template argument; no prototype is derived, so the exact string and how reflection consumers obtain it are unverified.",
   "source": "generated"
  },
  "RefundHealthCost": {
   "text": "Returns health spent on an ability or action back to the caster, the counterpart to a health-cost payment when the action is refunded or cancelled. Read from the name; the refund amount rules are unverified.",
   "source": "generated"
  },
  "RefundManaCost": {
   "text": "Returns mana spent on an ability back to the caster, used when a cast is cancelled or otherwise reimbursed. Read from the name; whether it refunds the full cost or a computed portion is unverified.",
   "source": "generated"
  },
  "RemoveAbilityFromIndexByName": {
   "text": "Removes an ability from a unit's ability slots by matching its name, and logs 'CDOTA_BaseNPC::RemoveAbilityFromIndexByName called, removing ability=%s because it matched name=%s'. The companion anchor 'AbilityDraftAbilityRemoval' ties the removal to Ability Draft; the name-matching rules are otherwise unverified.",
   "source": "generated"
  },
  "ResetBreakpadAppId": {
   "text": "Resets the application id reported to the Breakpad crash handler, so subsequent crash dumps are filed under the default app rather than an overridden one. Read from the name in libengine2; the value it restores is unverified.",
   "source": "generated"
  },
  "ResetBuybackCostTime": {
   "text": "Clears the time-based component of a hero's buyback cost, the timer that makes buyback price grow with match time or a recent buyback. Read from the name; the exact timestamp it zeroes is unverified.",
   "source": "generated"
  },
  "ResetTotalEarnedGold": {
   "text": "Zeroes a player's accumulated total earned gold, the lifetime-of-match tally used for net worth and end-game stats. Read from the name; whether reliable and unreliable gold are both cleared is unverified.",
   "source": "generated"
  },
  "RollPercentage": {
   "text": "Performs a percentage chance roll, the standard proc check for effects with a stated chance to trigger. Read from the name; whether it uses pseudo-random distribution or a plain roll is unverified.",
   "source": "generated"
  },
  "SV_InstallHLTVStringTableMirrors": {
   "text": "Installs mirrored copies of the server's string tables for HLTV, so spectator broadcasts carry their own copies of networked string data. Read from the name in libengine2; which tables are mirrored is unverified.",
   "source": "generated"
  },
  "ScaleDamage": {
   "text": "Applies a scaling factor to a damage value, the multiplier step by which amplification or reduction adjusts a hit. Read from the name; which damage stage it acts on is unverified.",
   "source": "generated"
  },
  "ScheduleAutoChannelComplete": {
   "text": "Schedules a channelled action to complete automatically at its due time, rather than waiting for an explicit finish. Read from the name; the timer mechanism and whether interruption cancels it are unverified.",
   "source": "generated"
  },
  "SchemaStaticInit_CBoneConstraintPoseSpaceMorph::Input_t": {
   "text": "Static schema registration for the Input_t type nested inside the pose-space-morph bone constraint, so the physics module's type is described to the schema system. Beyond registering that type, purpose is not established; a modder would touch it only to confirm the type is schema-visible.",
   "source": "generated"
  },
  "SchemaStaticInit_CVoiceContainerStaticAdditiveSynth::CHarmonic": {
   "text": "Static schema registration for the CHarmonic type nested inside the static additive-synth voice container in the sound system. Beyond registering that type, purpose is not established; it matters only as evidence the harmonic type is described in the schema.",
   "source": "generated"
  },
  "ScriptFirstMoveChild": {
   "text": "Exposes the first child in an entity's movement-parent hierarchy to VScript, the entry point for walking an attachment chain from script. Read from the name; the traversal order is unverified.",
   "source": "generated"
  },
  "ScriptGetAbsOrigin": {
   "text": "Exposes an entity's absolute world-space origin to VScript, as opposed to any local or parent-relative position. Read from the name; whether it reflects pending movement within the current tick is unverified.",
   "source": "generated"
  },
  "ScriptInputKill": {
   "text": "Exposes the entity Kill input to VScript, removing the entity from the world on demand. Read from the name; whether removal is immediate or deferred, and how it differs from a gameplay death, are unverified.",
   "source": "generated"
  },
  "ScriptNextMovePeer": {
   "text": "Exposes the next sibling in an entity's movement-parent hierarchy to VScript, the companion used with the first-child accessor to enumerate an attachment tree. Read from the name; the ordering is unverified.",
   "source": "generated"
  },
  "ScriptSetModel": {
   "text": "Swaps the entity's model to a script-supplied asset, the script-facing way to change what a spawned entity looks like at runtime. Read from the name; the accepted model form and whether collision or animation state is rebuilt with it are unverified.",
   "source": "generated"
  },
  "ScriptSetOrigin": {
   "text": "Places an entity at a world position given from script, moving it by setting its origin outright rather than by velocity. Read from the name; the coordinate space and whether collision is re-resolved after the move are unverified.",
   "source": "generated"
  },
  "ScriptSetSize": {
   "text": "Resizes an entity's bounding volume from script, applying new extents to the box used for collision and selection. Read from the name; how the extents are expressed and whether dependent bounds are recomputed are unverified.",
   "source": "generated"
  },
  "Script_AddCandyEvent": {
   "text": "Credits a candy entry \u2014 the seasonal event currency \u2014 from script, the hook a custom mode would use to award candy for in-game accomplishments. Read from the name; the recipient, amount and event identity it applies to are unverified.",
   "source": "generated"
  },
  "Script_AddDamageType": {
   "text": "Adds a damage-type classification to the damage the caller represents, letting script widen how an ability's damage is categorised before mitigation. Read from the name; the flag encoding and whether the addition persists past one damage instance are unverified.",
   "source": "generated"
  },
  "Script_AddNeutralItemToStash": {
   "text": "Puts a neutral item into a team's stash from script, giving custom modes a way to grant neutral drops directly. Read from the name; how the item and team are specified, and what happens when the stash is full, are unverified.",
   "source": "generated"
  },
  "Script_AlertNearbyUnits": {
   "text": "Alerts units in the vicinity from script, notifying nearby AI that something worth reacting to has happened. Read from the name; the alert radius, which units qualify and what reaction it triggers are unverified.",
   "source": "generated"
  },
  "Script_CanParentBeAutoAttacked": {
   "text": "Reports to script whether the caller's parent entity \u2014 typically a modifier's owner \u2014 is a legal auto-attack target, the check custom modifiers use to make a unit unattackable. Read from the name; the conditions folded into the answer are unverified.",
   "source": "generated"
  },
  "Script_EnableAbilityChargesOnTalentUpgrade": {
   "text": "Turns on charge-based use for an ability when a talent upgrade grants it charges, from script. Read from the name; where the charge count and replenish timing come from, and whether the change can be undone, are unverified.",
   "source": "generated"
  },
  "Script_GetAdditionalOwnedUnits": {
   "text": "Reports the extra units under an owner beyond its primary unit \u2014 summons, illusions and similar controlled entities \u2014 so script can act on a player's whole retinue. Read from the name; how ownership is decided and the collection form are unverified.",
   "source": "generated"
  },
  "Script_GetAmmoType": {
   "text": "Reports the ammo type associated with the queried entity, for script that varies behaviour by ammunition kind. Read from the name; how the type is encoded and which entities carry a meaningful value are unverified.",
   "source": "generated"
  },
  "Script_GetAttackTarget": {
   "text": "Reports the unit the queried entity is currently attacking, letting script react to what a unit has chosen to hit. Read from the name; whether it reflects a queued order or an attack already in progress is unverified.",
   "source": "generated"
  },
  "Script_GetAttacker": {
   "text": "Reports the entity credited as the attacker in the damage or event record being inspected \u2014 the source unit rather than the ability. Read from the name; whether ownership is resolved through summons to a controlling hero is unverified.",
   "source": "generated"
  },
  "Script_GetAuraOwner": {
   "text": "Reports the entity whose aura granted the modifier being inspected, letting script attribute aura effects back to their source. Read from the name; the result for modifiers that were not granted by an aura is unverified.",
   "source": "generated"
  },
  "Script_GetCastRangeBonus": {
   "text": "Reports the cast-range bonus applied on top of an ability's base range, for script that needs the effective reach. Read from the name; the units, and whether bonuses from several sources are combined into one figure, are unverified.",
   "source": "generated"
  },
  "Script_GetCloneSource": {
   "text": "Reports the original entity a clone was copied from, so script can tell a clone apart from the unit it duplicates. Read from the name; the result for entities that are not clones is unverified.",
   "source": "generated"
  },
  "Script_GetCreationTime": {
   "text": "Reports the game time at which the entity came into existence, useful in script for age, lifetime and expiry checks. Read from the name; which clock it samples and how it behaves across saves or restarts are unverified.",
   "source": "generated"
  },
  "Script_GetCursorCastTarget": {
   "text": "Reports the entity targeted by the cast currently being processed, the value a script ability reads to learn what it was aimed at. Read from the name; what it yields for point-targeted or no-target casts is unverified.",
   "source": "generated"
  },
  "Script_GetCursorTarget": {
   "text": "Reports the entity under the targeting cursor for the caller, for script logic that branches on what is being aimed at. Read from the name; how it relates to Script_GetCursorCastTarget, and its value when the cursor is over ground, are unverified.",
   "source": "generated"
  },
  "Script_GetEvasion": {
   "text": "Reports the queried unit's evasion \u2014 its chance to avoid an incoming attack \u2014 for script that inspects defensive stats. Read from the name; the scale used and whether contributions from several sources are combined are unverified.",
   "source": "generated"
  },
  "Script_GetEventPointsForPlayerID": {
   "text": "Reports the seasonal-event point total held by a given player ID, for script gating on event progress. Read from the name; which event the total belongs to and how the player ID is supplied are unverified.",
   "source": "generated"
  },
  "Script_GetEventPremiumPoints": {
   "text": "Reports a player's premium event points, the paid-tier counterpart to ordinary event points, for script that checks entitlement. Read from the name; the subject it is queried against and the event it refers to are unverified.",
   "source": "generated"
  },
  "Script_GetEventRanks": {
   "text": "Reports the event rank standing reached, letting script gate rank-locked rewards and content. Read from the name; the rank encoding, whether several ranks come back together, and the subject queried are unverified.",
   "source": "generated"
  },
  "Script_GetForceAttackTarget": {
   "text": "Reports the unit an entity has been forced to attack, overriding its normal target choice \u2014 the value script reads to see whether a forced target is in effect. Read from the name; the result when nothing is forced is unverified.",
   "source": "generated"
  },
  "Script_GetInflictor": {
   "text": "Reports the ability or item credited with causing the damage or event being inspected, as distinct from the attacking unit. Read from the name; what it yields for damage dealt without an inflictor is unverified.",
