{ "meta": { "game": "cs2", "source_build": "game", "described": 3074, "named": 3987, "by_source": { "derived": 716, "generated": 2358 }, "valve_described_elsewhere": 913, "note": "Keyed on NAME, which is stable across builds. Descriptions are SIGNATURE-FREE: arity, types and verdicts join from abi-.json at render time. Valve's own text always wins and is NOT duplicated here \u2014 see bindings-.json." }, "descriptions": { "AG2_OnResourceChanged": { "text": "Reacts to an AG2 animation-graph resource changing, recreating the graph instance for the affected entity and logging that entity's index and name. Its log string is the direct evidence; useful to know when hot-reloading graph assets, though the conditions that trigger the recreate are unverified.", "source": "generated" }, "AG2_OnResourcePreReload": { "text": "Prepares for an AG2 graph resource reload by deleting the entity's existing graph instance, logging which entity lost its instance. The log string carries this directly; what else is torn down alongside the graph instance is not established.", "source": "generated" }, "AccumulateElapsedTime": { "text": "Adds a number of seconds to a running elapsed-time total and logs both the amount added and the new total. Read from the name and that log line; which timer or subsystem owns the accumulator is not established.", "source": "generated" }, "AddDamage": { "text": "Adds an amount of damage to something that accumulates it, such as a damage record or an entity's running damage total. This is a name-level reading with no string anchor, so what holds the total and how the addition is applied stay unverified.", "source": "generated" }, "AddStackKV3": { "text": "Pushes a KeyValues3 block onto a stack the sound system maintains, the shape of thing used when walking or building nested KV3 data. Read from the name in libsoundsystem; the stack's owner and the block's lifetime are unverified.", "source": "generated" }, "AirAccelerate": { "text": "Applies acceleration to an airborne player, the routine that governs air control and how much speed a strafe can add. Read from the name and its Source-movement lineage; also shipped as CCSPlayer_MovementServices::AirAccelerate, the usual hook point for changing air-strafe or surf behaviour.", "source": "generated" }, "AirMove": { "text": "Runs the airborne branch of player movement, applying the wish direction while the player is off the ground; it carries the string anchor PreSource1AirMove, marking the older Source-1 air-movement path kept in CS2. Also shipped as CCSPlayer_MovementServices::AirMove.", "source": "generated" }, "AppSystemCreateInterfaceFn": { "text": "Acts as the app-system framework's CreateInterface factory, resolving interfaces exposed by a loaded engine module so other code can obtain them. Read from the name in libengine2; the lookup and versioning rules it applies are not established.", "source": "generated" }, "ApplyBreakCommandListToPieces": { "text": "Applies a breakable object's list of break commands to the pieces produced when it shatters, driving what each resulting gib does. The name and its verbatim string anchor support this; the command set and the piece representation are not established.", "source": "generated" }, "AreTeamsPlayingSwitchedSides": { "text": "Reports whether the teams have swapped sides, as happens across the halftime switch, letting a mod map current team numbers back to starting sides. Read from the name and the CCSGameRules::AreTeamsPlayingSwitchedSides alias; no prototype is derived, so the conditions that set this state are unverified.", "source": "generated" }, "AssignSharedChangeCallbackIndex": { "text": "Assigns the index that identifies a shared change callback in the network system's change-notification bookkeeping. Read from the name in libnetworksystem; what the index is attached to, and how it is resolved later, are unverified.", "source": "generated" }, "AttackState::GetName": { "text": "Purpose is not established beyond returning some name string for the bot's attack state, most plausibly for state-machine debug output. The owning class AttackState is implied by the name, not recorded in the data.", "source": "generated" }, "AttackState::OnExit": { "text": "Runs the teardown for the bot's attack state when that state is left, and ships with the literal 'AttackState:OnExit()' that matches state-machine trace output. Read from that anchor plus the name; what it actually releases or resets is not derived.", "source": "generated" }, "BotChatterInterface::KilledMyEnemy": { "text": "Handles the bot chatter case where the enemy this bot was engaging died to someone else, and carries the literal 'KilledMyEnemy' as its concept token. Useful when suppressing or reskinning bot radio lines; the conditions that qualify a kill are not derived.", "source": "generated" }, "BotFollowMeme::Interpret": { "text": "Applies a broadcast 'follow me' chatter meme to a receiving bot, turning the request into that bot's own behaviour or intent. The owning class BotFollowMeme is implied by the name, not the data, and what the interpretation changes is unverified.", "source": "generated" }, "BotHostageBeingTakenMeme::Interpret": { "text": "Applies a 'hostage is being taken' chatter meme to a receiving bot so it can react to the reported hostage grab. The owning class BotHostageBeingTakenMeme is implied by the name, not the data, and the resulting behaviour change is unverified.", "source": "generated" }, "BotNavIgnore": { "text": "Marks something for bots to skip while navigating, excluding an area or entity from bot pathing. The reading comes from the name alone, so whether it sets a flag, answers a query, or