   "source": "generated"
  },
  "Script_GetItemSlot": {
   "text": "Reports which inventory slot an item occupies, for script that rearranges, swaps or inspects a unit's inventory. Read from the name; slot numbering and the value returned for items held outside the inventory are unverified.",
   "source": "generated"
  },
  "Script_GetLastAttackTime": {
   "text": "Reports the game time of the unit's most recent attack, usable in script for attack-cadence, idle and out-of-combat checks. Read from the name; whether it records the swing start or the moment damage landed is unverified.",
   "source": "generated"
  },
  "Script_GetLevelSpecialValueFor": {
   "text": "Looks up an ability's special value for a named key at a specified level, the script path for reading tuned per-level ability data such as damage or duration. Read from the name; the key form and the fallback for missing keys are unverified.",
   "source": "generated"
  },
  "Script_GetLevelSpecialValueNoOverride": {
   "text": "Looks up an ability's per-level special value while ignoring overrides layered on the base data, giving script the untouched tuning number. Read from the name; which override sources are skipped, and how a level is chosen, are unverified.",
   "source": "generated"
  },
  "Script_GetNthCourierForTeam": {
   "text": "Fetches the courier at a given index for a team, letting script walk a team's couriers rather than assume a single one. Read from the name; the index base and the result past the last courier are unverified.",
   "source": "generated"
  },
  "Script_GetPlayer": {
   "text": "Reports the player associated with the queried entity, the script bridge from a hero or unit to the person controlling it. Read from the name; the result for neutral or unowned entities is unverified.",
   "source": "generated"
  },
  "Script_GetPreferredCourierForPlayer": {
   "text": "Reports the courier a given player is set to use, so script issuing courier orders acts on the right one. Read from the name; how the preference is chosen and what comes back when the player has no courier are unverified.",
   "source": "generated"
  },
  "Script_GetProjectileSpeed": {
   "text": "Reports the travel speed of the projectile involved, for script doing flight-time, lead and interception calculations. Read from the name; the units, and whether it describes an attack projectile or an ability-spawned one, are unverified.",
   "source": "generated"
  },
  "Script_GetRangeToUnit": {
   "text": "Reports the distance from the queried entity to another unit, the script-side range check for proximity and cast-range logic. Read from the name; whether collision radii are subtracted and how height difference is handled are unverified.",
   "source": "generated"
  },
  "Script_GetRangedProjectileName": {
   "text": "Reports the ranged-attack projectile name configured for a unit, the identifier a script reads when matching or overriding projectile visuals and behaviour. Script-exposed accessor read from the name; located by signature in libserver with no prototype derived, so the backing field is unverified.",
   "source": "generated"
  },
  "Script_GetReplicatingOtherHero": {
   "text": "Reports the other hero that the subject is replicating, the link a script follows for illusions, clones and hero-copy effects. Read from the name; located by signature in libserver only, so what counts as replication here and how the link is stored are unverified.",
   "source": "generated"
  },
  "Script_GetSelectedHeroEntity": {
   "text": "Reports the hero entity currently selected for a player, giving script a handle to the unit that player controls. Read from the name; located by signature in libserver with no prototype derived, so the selection source and behaviour before a hero is picked are unverified.",
   "source": "generated"
  },
  "Script_GetSpellAmplification": {
   "text": "Reports a unit's spell amplification, the multiplier that scales its ability damage. Useful to script when previewing or replicating damage math; read from the name and located by signature only, so whether it reflects base stats, items or both is unverified.",
   "source": "generated"
  },
  "Script_GetStatusResistance": {
   "text": "Reports a unit's status resistance, the factor that shortens the effective duration of debuffs applied to it. Read from the name and located by signature in libserver; whether the value is a fraction, a percentage, or already combined across sources is unverified.",
   "source": "generated"
  },
  "Script_HasDamageType": {
   "text": "Tests whether a given damage type is set on the subject, letting script branch on physical, magical or pure classification. Read from the name; located by signature in libserver with no prototype derived, so the accepted encoding of the damage-type argument is unverified.",
   "source": "generated"
  },
  "Script_InterruptChannel": {
   "text": "Interrupts an ability channel in progress, ending the channelled effect early as a script-driven stop or silence would. Read from the name; located by signature in libserver only, so whether it also triggers the ability's interrupt handling is unverified.",
   "source": "generated"
  },
  "Script_IsAttackingEntity": {
   "text": "Tests whether the unit is currently attacking a specified entity, a check script uses for aggro, threat and retaliation logic. Read from the name; located by signature in libserver, so whether it covers wind-up, in-flight projectiles or only an active order is unverified.",
   "source": "generated"
  },
  "Script_IsCurrentlyHorizontalMotionControlled": {
   "text": "Reports whether the unit's horizontal movement is presently driven by a motion controller rather than normal movement, so script can avoid fighting an active forced-movement effect. Read from the name; located by signature in libserver with no prototype derived, so priority handling is unverified.",
   "source": "generated"
  },
  "Script_IsCurrentlyVerticalMotionControlled": {
   "text": "Reports whether the unit's vertical movement is presently driven by a motion controller, the check script uses before applying its own lift, toss or knock-up. Read from the name; located by signature in libserver only, so the interaction between competing controllers is unverified.",
   "source": "generated"
  },
  "Script_IsDeniable": {
   "text": "Reports whether the subject can currently be denied, that is finished off by its own side instead of the enemy. Read from the name; located by signature in libserver with no prototype derived, so the health thresholds and unit rules it consults are unverified.",
   "source": "generated"
  },
  "Script_IsPermanent": {
   "text": "Reports whether the subject is permanent rather than expiring on a timer, the distinction script uses when deciding to refresh or clear it. Read from the name; located by signature in libserver only, so which duration field it inspects is unverified.",
   "source": "generated"
  },
  "Script_IsUntargetableFrom": {
   "text": "Reports whether the unit cannot be targeted from a given source, letting script skip candidates that targeting rules would reject. Read from the name; located by signature in libserver with no prototype derived, so the source argument's meaning and the rules consulted are unverified.",
   "source": "generated"
  },
  "Script_LaunchLoot": {
   "text": "Launches a loot drop from the subject into the world, the spawn-and-throw step script triggers for item or bounty drops. Read from the name; located by signature in libserver only, so the drop contents, arc and landing rules are unverified.",
   "source": "generated"
  },
  "Script_OnAbilityUpgrade": {
   "text": "Handles the ability-upgrade event so script can react when an ability gains a level, for instance rescaling values or granting linked modifiers. Read from the name; located by signature in libserver with no prototype derived, so the event payload and conditions are unverified.",
   "source": "generated"
  },
  "Script_OtherAbilitiesAlwaysInterruptChanneling": {
   "text": "Reports the channel-behaviour flag asking whether starting another ability breaks this channel unconditionally, which script consults when authoring channelled abilities. Read from the name; located by signature in libserver with no prototype derived, so where the flag is stored and defaulted is unverified.",
   "source": "generated"
  },
  "Script_PassivesDisabled": {
   "text": "Reports whether the unit's passive abilities are currently suppressed, a state script checks before relying on passive effects. Read from the name; located by signature in libserver with no prototype derived, so which suppression sources it accounts for is unverified.",
   "source": "generated"
  },
  "Script_PayHealthCost": {
   "text": "Deducts an ability's health cost from the caster, the payment step script performs when driving a cast by hand. Read from the name; located by signature in libserver only, so whether it validates affordability or can reduce the caster below survivable health is unverified.",
   "source": "generated"
  },
  "Script_PayManaCost": {
   "text": "Deducts an ability's mana cost from the caster, the payment step script performs when driving a cast manually. Read from the name; located by signature in libserver with no prototype derived, so whether it checks affordability first or applies cost reductions is unverified.",
   "source": "generated"
  },
  "Script_RecordEventActionGrant": {
   "text": "Records that an event action was granted, the bookkeeping script performs for seasonal event and reward progression. Read from the name; located by signature in libserver with no prototype derived, so the action identifiers and the storage it writes are unverified.",
   "source": "generated"
  },
  "Script_RecordEventActionGrantForPrimaryEvent": {
   "text": "Records an event action grant scoped to the primary event rather than a named one, so script can log progression without selecting the event explicitly. Read from the name; located by signature in libserver only, so how the primary event is resolved is unverified.",
   "source": "generated"
  },
  "Script_RemoveHorizontalMotionController": {
   "text": "Removes a horizontal motion controller from the unit, releasing scripted control of its lateral movement and returning it to normal movement. Read from the name; located by signature in libserver with no prototype derived, so which controller is removed when several exist is unverified.",
   "source": "generated"
  },
  "Script_RemoveVerticalMotionController": {
   "text": "Removes a vertical motion controller from the unit, ending scripted control of its height and letting it settle back to the ground. Read from the name; located by signature in libserver only, so the removal's effect on an in-flight unit is unverified.",
   "source": "generated"
  },
  "Script_SetAmmoType": {
   "text": "Sets the ammunition type used by the subject, the knob script turns to change what a weapon or unit fires. Read from the name; located by signature in libserver with no prototype derived, so the accepted type encoding and its effects are unverified.",
   "source": "generated"
  },
  "Script_SetAngularVelocity": {
   "text": "Sets the entity's angular velocity, the spin rate script assigns to physics-driven or rotating objects. Read from the name; located by signature in libserver with no prototype derived, so the axis convention, units and whether it works on non-physics entities are unverified.",
   "source": "generated"
  },
  "Script_SetAttacker": {
   "text": "Sets the entity credited as attacker for the subject, the attribution script adjusts so kills and damage are assigned to the intended source. Read from the name; located by signature in libserver only, so how long the attribution persists is unverified.",
   "source": "generated"
  },
  "Script_SetAttacking": {
   "text": "Sets the unit's attacking state, the flag script toggles to mark it as engaged in an attack. Read from the name; located by signature in libserver with no prototype derived, so whether it drives animation, order state or only a stored flag is unverified.",
   "source": "generated"
  },
  "Script_SetCursorCastTarget": {
   "text": "Sets the cursor target for a cast, telling an ability which entity the caster aimed at when script drives casting itself. Read from the name; located by signature in libserver with no prototype derived, so its interaction with cursor position and direction is unverified.",
   "source": "generated"
  },
  "Script_SetDamageType": {
   "text": "Sets the damage type carried by the subject, letting script switch an ability or damage instance between physical, magical and pure classification. Read from the name; located by signature in libserver only, so the encoding it expects and when the change takes effect are unverified.",
   "source": "generated"
  },
  "Script_SetForceAttackTarget": {
   "text": "Forces the unit to attack a specified target, overriding its normal target acquisition until the override is cleared. Read from the name; located by signature in libserver with no prototype derived, so how the override is cleared and how it ranks against orders are unverified.",
   "source": "generated"
  },
  "Script_SetForceAttackTargetAlly": {
   "text": "Forces the unit to attack a specified allied target, the separate override script uses for friendly-fire cases that normal targeting refuses. Read from the name; located by signature in libserver with no prototype derived, so its precedence and clearing rules are unverified.",
   "source": "generated"
  },
  "Script_SetHasCustomTransmitterData": {
   "text": "Sets the flag marking the entity as carrying custom transmitter data, which script raises when it supplies its own network transmit information. Read from the name; located by signature in libserver with no prototype derived, so what the flag changes at transmit time is unverified.",
   "source": "generated"
  },
  "Script_SetOtherBlocker": {
   "text": "Assigns another entity as the subject's blocker, recording what is obstructing it for movement or pathing purposes. Read from the name, which is vague about the relationship's use; located by signature in libserver with no prototype derived, so the semantics are unverified.",
   "source": "generated"
  },
  "Script_SetTimeUntilRespawn": {
   "text": "Sets the remaining time before the subject respawns, the dial script turns to shorten, extend or reset a death timer. Read from the name; located by signature in libserver with no prototype derived, so the time base and whether zero forces an immediate respawn are unverified.",
   "source": "generated"
  },
  "Script_SetVelocity": {
   "text": "Sets an entity's velocity from script, the Script_ prefix marking it as a script-facing binding rather than an internal-only path. Read from the name; whether the vector replaces or adds to existing motion, and which movement systems honour it, are unverified.",
   "source": "generated"
  },
  "Script_TriggerModifierDodge": {
   "text": "Fires the modifier-dodge event on a unit \u2014 the evasion path that makes an incoming attack or projectile miss \u2014 exposed to script by the Script_ prefix. Use it to drive an evade proc from custom game code; the reading comes from the name, so the affected target and trigger conditions are unverified.",
   "source": "generated"
  },
  "Script_TriggerSpellAbsorb": {
   "text": "Fires spell-absorb handling on a unit, the shield behaviour that soaks an incoming targeted spell, exposed to script by the Script_ prefix. Read from the name; which unit absorbs, and whether a charge or cooldown is consumed, are unverified.",
   "source": "generated"
  },
  "Script_UseResources": {
   "text": "Spends a unit's resources for an action \u2014 costs such as mana, gold or health \u2014 from script. Read from the name; which pools are debited and how insufficient resources are reported are unverified.",
   "source": "generated"
  },
  "SelectSpawnType": {
   "text": "Chooses which spawn type or category to use when something is spawned. Read from the name; the inputs that drive the choice and the range of types it can pick are unverified.",
   "source": "generated"
  },
  "SendBuffRefreshToClients": {
   "text": "Pushes a refreshed buff/modifier state out to clients so UI, icons and client-side effects reflect changed modifier data. Reach for it after mutating a modifier server-side; read from the name, so which buff is refreshed and which clients receive it are unverified.",
   "source": "generated"
  },
  "SetAbilityIndex": {
   "text": "Sets the index an ability occupies, its slot position on the owning unit. Read from the name; whether it rearranges anything else or is a plain field write is unverified.",
   "source": "generated"
  },
  "SetAbsOrigin": {
   "text": "Sets an entity's absolute world-space position rather than a position relative to a parent. Use it to teleport or place an entity precisely; read from the name, so side effects such as collision, parenting or interpolation updates are unverified.",
   "source": "generated"
  },
  "SetAbsScale": {
   "text": "Sets an entity's absolute world-space scale rather than a scale relative to a parent. Read from the name; whether it resizes collision bounds or only visual size is unverified.",
   "source": "generated"
  },
  "SetAbsVelocity": {
   "text": "Sets an entity's absolute world-space velocity, replacing any parent-relative value. Read from the name; whether it applies to physics-driven and animation-driven motion alike is unverified.",
   "source": "generated"
  },
  "SetAcquisitionRange": {
   "text": "Sets the radius within which a unit automatically acquires attack targets, so raising it makes a unit engage from further out. Read from the name; the units of the value and any clamping are unverified.",
   "source": "generated"
  },
  "SetActivated": {
   "text": "Sets an activated/deactivated flag on the subject, toggling whether it is currently live. Read from the name alone, so what being activated actually gates here is unverified.",
   "source": "generated"
  },
  "SetAttackCapability": {
   "text": "Sets a unit's attack capability, the melee/ranged/no-attack classification governing how it can attack at all. Read from the name; the accepted values and whether projectile behaviour retunes with it are unverified.",
   "source": "generated"
  },
  "SetBaseAgility": {
   "text": "Sets a hero's base agility attribute, the pre-item, pre-modifier value that growth and bonuses build on. Read from the name; whether armour, attack speed and other derived stats recompute immediately is unverified.",
   "source": "generated"
  },
  "SetBaseAttackTime": {
   "text": "Sets a unit's base attack time, the interval between attacks before attack-speed modifiers are applied. Read from the name; whether an attack already underway adopts the new value is unverified.",
   "source": "generated"
  },
  "SetBaseHealthRegen": {
   "text": "Sets a unit's base health regeneration rate, the value items and modifiers add on top of. Read from the name; the units of the value and when the change takes effect are unverified.",
   "source": "generated"
  },
  "SetBaseIntellect": {
   "text": "Sets a hero's base intelligence attribute, the pre-item, pre-modifier value underlying mana and related derived stats. Read from the name; whether dependent stats refresh immediately is unverified.",
   "source": "generated"
  },
  "SetBaseManaRegen": {
   "text": "Sets a unit's base mana regeneration rate, the value items and modifiers add on top of. Read from the name; the units of the value and when it takes effect are unverified.",
   "source": "generated"
  },
  "SetBaseMoveSpeed": {
   "text": "Sets a unit's base movement speed, before bonuses, slows and percentage modifiers are applied. Read from the name; clamping against minimum and maximum speed limits is unverified.",
   "source": "generated"
  },
  "SetBaseStrength": {
   "text": "Sets a hero's base strength attribute, the pre-item, pre-modifier value that health and related derived stats build on. Read from the name; whether the health pool rescales immediately is unverified.",
   "source": "generated"
  },
  "SetBotDifficulty": {
   "text": "Sets the difficulty level driving a bot's behaviour, useful for scripting mixed-skill bot matches. Read from the name; the scale it expects and which bot systems respond to it are unverified.",
   "source": "generated"
  },
  "SetBuyBackDisabledByDevilsBargain": {
   "text": "Marks buyback as disabled for a player specifically because of the Devil's Bargain effect, blocking the paid instant respawn. Read from the name; whether it is a simple flag with a separate clear path, and how it interacts with other buyback locks, are unverified.",
   "source": "generated"
  },
  "SetBuybackCooldownTime": {
   "text": "Sets the cooldown time before a player may buy back again after respawning by gold. Read from the name; whether the value is an absolute game time or a remaining duration is unverified.",
   "source": "generated"
  },
  "SetBuybackGoldLimitTime": {
   "text": "Sets the time governing the post-buyback gold penalty window, during which a player's earned gold is restricted. Read from the name; the exact penalty it bounds and the time base used are unverified.",
   "source": "generated"
  },
  "SetCanBeUsedOutOfInventory": {
   "text": "Sets whether an item may be used while it is not in an active inventory slot, such as from a backpack or stash. Read from the name; which containers count as out of inventory is unverified.",
   "source": "generated"
  },
  "SetCanRepick": {
   "text": "Sets whether a player is permitted to repick their hero. Read from the name; whether it also governs repick cost or the window in which repicking is allowed is unverified.",
   "source": "generated"
  },
  "SetCastOnPickup": {
   "text": "Sets whether an item casts or consumes itself as soon as a unit picks it up, the behaviour of drop-and-grab consumables. Read from the name; which pickup paths honour the flag is unverified.",
   "source": "generated"
  },
  "SetChanneling": {
   "text": "Sets an ability's channeling state, marking it as currently being channelled. Read from the name; whether it also drives the channel bar and interrupt handling or only records a flag is unverified.",
   "source": "generated"
  },
  "SetCombineLocked": {
   "text": "Sets an item's combine lock, the flag that stops it from being automatically consumed into a recipe. Read from the name; whether the lock applies per item or per stack is unverified.",
   "source": "generated"
  },
  "SetCursorPosition": {
   "text": "Stores the world position the player's cursor indicated for the current order or cast, giving ability code a ground point to work from. Read from the name; whether the value is a raw trace hit or a projected point is unverified.",
   "source": "generated"
  },
  "SetCursorTargetingNothing": {
   "text": "Records that the cursor targeted nothing \u2014 bare ground rather than a unit or other entity \u2014 for the current order or cast. Read from the name; how consumers tell a fresh value from a stale one is unverified.",
   "source": "generated"
  },
  "SetCustomHealthLabel": {
   "text": "Sets a custom text label drawn on a unit's health bar, handy for custom-game counters, gauges and boss phases. Read from the name; whether colour and visibility are carried alongside the text is unverified.",
   "source": "generated"
  },
  "SetCustomIntParam": {
   "text": "Sets a named custom integer parameter on the subject, a general-purpose slot for custom-game data attached to an entity or modifier. Read from the name; where the value is stored and whether it is networked to clients are unverified.",
   "source": "generated"
  },
  "SetDamage": {
   "text": "Sets a damage value on the subject. Read from the name; whether it writes an attack/weapon damage field or an amount on a pending damage record is unverified.",
   "source": "generated"
  },
  "SetDamageCustom": {
   "text": "Stamps a custom damage identifier onto a damage record, so a mod can tag damage with its own type value and branch on that tag later. Read from the name; only a byte signature is derived, so the accepted value range and any side effects are unverified.",
   "source": "generated"
  },
  "SetDamageForce": {
   "text": "Sets the force vector carried by a damage event, the direction and magnitude used to shove the victim. Read from the name; with only a byte signature derived, the coordinate space and any clamping are unverified.",
   "source": "generated"
  },
  "SetDamagePosition": {
   "text": "Sets the world-space point at which a damage event is treated as having landed, which positional effects and directional reactions can key off. Name-level reading; only a byte signature is derived, so the coordinate space and whether it also influences damage direction are unverified.",