backs a console command is not established.", "source": "generated" }, "BreakCreateParticle": { "text": "Spawns the particle effect that accompanies a breaking object, the visual burst seen when a breakable shatters. The name and matching string anchor support this; which particle system is chosen and where it is placed are not established.", "source": "generated" }, "BreakJointByName": { "text": "Breaks one specific joint on a jointed model, identified by that joint's name, which is how a single piece of a breakable or ragdoll gets detached. Read from the name and its verbatim anchor; the joint namespace and the physics consequences are not established.", "source": "generated" }, "BuildComponentRecursive": { "text": "Builds a component together with its nested child components, constructing a whole subtree in one pass. Read from the name and its verbatim string anchor; what counts as a component here, and what ends the recursion, are not established.", "source": "generated" }, "BuyState::GetName": { "text": "Purpose is not established beyond returning some name string for the bot's buy state, most plausibly for state-machine debug output. The owning class BuyState is implied by the name, not recorded in the data.", "source": "generated" }, "BuyState::OnExit": { "text": "Runs the teardown for the bot buying state when the bot leaves it. The owning class BuyState is implied by the name rather than recorded in the data, so what it finalises about the bot's loadout is unverified.", "source": "generated" }, "BuyState::OnUpdate": { "text": "Drives the bot's per-update buying behaviour and emits '%s bot spawned outside of a buy zone (%d, %d, %d)' when the bot cannot shop where it stands. Worth knowing when debugging custom maps where bots never buy; the purchase decision logic itself is not derived.", "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" }, "CAI_Expresser::CAI_Expresser": { "text": "Constructs the expresser that drives an NPC's speech, bringing up its cooldown tables (m_conceptCooldowns, m_ruleCooldowns), talk-time bookkeeping such as m_flStopTalkTime, and the m_pOuter back-pointer to the owning entity. Read from the name and the class fields; the initial values it writes are not derived.", "source": "generated" }, "CAI_Expresser::NoteSpeaking": { "text": "Records that the owner has started speaking and extends the talk-time window accordingly, printing ' NoteSpeaking( %f, %f ) (stop at %f)' with the resulting stop time. The window it maintains is visible in m_flStopTalkTime and m_flStopTalkTimeWithoutDelay; the arithmetic is not derived.", "source": "generated" }, "CAI_Expresser::SpeakAutoGeneratedScene": { "text": "Speaks a line by building a scene on the fly around a sound or response name instead of using an authored scene file, logging 'SpeakAutoGeneratedScene( %s, %f) %f'. Gating state such as m_flBlockedTalkTime and m_bAllowSpeakingInterrupts is relevant here; the generation details are not derived.", "source": "generated" }, "CAI_Expresser::SpeakRawScene": { "text": "Plays an authored scene directly as the NPC's speech, logging 'SpeakRawScene( %s, %f) %f' with the scene name and timing. Read from that anchor and the name; whether the request is queued or dropped relates to fields like m_flQueuedSpeechTime and m_bAllowSpeakingInterrupts, which is unverified.", "source": "generated" }, "CAI_ExpresserWithFollowup::SpeakDispatchResponse": { "text": "Speaks a response selected by the response system and dispatches the follow-up line attached to it, working with response objects of the kind this batch references (CRR_Response, CResponseCriteriaSet). The owning class is implied by the name, not the data, so the follow-up mechanics are unverified.", "source": "generated" }, "CAI_ScriptedSequence::CancelScript": { "text": "Aborts a running scripted sequence and releases its actor, emitting 'Cancelling script: %s' with the script name. Useful when tracking down NPCs wedged in map scripts; what actor state is restored on cancel is not derived.", "source": "generated" }, "CAI_ScriptedSequence::DelayStart": { "text": "Holds a scripted sequence waiting until its participants are ready, tracking a not-ready count that its debug line ' (%d): Exited DelayStart() with m_nNotReadySequenceCount of: %d.' reports. Read from that anchor and the name; the readiness rules and the delay duration are not derived.", "source": "generated" }, "CAK47::SecondaryAttack": { "text": "Implements the AK-47's secondary-fire branch, the alternate-attack path for that weapon. The class CAK47 is implied by the name, not the data, and what the alternate fire does on this build is unverified \u2014 worth hooking if you are adding per-weapon alt-fire behaviour.", "source": "generated" }, "CAggregateSceneObject::OnBeginRenderingFrame": { "text": "Prepares an aggregated scene object at the start of a rendering frame, refreshing the per-frame state its batched geometry needs. Read from the name and its home in libscenesystem; no prototype or field data is derived, so the refreshed state is unverified.", "source": "generated" }, "CAggregateSceneObjectDesc::Draw": { "text": "Issues the draw for a single aggregate scene-object description, submitting the geometry that description covers. The owning class CAggregateSceneObjectDesc is implied by the name, not the data, and the submission path is unverified.", "source": "generated" }, "CAmbientGeneric::GetDataDescMap": { "text": "Returns the data description map for the ambient sound entity \u2014 the table describing its keyvalues and its inputs, among them CAmbientGeneric::InputPlaySound and CAmbientGeneric::InputVolume. The class is implied by the name, not