   "source": "generated"
  },
  "SetDroppable": {
   "text": "Sets whether an item may be dropped by its owner, the toggle behind items locked to a hero. Read from the name; only a byte signature is derived, so the exact flag and whether it reaches clients are unverified.",
   "source": "generated"
  },
  "SetFollowRange": {
   "text": "Sets the distance a unit tries to keep from the target it is following, useful for tuning escort, courier, or pet spacing. Read from the name; only a byte signature is derived, so units and clamping are unverified.",
   "source": "generated"
  },
  "SetFrozenCooldown": {
   "text": "Freezes or unfreezes a cooldown so it holds at its current remaining time instead of ticking down, the mechanism behind cooldown-pause effects. Read from the name; only a byte signature is derived, so what is held frozen and how it resumes are unverified.",
   "source": "generated"
  },
  "SetGold": {
   "text": "Sets a player's gold total, the direct economy write behind custom rewards and mode-specific starting funds. Read from the name; only a byte signature is derived, so which gold total it writes, and whether it replaces or adjusts, are unverified.",
   "source": "generated"
  },
  "SetHasRandomed": {
   "text": "Sets the flag recording that a player took a random hero rather than picking one, the state that random-related bonus rules consult. Read from the name; only a byte signature is derived, so the flag's owner and lifetime are unverified.",
   "source": "generated"
  },
  "SetHealthBarOffsetOverride": {
   "text": "Overrides the height at which a unit's health bar is drawn, letting a mod raise or lower it for oversized or unusual models. Read from the name; only a byte signature is derived, so the units involved and how the override is cleared are unverified.",
   "source": "generated"
  },
  "SetHidden": {
   "text": "Sets whether an entity is hidden from view, useful for temporarily removing something from the world without deleting it. Read from the name; only a byte signature is derived, so whether it also suppresses collision, targeting, or networking is unverified.",
   "source": "generated"
  },
  "SetIdleAcquire": {
   "text": "Sets whether a unit automatically acquires attack targets while idle, the control behind passive or hold-position behaviour. Read from the name; only a byte signature is derived, so the acquisition range it interacts with is unverified.",
   "source": "generated"
  },
  "SetInAbilityPhase": {
   "text": "Sets the flag marking that an ability is in its cast phase, the window between the cast beginning and the effect firing. Read from the name; only a byte signature is derived, so what the flag gates and when it clears are unverified.",
   "source": "generated"
  },
  "SetLastBuybackTime": {
   "text": "Records the game time of a player's most recent buyback, the stored value that buyback cooldown checks compare against. Read from the name; only a byte signature is derived, so the clock used and whether cooldown length derives from it are unverified.",
   "source": "generated"
  },
  "SetLocalScale": {
   "text": "Sets an entity's local scale, the size multiplier behind growth, shrink, and oversized-boss effects. Read from the name; only a byte signature is derived, so whether hitboxes and collision scale along with the model is unverified.",
   "source": "generated"
  },
  "SetLuaGameMode": {
   "text": "Assigns the Lua-side game mode for the match, the hook a custom mode uses to install its own rules object. Read from the name; only a byte signature is derived, so what it accepts and whether it can be changed mid-match are unverified.",
   "source": "generated"
  },
  "SetMaterialGroup": {
   "text": "Selects which material group a renderable uses, switching a model between its shipped skin or material variants. Read from the name; only a byte signature is derived, so which variants are valid and whether the change reaches clients are unverified.",
   "source": "generated"
  },
  "SetMoveCapability": {
   "text": "Sets a unit's movement capability, the class of locomotion it is permitted, such as ground or flying versus none at all. Read from the name; only a byte signature is derived, so the available capability values are unverified.",
   "source": "generated"
  },
  "SetNetworkStateChangedRouter": {
   "text": "Installs the router an entity uses to report changes to its networked state, presumably the plumbing that flags changed fields for replication. This is a name-only reading with just a byte signature derived, so what gets installed and which entities carry a router are unverified.",
   "source": "generated"
  },
  "SetOnlyPlayerHeroPickup": {
   "text": "Restricts an item so only a player-controlled hero may pick it up, keeping couriers, summons, or other units from collecting it. Read from the name; only a byte signature is derived, so which unit categories are excluded is unverified.",
   "source": "generated"
  },
  "SetOriginalDamage": {
   "text": "Stores the pre-mitigation damage amount on a damage record, preserving the value before reductions and modifiers alter it. Read from the name; only a byte signature is derived, so exactly which stage's value it holds is unverified.",
   "source": "generated"
  },
  "SetOverheadEffectOffset": {
   "text": "Sets the offset applied to the effect drawn above a unit, letting a mod reposition overhead art for unusual model heights. Read from the name; only a byte signature is derived, so the axes involved and their units are unverified.",
   "source": "generated"
  },
  "SetOverrideCastPoint": {
   "text": "Overrides an ability's cast point, the delay between the cast beginning and the effect firing, which is handy for animation-timing tweaks. Read from the name; only a byte signature is derived, so how the override is cleared and whether it survives level changes are unverified.",
   "source": "generated"
  },
  "SetParticleAlwaysSimulate": {
   "text": "Marks a particle system to keep simulating even when it would otherwise be skipped, for instance while off-screen or culled. Read from the name; only a byte signature is derived, so the exact culling it bypasses and the cost of doing so are unverified.",
   "source": "generated"
  },
  "SetParticleControlEnt": {
   "text": "Binds a particle system's control point to an entity so the effect tracks that entity as it moves. Read from the name; only a byte signature is derived, so which attachment and fallback behaviours are supported is unverified.",
   "source": "generated"
  },
  "SetPlayerID": {
   "text": "Assigns the player ID an entity belongs to, the link between a unit or item and its owning player slot. Read from the name; only a byte signature is derived, so what else changes as a result is unverified.",
   "source": "generated"
  },
  "SetRangedProjectileName": {
   "text": "Sets which projectile a unit's ranged attack uses, letting a mod swap attack visuals and travel behaviour per unit. Read from the name; only a byte signature is derived, so how the projectile resource is resolved is unverified.",
   "source": "generated"
  },
  "SetRefCountsModifiers": {
   "text": "Sets whether modifiers are reference-counted, so repeated applications accumulate a count rather than simply replacing or refreshing an existing one. Read from the name; only a byte signature is derived, so what removal does at each count is unverified.",
   "source": "generated"
  },
  "SetReportedPosition": {
   "text": "Sets the position reported for a unit rather than its true origin, for cases where the communicated or displayed location should differ. Read from the name; only a byte signature is derived, so who consumes the reported position is unverified.",
   "source": "generated"
  },
  "SetRespawnPosition": {
   "text": "Sets the world location an entity will respawn at, letting a mod send heroes or units to a custom point on death. Read from the name; only a byte signature is derived, so whether it persists across repeated deaths is unverified.",
   "source": "generated"
  },
  "SetSellable": {
   "text": "Sets whether an item can be sold, the toggle behind unsellable quest, event, or mode-specific items. Read from the name; only a byte signature is derived, so whether it also affects sell-back value or timing is unverified.",
   "source": "generated"
  },
  "SetShareability": {
   "text": "Sets an item's shareability level, controlling whether and how allies may take or use it. Read from the name; only a byte signature is derived, so the available levels and their exact meanings are unverified.",
   "source": "generated"
  },
  "SetShouldComputeRemainingPathLength": {
   "text": "Toggles whether a unit's remaining path length is computed during navigation, a per-unit switch trading a little pathing work for having that distance available. Read from the name; only a byte signature is derived, so where the computed length ends up is unverified.",
   "source": "generated"
  },
  "SetShouldDoFlyHeightVisual": {
   "text": "Toggles the visual height adjustment applied to flying units, letting a mod keep a model at ground level while the unit still moves as a flier, or the reverse. Read from the name; only a byte signature is derived, so the height applied is unverified.",
   "source": "generated"
  },
  "SetStacksWithOtherOwners": {
   "text": "Sets whether a modifier stacks with instances applied by other owners instead of one owner's instance superseding another's. Read from the name; only a byte signature is derived, so how conflicting instances are resolved when disabled is unverified.",
   "source": "generated"
  },
  "SetStashEnabled": {
   "text": "Enables or disables stash access for its owner, flipping the flag that governs whether items can be moved into or out of the stash. Read from the name; the owning class and the exact effect on stash retrieval are not derived here.",
   "source": "generated"
  },
  "SetStealable": {
   "text": "Marks whether something \u2014 most plausibly an ability or item \u2014 may be stolen. Read from the name alone; what the flag is set on, and which steal paths honour it, are unverified.",
   "source": "generated"
  },
  "SetStolen": {
   "text": "Records that an ability or item is in a stolen state, setting the flag that steal-related logic reads. Read from the name; the owning class and any side effects beyond the flag are not derived.",
   "source": "generated"
  },
  "SetStolenScepter": {
   "text": "Sets stolen-scepter state, distinguishing a scepter-granted ability obtained by stealing from one the owner holds outright. Read from the name; the owner and how the flag changes ability behaviour are unverified.",
   "source": "generated"
  },
  "SetUnitCanRespawn": {
   "text": "Sets whether a unit is permitted to respawn, useful for units that should remain dead once killed. Read from the name; the owning class and any interaction with respawn timers are not derived.",
   "source": "generated"
  },
  "SetUnitName": {
   "text": "Assigns a unit's name string, the identifier used for display and lookup. Read from the name; whether it changes a networked field or only server-side state is unverified.",
   "source": "generated"
  },
  "SetUnitShareMaskForPlayer": {
   "text": "Sets a per-player share mask on a unit, a bitmask describing which control and sharing rights a given player has over it. Read from the name; the bit layout and where the mask is enforced are not derived here.",
   "source": "generated"
  },
  "SetUpgradeRecommended": {
   "text": "Marks an ability or item as a recommended next upgrade, a flag suitable for highlighting a suggested level-up in UI. Read from the name; what consumes the flag is unverified.",
   "source": "generated"
  },
  "ShouldGiveFreeTPOnDeath": {
   "text": "Reports whether a dying unit should be granted a free teleport scroll, a predicate behind free-TP-on-death handling. Read from the name; the conditions it weighs are not derived here.",
   "source": "generated"
  },
  "ShouldIdleAcquire": {
   "text": "Reports whether an idle unit should acquire a target on its own, gating auto-acquisition while the unit has no orders. Read from the name; the exact idle criteria are unverified.",
   "source": "generated"
  },
  "Source2PreInit": {
   "text": "Performs an early engine pre-initialization stage in libengine2, before the main startup work. Beyond that staging role the name gives no specifics, so which subsystems it prepares is not established.",
   "source": "generated"
  },
  "SpawnNextBatch": {
   "text": "Spawns the next batch of units in a staged spawn sequence; the nearby string `Failed to Create Stack Buff on unit=%s, isalive=%s` indicates it also applies a stacking buff to spawned units and logs when that application fails. Name-plus-anchor reading; batch size and scheduling are not derived.",
   "source": "generated"
  },
  "SpeakAbilityConcept": {
   "text": "Triggers a spoken response line for an ability-related speech concept, giving heroes voice lines tied to ability events. Read from the name; the concept identifiers and the rules for choosing a line are not derived here.",
   "source": "generated"
  },
  "SpendCharge": {
   "text": "Consumes one charge from a charged item or ability; the nearby `DelayRemoveItem` string indicates that removal of a depleted item is deferred rather than immediate. Name-plus-anchor reading; the charge fields and the exact removal condition are unverified.",
   "source": "generated"
  },
  "SpendGold": {
   "text": "Deducts gold from a player's balance, a debit path for purchases and other gold costs. Read from the name; whether it distinguishes reliable from unreliable gold, or reports failure on insufficient funds, is not derived.",
   "source": "generated"
  },
  "StacksWithOtherOwners": {
   "text": "Reports whether a modifier or aura stacks when applied by different owners instead of collapsing to a single instance. Read from the name; the stacking rule it consults is unverified.",
   "source": "generated"
  },
  "StopFacing": {
   "text": "Clears a unit's active facing order so it stops turning toward a commanded direction or target. Read from the name; which facing state it resets is not derived here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::ConvertToByteStream": {
   "text": "Serializes an asset-modifier socket's contents into a byte stream, the compact form used to persist or transmit it. Read from the name; it is the write side matching TItemSocket<CProtoItemSocket_AssetModifier>::ParseFromByteStream, though the encoding and buffer ownership are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::ConvertToString": {
   "text": "Renders an asset-modifier socket's contents as text, the form suited to display, logging, or debug output. Read from the name; the formatting and whether it round-trips are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::GetGemDefIndex": {
   "text": "Reads the item-definition index of the gem currently occupying the socket, identifying which gem fills it. Read from the name; pair it with TItemSocket<CProtoItemSocket_AssetModifier>::SetGemDefIndex for writes, though the value used for an unfilled socket is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::GetRequiredHeroID": {
   "text": "Reads the hero ID a gem must match for this socket to accept it, expressing the socket's hero restriction. Read from the name; how an unrestricted socket is represented is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::GetRequiredType": {
   "text": "Reads the gem type this socket demands, constraining which asset-modifier gems may be inserted. Read from the name; the type enumeration behind the value is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::GetSocketType": {
   "text": "Reads the socket's own kind on the item, as distinct from what it accepts. Read from the name; contrast it with TItemSocket<CProtoItemSocket_AssetModifier>::GetRequiredType, which concerns the gem restriction rather than the socket's classification, and note both readings rest on the names.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::IsEmpty": {
   "text": "Reports whether the socket currently holds no gem, distinguishing an unfilled socket from a populated one. Read from the name; what internal value counts as empty is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::IsTradable": {
   "text": "Reports whether the socketed asset-modifier may be traded, a per-socket restriction distinct from the containing item's own tradability. Read from the name; pair it with TItemSocket<CProtoItemSocket_AssetModifier>::SetTradable, though the stored representation is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::ParseFromByteStream": {
   "text": "Reconstructs an asset-modifier socket's contents from a serialized byte stream, the read side of the socket's persistence format. Read from the name; it expects data in the same encoding produced by TItemSocket<CProtoItemSocket_AssetModifier>::ConvertToByteStream, and its failure behaviour on malformed input is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::SetGemDefIndex": {
   "text": "Writes the item-definition index of the gem occupying the socket, filling or replacing its contents. Read from the name; whether it validates the gem against the socket's required type or hero restriction is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_AssetModifier>::SetTradable": {
   "text": "Sets the socket's tradable flag, marking the socketed asset-modifier as tradable or not. Read from the name; whether it enforces any economy rule or merely records the flag is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::ConvertToByteStream": {
   "text": "Serializes the autograph socket's contents into a compact byte-stream form suitable for storage or transmission. Read from the name; the buffer layout and what happens on failure are not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::ConvertToString": {
   "text": "Renders the autograph socket's contents as text, the human-readable counterpart to its byte-stream form, useful for logging or inspecting socket state. Read from the name; the exact text format is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::CopyItemSocket": {
   "text": "Copies another item socket's contents into this autograph socket, duplicating the socketed data rather than aliasing it. Read from the name; what happens when the source holds a differently typed payload is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::GetGemDefIndex": {
   "text": "Returns the item-definition index of the gem installed in the autograph socket, identifying which gem definition the socket currently records. Read from the name; the value reported for an unfilled socket is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::GetImage": {
   "text": "Returns the image associated with the autograph socket, the artwork or icon shown when the socket's contents are displayed. Read from the name; which asset path or size variant is selected is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::GetItemType": {
   "text": "Returns the item-type identifier describing what the autograph socket holds, letting callers classify the socketed content. Read from the name; the type enumeration and its values are not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::GetRequiredHeroID": {
   "text": "Returns the hero ID the socket's contents are restricted to, the constraint tying an autograph to a specific hero. Read from the name; the value used when no hero restriction applies is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::GetRequiredItemLoadoutSlot": {
   "text": "Returns the loadout slot an item must occupy for this autograph socket's contents to apply. It carries the string anchor MAlternateSemanticName, indicating the backing field is also exposed under an alternate schema name; the slot encoding itself is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::GetRequiredType": {
   "text": "Returns the required-type constraint recorded on the autograph socket, describing what kind of content the socket will accept. Read from the name; the set of type values is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::GetSocketType": {
   "text": "Returns the socket-type identifier for this autograph socket, letting callers tell it apart from other socket specializations when handling sockets generically. Read from the name; the type constants are not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::HasUnremovableGem": {
   "text": "Reports whether the socket holds a gem that cannot be taken out; the literal string gem not removable sits in the function and matches that reading. Use it before offering to clear or re-gem a socket; the precise condition that marks a gem unremovable is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::IsEmpty": {
   "text": "Reports whether the autograph socket currently holds nothing, distinguishing an unfilled socket from a filled one. Read from the name; what counts as empty for a partially populated payload is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::IsTradable": {
   "text": "Reports whether the autograph socket's contents are tradable, the flag governing whether the socketed data restricts trading. Read from the name; the value assumed when tradability was never explicitly set is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::ParseFromByteStream": {
   "text": "Populates the autograph socket by decoding a serialized byte stream, the read side of its binary form. Read from the name; behaviour on truncated or malformed input is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::ParseFromString": {
   "text": "Populates the autograph socket by parsing a text representation of its contents, the read side of its string form. Read from the name; the accepted grammar and error reporting are not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::Precache": {
   "text": "Requests up-front loading of the assets the autograph socket's contents reference, so they are resident before the socket is displayed or used. Read from the name; no prototype is derived, so which resources are precached and when is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::SetGemDefIndex": {
   "text": "Stores a gem definition index on the autograph socket, installing or replacing which gem definition it records. Read from the name; whether the index is validated against known definitions is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::SetRequiredHeroID": {
   "text": "Sets the hero-ID restriction carried by the autograph socket. The libstdc++ anchor basic_string::_S_construct null not valid shows a std::string is built from the supplied value, so passing a null character pointer is invalid rather than a way to clear the restriction.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::SetRequiredItemLoadoutSlot": {
   "text": "Sets which loadout slot the autograph socket's contents require. The libstdc++ anchor basic_string::_S_construct null not valid shows a std::string is constructed from the supplied value, so a null character pointer is not a valid way to clear the requirement.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::SetRequiredType": {
   "text": "Sets the required-type constraint on the autograph socket, defining what content the socket will accept. Read from the name; whether out-of-range types are rejected is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Autograph>::SetTradable": {
   "text": "Sets the tradable flag on the autograph socket's contents, marking them as tradable or not. Read from the name; whether the flag also affects the host item is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::ConvertToByteStream": {
   "text": "Serializes the color socket's contents into a compact byte-stream form for storage or transmission. Read from the name; the buffer layout and failure behaviour are not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::ConvertToString": {
   "text": "Renders the color socket's contents as text, the human-readable counterpart to its byte-stream form and handy for logging socket state. Read from the name; the exact text format is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::GetGemDefIndex": {
   "text": "Returns the item-definition index of the gem installed in the color socket, identifying which gem definition it currently records. Read from the name; the value reported for an unfilled socket is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::GetRequiredType": {
   "text": "Returns the required-type constraint recorded on the color socket, describing what kind of content it will accept. Read from the name; the set of type values is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::GetSocketType": {
   "text": "Returns the socket-type identifier for this color socket, letting callers distinguish it from other socket specializations when handling sockets generically. Read from the name; the type constants are not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::IsEmpty": {
   "text": "Reports whether the color socket currently holds nothing, distinguishing an unfilled socket from a filled one. Read from the name; what counts as empty for a partially populated payload is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::IsTradable": {
   "text": "Reports whether the color socket's contents are tradable, the flag governing whether the socketed data restricts trading. Read from the name; the value assumed when tradability was never explicitly set is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::ParseFromByteStream": {
   "text": "Populates the color socket by decoding a serialized byte stream, the read side of its binary form. Read from the name; behaviour on truncated or malformed input is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::ParseFromString": {
   "text": "Populates the color socket by parsing a text representation of its contents, the read side of its string form. Read from the name; the accepted grammar and error reporting are not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::Precache": {
   "text": "Requests up-front loading of the assets the color socket's contents reference, so they are resident before the socket is displayed or used. Read from the name; no prototype is derived, so which resources are precached and when is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::SetGemDefIndex": {
   "text": "Stores a gem definition index on the color socket, installing or replacing which gem definition it records. Read from the name; whether the index is validated against known definitions is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::SetRequiredType": {
   "text": "Sets the required-type constraint on the color socket, defining what content it will accept. Read from the name; whether out-of-range types are rejected is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Color>::SetTradable": {
   "text": "Sets the tradable flag on the color socket's contents, marking them as tradable or not. Read from the name; whether the flag also affects the host item is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::ConvertToByteStream": {
   "text": "Serializes this effect socket into a byte-stream representation for storage or transfer. Read from the name; the exact encoding and where the bytes are written are not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::ConvertToString": {
   "text": "Produces a text representation of the effect socket, suitable for logging or text-based item records. Read from the name; the output format is not established here.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::GetGemDefIndex": {
   "text": "Reads the definition index of the gem socketed into this effect socket, identifying which gem item occupies it. Read from the name; the storage location and the value reported for an unoccupied socket are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::GetRequiredType": {
   "text": "Reports the required type of this socket, meaning the category of gem it will accept. Read from the name; the enumeration behind the value is not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::GetSocketType": {
   "text": "Reports which kind of socket this record is, distinguishing the effect specialization from other socket variants. Read from the name; the type enumeration is not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::IsEmpty": {
   "text": "Tests whether the effect socket currently holds no gem, the usual guard before offering or performing an insert. Read from the name; what exactly counts as empty is not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::IsTradable": {
   "text": "Reports whether this effect socket permits trading, useful for gating economy actions on an item. Read from the name; whether the flag describes the socket or the gem within it is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::ParseFromByteStream": {
   "text": "Populates the effect socket by decoding a serialized byte-stream representation. Read from the name; the stream layout and the behaviour on malformed input are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::ParseFromString": {
   "text": "Populates the effect socket by parsing a text representation of its state. Read from the name; the accepted format and error handling are not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::SetGemDefIndex": {
   "text": "Assigns the definition index of the gem occupying this effect socket, changing which gem the socket holds. Read from the name; whether the index is validated against the socket's required type is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::SetRequiredType": {
   "text": "Sets the category of gem this effect socket will accept. Read from the name; whether it rejects a value incompatible with an already-socketed gem is not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Effect>::SetTradable": {
   "text": "Sets the tradable flag on this effect socket. Read from the name; whether the change propagates to the owning item is not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::ConvertToByteStream": {
   "text": "Serializes this empty-socket record into a byte-stream representation for storage or transfer. Read from the name; the encoding is not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::ConvertToString": {
   "text": "Produces a text representation of the empty-socket record, suitable for logging or text-based item records. Read from the name; the output format is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::CopyItemSocket": {
   "text": "Copies socket state from another item socket into this one, the operation you want when duplicating an item or transferring its socket layout. Read from the name; which fields are copied, and whether the source must be the same specialization, are not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetDescription": {
   "text": "Resolves the socket's description through the localization token `Econ_Socket_%s_Desc`, so the displayed text lives in the localization files rather than in the socket record. What fills the substitution is not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetGemDefIndex": {
   "text": "Reads the gem definition index recorded for this socket entry. Read from the name; on the empty specialization the reported value plausibly denotes no gem, which this data does not confirm.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetItemType": {
   "text": "Reports the item type recorded for this socket entry. Read from the name; the enumeration used and how it relates to the socket's required type are not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetName": {
   "text": "Resolves the socket's display name through the localization token `Econ_Socket_%s_Name`, so names come from the localization files rather than from the socket record. What fills the substitution is not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetRequiredHeroID": {
   "text": "Reports the hero ID this socket entry is restricted to, letting callers gate socket use to a single hero. Read from the name; the value used when there is no restriction is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetRequiredItemLoadoutSlot": {
   "text": "Reports the loadout slot this socket requires, resolved against the item definitions in `scripts/items/unencrypted/items_master.txt`. Read from that anchor plus the name; how the slot is looked up in the file is not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetRequiredType": {
   "text": "Reports the required type of this socket entry, meaning the category of gem it accepts. Read from the name; the enumeration behind the value is not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::GetSocketType": {
   "text": "Reports which socket specialization this record is. Read from the name; the type enumeration is not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::IsTradable": {
   "text": "Reports whether this socket entry permits trading, useful for gating economy actions on the owning item. Read from the name; the backing flag is not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::ParseFromByteStream": {
   "text": "Populates this socket record by decoding a serialized byte-stream representation. Read from the name; the stream layout and the behaviour on malformed input are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::ParseFromString": {
   "text": "Populates this socket record by parsing a text representation of its state. Read from the name; the accepted format and error handling are not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::Precache": {
   "text": "Precaches the resources a socket entry needs so they are resident before the item is used in a match. Read from the name; no prototype is derived for this entry, so what it precaches and when is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::SetGemDefIndex": {
   "text": "Assigns the gem definition index recorded on this socket entry. Read from the name; whether the value is validated, and what happens on the empty specialization, are not established.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Empty>::SetTradable": {
   "text": "Sets the tradable flag on this socket entry. Read from the name; whether the change propagates to the owning item is not established by this data.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::ConvertToByteStream": {
   "text": "Serializes the spectator socket's contents into a compact byte-stream form, the counterpart of TItemSocket<CProtoItemSocket_Spectator>::ParseFromByteStream. Use it when persisting or transmitting socket state; the reading comes from the name, so the exact encoding and buffer handling are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::ConvertToString": {
   "text": "Renders the spectator socket's contents as text, pairing with TItemSocket<CProtoItemSocket_Spectator>::ParseFromString for a human-readable round trip. Handy for logging or text-backed storage; read from the name, so the produced format is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::CopyItemSocket": {
   "text": "Copies socket contents from another item socket into this one, so a spectator socket can be duplicated rather than rebuilt field by field. Read from the name; whether the copy replaces existing contents wholesale is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::GetGemDefIndex": {
   "text": "Reports the item-definition index of the gem sitting in the socket, the value written by TItemSocket<CProtoItemSocket_Spectator>::SetGemDefIndex. Use it to identify what a spectator socket holds; read from the name, so the value used for an empty socket is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::GetImage": {
   "text": "Fetches the image asset associated with the socket's current gem, for presenting the socket in UI. Read from the name; the asset form and how a variant is chosen are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::GetRequiredType": {
   "text": "Reports the gem type this socket will accept, i.e. the constraint on what can be inserted. Read from the name; how that requirement is encoded, and what an unconstrained socket reports, are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::GetSocketType": {
   "text": "Reports the socket's own type category, which for this instantiation is the spectator flavour of item socket. Read from the name, so the enumeration behind the value is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::IsEmpty": {
   "text": "Reports whether the socket currently holds no gem, the natural check before attempting an insertion or when deciding what to draw. Read from the name; what counts as empty for a partially initialised socket is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::IsTradable": {
   "text": "Reports whether the socket's contents are tradable, reading back the flag that TItemSocket<CProtoItemSocket_Spectator>::SetTradable writes. Read from the name; whether the answer also depends on the contained gem is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::ParseFromByteStream": {
   "text": "Populates the socket from a serialized byte stream, the inverse direction of TItemSocket<CProtoItemSocket_Spectator>::ConvertToByteStream. Use it when restoring socket state from storage or the wire; read from the name, so behaviour on malformed input is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::ParseFromString": {
   "text": "Populates the socket from its text representation, the inverse direction of TItemSocket<CProtoItemSocket_Spectator>::ConvertToString. Read from the name; the accepted syntax and how parse failures are reported are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::Precache": {
   "text": "Preloads the resources a spectator socket needs, such as the gem image, so they are resident before the socket is displayed or used. Read from the name and no prototype is derived, so exactly what is precached, and when, is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::SetGemDefIndex": {
   "text": "Sets which gem definition occupies the socket, the value later read back by TItemSocket<CProtoItemSocket_Spectator>::GetGemDefIndex. Read from the name; whether it validates the index against TItemSocket<CProtoItemSocket_Spectator>::GetRequiredType is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Spectator>::SetTradable": {
   "text": "Sets the socket's tradable flag, the state reported by TItemSocket<CProtoItemSocket_Spectator>::IsTradable. Read from the name; whether it merely stores the flag or enforces any economy rule is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::ConvertToByteStream": {
   "text": "Serializes the strange socket's contents into a byte-stream form, the counterpart of TItemSocket<CProtoItemSocket_Strange>::ParseFromByteStream. Use it when persisting or transmitting socket state; read from the name, so the encoding and buffer handling are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::ConvertToString": {
   "text": "Renders the strange socket's contents as text, pairing with TItemSocket<CProtoItemSocket_Strange>::ParseFromString. Useful for logs or text-backed storage; the reading comes from the name, so the produced format is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::CopyItemSocket": {
   "text": "Copies socket contents from another item socket into this strange socket, letting you clone socket state instead of setting each value. Read from the name; whether existing contents are fully replaced is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::GetGemDefIndex": {
   "text": "Reports the item-definition index of the gem in this strange socket, the value written by TItemSocket<CProtoItemSocket_Strange>::SetGemDefIndex. Read from the name, so what is reported for an unoccupied socket is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::GetImage": {
   "text": "Fetches the image asset tied to the socket's current gem, for showing the socket in UI. Read from the name; the asset form and variant selection are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::GetItemType": {
   "text": "Reports the item type recorded for this strange socket, a separate notion from the socket's own category given by TItemSocket<CProtoItemSocket_Strange>::GetSocketType. Read from the name, so the encoding of the type value is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::GetRequiredHeroID": {
   "text": "Reports the hero ID an item must match for this strange socket's requirement to be met, useful when filtering which items a socket applies to. Read from the name; the sentinel used when no hero is required is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::GetRequiredItemLoadoutSlot": {
   "text": "Reports the loadout slot an item must occupy to satisfy this socket, and the MAlternateSemanticName anchor marks the value as also exposed under a second semantic name, so it may surface in schema-driven tooling under a different identifier. The slot encoding itself is read from the name and unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::GetRequiredType": {
   "text": "Reports the type this strange socket requires of what goes into it. Read from the name; how the requirement is encoded, and what an unconstrained socket reports, are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::GetSocketType": {
   "text": "Reports the socket's own type category, here the strange flavour of item socket. Read from the name, so the enumeration behind the value is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::IsTradable": {
   "text": "Reports whether the strange socket's contents are tradable, reading back what TItemSocket<CProtoItemSocket_Strange>::SetTradable writes. Read from the name; whether the contained gem also influences the answer is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::ParseFromByteStream": {
   "text": "Populates the strange socket from a serialized byte stream, the inverse direction of TItemSocket<CProtoItemSocket_Strange>::ConvertToByteStream. Use it when restoring socket state; read from the name, so behaviour on malformed input is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::ParseFromString": {
   "text": "Populates the strange socket from its text representation, the inverse direction of TItemSocket<CProtoItemSocket_Strange>::ConvertToString. Read from the name; the accepted syntax and how failures are signalled are unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::Precache": {
   "text": "Preloads the resources a strange socket needs, such as its gem image, so they are ready before the socket is shown or used. Read from the name and no prototype is derived, so what it precaches and when is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::SetGemDefIndex": {
   "text": "Sets which gem definition occupies this strange socket, the value read back by TItemSocket<CProtoItemSocket_Strange>::GetGemDefIndex. Read from the name; whether it checks the index against TItemSocket<CProtoItemSocket_Strange>::GetRequiredType is unverified.",
   "source": "generated"
  },
  "TItemSocket<CProtoItemSocket_Strange>::SetTradable": {
   "text": "Sets the strange socket's tradable flag, the state reported by TItemSocket<CProtoItemSocket_Strange>::IsTradable. Read from the name; whether it simply stores the flag or applies any rule is unverified.",
   "source": "generated"
  },
  "TSListTests::CListOps::IsEmpty": {
   "text": "Reports whether the list this test harness exercises currently holds no elements. Read from the name; the owning class is implied by the name rather than established by the data, so the exact container and what counts as empty under concurrent access are unverified.",
   "source": "generated"
  },
  "TSListTests::CListOps::Pop": {
   "text": "Removes an element from the list the test harness drives and hands it back to the caller. Read from the name; the owning class is implied by the name, so the removal end and the behaviour on an empty list are unverified.",
   "source": "generated"
  },
  "TSListTests::CListOps::Push": {
   "text": "Adds an element to the list the test harness drives. Read from the name; the owning class is implied by the name, so where the element lands and what thread-safety it assumes are unverified.",
   "source": "generated"
  },
  "TSListTests::CListOps::Validate": {
   "text": "Checks the list's internal structure for consistency, the kind of invariant assertion a test harness runs after a burst of pushes and pops. Read from the name; the owning class is implied by the name, so what it inspects and how a failure surfaces are unverified.",
   "source": "generated"
  },
  "TSListTests::CQueueOps::IsEmpty": {
   "text": "Reports whether the queue this test harness exercises currently holds no entries. Read from the name; the owning class is implied by the name, so the exact container and what counts as empty under concurrent access are unverified.",
   "source": "generated"
  },
  "TSListTests::CQueueOps::Pop": {
   "text": "Takes an entry off the queue the test harness drives and returns it, in the first-in-first-out sense the queue naming implies. Read from the name; the owning class is implied by the name, so the behaviour when the queue is empty is unverified.",
   "source": "generated"
  },
  "TSListTests::CQueueOps::Push": {
   "text": "Enqueues an element into the queue the test harness drives. Read from the name; the owning class is implied by the name, so where the element lands and what thread-safety it assumes are unverified.",
   "source": "generated"
  },
  "TSListTests::CQueueOps::Validate": {
   "text": "Checks the queue's internal consistency, the invariant assertion a test harness runs after a burst of enqueue and dequeue traffic. Read from the name; the owning class is implied by the name, so what it inspects and how a failure surfaces are unverified.",
   "source": "generated"
  },
  "TimeUntilNextAttack": {
   "text": "Reports how much time remains before a unit may attack again, the attack-cooldown remainder useful for pacing and prediction logic. Read from the name; the time units and the cooldown source are not derived.",
   "source": "generated"
  },
  "UnmountWorldVPK": {
   "text": "Unmounts a world VPK archive in libworldrenderer, dropping filesystem access to that world's packed content. Read from the name; what triggers the unmount and its effect on already-loaded resources are unverified.",
   "source": "generated"
  },
  "UpdateTeamSlot": {
   "text": "Assigns or moves a player into a team slot; the warning string `CDOTA_PlayerResource::UpdateTeamSlot desired slot %d for player %d on team %d was already taken!` shows a requested slot is refused when occupied and the collision is logged. Anchored to that string; the fallback slot choice is not derived.",
   "source": "generated"
  },
  "UpgradeAbility": {
   "text": "Applies a level-up to an ability, the server-side path for spending a skill point on it. Read from the name; validation such as point availability and level caps is not derived here.",
   "source": "generated"
  },
  "ValidateStringFormatSpecifiers": {
   "text": "Checks a format string's specifiers for validity, a tier0 guard against malformed or mismatched printf-style formatting. Read from the name; the checks performed and the behaviour on failure are unverified.",
   "source": "generated"
  },
  "VerifySingleChunk": {
   "text": "Verifies one chunk of file data in the stdio filesystem, a per-chunk integrity check for packed or streamed content. Read from the name; the checksum scheme and failure handling are not derived.",
   "source": "generated"
  },
  "VfxInit": {
   "text": "Initializes VFX handling inside libmaterialsystem2, preparing the material system's effect and shader-effect machinery for use. Read from the name; the specific resources it sets up are not established here.",
   "source": "generated"
  },
  "WasKilledPassively": {
   "text": "Reports whether a unit's death came from a passive source rather than an active attack or ability, useful when attributing kills or gating on-kill effects. Read from the name; the rule that classifies a death as passive is not derived.",
   "source": "generated"
  },
  "WhoSelectedHero": {
   "text": "Identifies which player picked a given hero, a lookup for hero-to-player attribution during draft and spawn. Read from the name; the identifier form and how an unpicked hero is reported are unverified.",
   "source": "generated"
  },
  "WillReincarnate": {
   "text": "Reports whether a dying unit is going to revive itself instead of staying dead, a predicate for reincarnation-style effects. Read from the name; the conditions it checks are not derived here.",
   "source": "generated"
  },
  "google::protobuf::DynamicMessageFactory::GetPrototype": {
   "text": "Hands back the shared default instance for a message type assembled at runtime from a descriptor, the object you copy from when building messages whose C++ class was never compiled in. The owning class is implied by the name, so the lookup and caching behaviour behind it are unverified.",
   "source": "generated"
  },
  "google::protobuf::DynamicMessageFactory::~DynamicMessageFactory": {
   "text": "Destroys the factory and releases the runtime-built prototypes it owns, so dynamic messages made from it must not outlive it. The class is implied by the name, and the ownership rules beyond destruction are unverified.",
   "source": "generated"
  },
  "google::protobuf::FatalException::what": {
   "text": "Supplies the human-readable message text carried by a fatal protobuf exception, which is the string you log when catching one at a mod boundary. The class is implied by the name, and the wording and lifetime of that text are unverified.",
   "source": "generated"
  },
  "google::protobuf::FatalException::~FatalException": {
   "text": "Destroys a fatal protobuf exception object and frees the message storage it holds. The class is implied by the name, and beyond destruction no further purpose is indicated.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintBool": {
   "text": "Emits the text-format rendering of a boolean field value into protobuf's human-readable output, and is the hook to override when you want custom text for booleans. The class is implied by the name, so the exact output spelling is unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintBytes": {
   "text": "Emits the text-format rendering of a bytes field, escaping non-printable octets so binary payloads survive a human-readable dump. The class is implied by the name, and the exact escaping scheme is unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintDouble": {
   "text": "Emits the text-format rendering of a double-precision field value, deciding how much precision reaches the dump. The class is implied by the name, so the formatting and rounding choices are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintEnum": {
   "text": "Emits the text-format rendering of an enum field, normally the symbolic value name rather than the raw number. The class is implied by the name, and the fallback used for values outside the enum is unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintFieldName": {
   "text": "Emits the field label that precedes a value in text-format output, the override point when you want fields renamed or decorated in a dump. The class is implied by the name, and the separators it writes around the label are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintFloat": {
   "text": "Emits the text-format rendering of a single-precision float field value. The class is implied by the name, so precision and formatting choices are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintInt32": {
   "text": "Emits the text-format rendering of a signed 32-bit integer field value into the human-readable dump. The class is implied by the name, and formatting details are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintInt64": {
   "text": "Emits the text-format rendering of a signed 64-bit integer field value into the human-readable dump. The class is implied by the name, and formatting details are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintMessageEnd": {
   "text": "Writes the closing delimiter that ends a nested submessage in text-format output, the counterpart to google::protobuf::TextFormat::FieldValuePrinter::PrintMessageStart. The class is implied by the name, and the exact characters and indentation it emits are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintMessageStart": {
   "text": "Writes the opening delimiter that introduces a nested submessage in text-format output, giving you control over how nesting looks in a dump. The class is implied by the name, and the exact characters and indentation it emits are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintString": {
   "text": "Emits the text-format rendering of a string field, quoted and escaped for the human-readable dump. The class is implied by the name, and the exact quoting and escaping rules are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintUInt32": {
   "text": "Emits the text-format rendering of an unsigned 32-bit integer field value into the human-readable dump. The class is implied by the name, and formatting details are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::PrintUInt64": {
   "text": "Emits the text-format rendering of an unsigned 64-bit integer field value into the human-readable dump. The class is implied by the name, and formatting details are unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::FieldValuePrinter::~FieldValuePrinter": {
   "text": "Destroys a text-format value printer, releasing whatever state a custom subclass added on top of the base printer. The class is implied by the name, and beyond destruction no further purpose is indicated.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::Parser::ParserImpl::ParserErrorCollector::AddError": {
   "text": "Records a parse failure raised while reading protobuf text format, carrying the location and message so a caller learns where the input went wrong. The class is implied by the name, and how the diagnostics are stored or surfaced is unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::Parser::ParserImpl::ParserErrorCollector::AddWarning": {
   "text": "Records a non-fatal complaint about text-format input, something accepted but suspect, together with its location. The class is implied by the name, and how warnings are stored or surfaced is unverified.",
   "source": "generated"
  },
  "google::protobuf::TextFormat::Parser::ParserImpl::ParserErrorCollector::~ParserErrorCollector": {
   "text": "Destroys the text-format parser's diagnostic collector and releases the accumulated error and warning entries. The class is implied by the name, and beyond destruction no further purpose is indicated.",
   "source": "generated"
  },
  "google::protobuf::internal::ExtensionSet::flat_begin": {
   "text": "Marks the start of the flat array of extension entries held by google::protobuf::internal::ExtensionSet, the point you iterate from when walking extensions attached to a message. Read from the name and matched by byte signature in libanimationsystem at low confidence, so treat both the reading and the address as provisional.",
   "source": "generated"
  },
  "google::protobuf::internal::ExtensionSet::flat_end": {
   "text": "Marks the end of that flat extension-entry array, the stop condition paired with google::protobuf::internal::ExtensionSet::flat_begin when iterating extensions. Read from the name and matched by byte signature in libanimationsystem at low confidence, so verify it against the current build before relying on it.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayInputStream::BackUp": {
   "text": "Pushes back the tail of the chunk just handed out so those bytes are read again next time, letting a parser un-consume what it over-read. The class is implied by the name, and limits on how far you may back up are unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayInputStream::ByteCount": {
   "text": "Reports how many bytes of the backing array have been consumed so far, the position you use for offsets and progress checks. The class is implied by the name, and whether backed-up bytes are excluded from the tally is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayInputStream::Next": {
   "text": "Hands the reader the next contiguous span of the backing array so decoding proceeds without copying the buffer. The class is implied by the name, and chunk sizing plus the behaviour at exhaustion are unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayInputStream::Skip": {
   "text": "Advances the read cursor past a run of bytes without handing them to the caller, useful for jumping over fields you do not decode. The class is implied by the name, and the behaviour when the request runs past the array is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayInputStream::~ArrayInputStream": {
   "text": "Tears down the zero-copy reader wrapping a fixed byte array. The class is implied by the name, and whether the underlying array is also released is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayOutputStream::BackUp": {
   "text": "Returns the unwritten tail of the span just handed out, so the recorded output length counts only bytes actually produced. The class is implied by the name, and the permitted amount is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayOutputStream::ByteCount": {
   "text": "Reports how many bytes have been written into the fixed output array so far, which is how you learn the serialized length. The class is implied by the name, and its interaction with backed-up bytes is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayOutputStream::Next": {
   "text": "Hands out the next writable span of the fixed output array so a serializer writes straight into it with no intermediate copy. The class is implied by the name, and what happens once the array fills is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::ArrayOutputStream::~ArrayOutputStream": {
   "text": "Tears down the zero-copy writer over a caller-supplied byte array. The class is implied by the name, and beyond destruction no further purpose is indicated.",
   "source": "generated"
  },
  "google::protobuf::io::StringOutputStream::BackUp": {
   "text": "Returns the unwritten tail of the span just handed out so the target string ends up trimmed to what was really written. The class is implied by the name, and how the string is resized is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::StringOutputStream::ByteCount": {
   "text": "Reports how many bytes have been appended to the target string so far, giving you the serialized length while writing. The class is implied by the name, and the baseline it counts from is unverified.",
   "source": "generated"
  },
  "google::protobuf::io::StringOutputStream::Next": {
   "text": "Supplies the next writable block of the stream's destination string buffer so protobuf serialization can write directly into it without an intermediate copy. The StringOutputStream class is implied by the name and not established by this data, so buffer sizing and growth behaviour are unverified.",
   "source": "generated"
  },
  "google::protobuf::io::StringOutputStream::~StringOutputStream": {
   "text": "Tears down a string-backed output stream, releasing the wrapper's own state once serialization into the target string is finished. The StringOutputStream class is implied by the name; as a destructor, any behaviour beyond cleanup is not established here.",
   "source": "generated"
  },
  "google::protobuf::io::ZeroCopyOutputStream::AllowsAliasing": {
   "text": "Reports whether the output stream accepts aliased writes, where a caller-owned buffer is referenced rather than copied into the stream. The ZeroCopyOutputStream class is implied by the name and the reading is name-level, so treat it as a capability query paired with google::protobuf::io::ZeroCopyOutputStream::WriteAliasedRaw rather than a verified contract.",
   "source": "generated"
  },
  "google::protobuf::io::ZeroCopyOutputStream::WriteAliasedRaw": {
   "text": "Emits raw bytes into the stream by reference where aliasing is permitted, letting a caller-owned buffer be used directly instead of copied. The ZeroCopyOutputStream class is implied by the name, and the lifetime requirement that such a buffer stays valid is a name-level reading, not established here.",
   "source": "generated"
  },
  "snappy::ByteArraySource::Available": {
   "text": "Reports how many bytes remain unread in a byte-array input source wrapped for the Snappy compression code, letting a caller tell when the input is exhausted. Read from the name and backed by a derived prototype in libserver; useful when feeding your own buffers through Snappy rather than a file or stream.",
   "source": "generated"
  },
  "snappy::ByteArraySource::Peek": {
   "text": "Exposes the bytes currently readable from the byte-array source without consuming them, so the Snappy codec can inspect input in place instead of copying it. Read from the name and backed by a derived prototype in libserver; how much the call makes visible at once is not established here.",
   "source": "generated"
  },
  "snappy::ByteArraySource::Skip": {
   "text": "Advances the byte-array source past a run of bytes, consuming them without handing them to the caller. Read from the name and backed by a derived prototype in libserver; what happens when asked to skip beyond the end of the array is not established here.",
   "source": "generated"
  },
  "snappy::ByteArraySource::~ByteArraySource": {
   "text": "Destructor for a byte-array input source, tearing the wrapper down once a Snappy pass is finished with it. The owning class is implied by the name, and the data does not establish whether it releases the underlying buffer or merely the wrapper.",
   "source": "generated"
  }
 }
}