the data; use it as the entry point when enumerating that entity's mapper-facing surface.", "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" }, "CAmbientGeneric::RampThink": { "text": "Steps the ambient sound's volume and pitch ramp over time while the sound runs, moving the current values toward their targets. Relevant state sits in m_dpv, m_fActive and m_fLooping; read from the name, with the ramp rate and stop condition not derived.", "source": "generated" }, "CAnimData::AppendDataChannels": { "text": "Adds data channels to an animation data block, extending the per-channel storage that holds its compressed animation streams. The content it extends is visible in m_animArray, m_decoderArray and m_segmentArray; read from the name, so the append semantics and growth behaviour are unverified.", "source": "generated" }, "CAnimGraphController::PreGraphUpdate": { "text": "Performs the animation-graph controller's pre-update pass, staging parameters and inputs for the graph evaluation of the current tick, and ships with the literal 'PreGraphUpdate'. Read from that anchor and the name \u2014 exactly what it stages is not derived.", "source": "generated" }, "CAnimGraphGameSystem::AnimTickUpdate": { "text": "Runs the animation-graph game system's per-tick animation update for server-side animating entities, carrying the literal 'AnimTickUpdate' (the shape of a profiling or telemetry label). Read from the name and anchor; the entity set it covers and its timing are unverified.", "source": "generated" }, "CAnimGraphGameSystem::OnServerPrePackEntities": { "text": "Handles the server's pre-pack-entities event for the animation-graph game system, settling animation state before entity data is packed for networking. The class CAnimGraphGameSystem is implied by the name, not the data, and the work performed there is unverified.", "source": "generated" }, "CAnimationSystem::FrameUpdate": { "text": "Advances the animation system by one frame, servicing its per-frame animation work. The owning class CAnimationSystem is implied by the name rather than the data, so the scope of that update is unverified.", "source": "generated" }, "CAnimationSystemUtils::CreateAnimationHelper": { "text": "Creates an animation helper object for a caller that needs animation services against some target. The owning class CAnimationSystemUtils is implied by the name, not the data, so both the ownership and what the helper wraps should be treated as unverified.", "source": "generated" }, "CAnimationSystemUtils::DestroyAnimationHelper": { "text": "Destroys an animation helper obtained from this utility interface and releases what it holds. The owning class CAnimationSystemUtils is implied by the name, not the data, and the teardown details are unverified.", "source": "generated" }, "CAnimationSystemUtils::~CAnimationSystemUtils": { "text": "Destructor for the animation-system utility interface; purpose beyond tearing the object down is not established. The class is implied by the name, not the data.", "source": "generated" }, "CAppSystemDict::ConnectInterfaces": { "text": "Connects the registered app systems in the dictionary to the interfaces they require, resolving factory-provided pointers as the process brings its modules up. Read from the name and its home in libtier0; no prototype is derived, so the resolution rules and failure handling are unverified.", "source": "generated" }, "CAppSystemDict::LoadSystemAndDependencies": { "text": "Loads a named app system along with the systems it depends on, pulling in the modules needed to make it usable. Read from the name and its home in libengine2; the lookup order, dependency discovery and failure behaviour are not derived.", "source": "generated" }, "CAsyncFileSystem::RunCallbackAndMarkComplete": { "text": "Invokes the completion callback for a finished asynchronous file request and marks that request complete. Read from the name and its home in libfilesystem_stdio; the threading context and how the request is represented are not derived.", "source": "generated" }, "CAttributeContainer::GetItem": { "text": "Returns the economy item the attribute container holds \u2014 its m_Item member, an item-view object of the kind this batch references (CEconItemView). The class CAttributeContainer is implied by the name, not the data; this is the usual handle for reading a weapon or equipment item's attributes.", "source": "generated" }, "CAttributeList::SetOrAddAttributeValueByName": { "text": "Sets an econ attribute on the list by attribute name, creating the entry when the list does not already carry it, and writes into m_Attributes. Also shipped under the bare name SetOrAddAttributeValueByName; this is the practical hook for changing item or weapon attribute values at runtime.", "source": "generated" }, "CBarnLight::SetStyle": { "text": "Sets the light style on a barn light \u2014 the named pattern that drives its animated brightness, the state visible in `m_LightStyleString` and `m_flLightStyleStartTime`. Anchored by the string `SetStyle` and otherwise read from the name, so the accepted style encoding and when the change takes effect are unverified.", "source": "generated" }, "CBarnLight::Think_ApplyLightStylesToTargets": { "text": "Pushes the current light-style state out to the light's style targets on a periodic think, the work behind `m_LightStyleTargets` and `m_LightStyleEvents`. The `CBarnLight` class is implied by the name rather than established by the slot data, so the think interval and what a target receives are a name-level reading.", "source": "generated" }, "CBaseAnimGraphController::SequenceDuration": { "text": "Reports the playback length of an animation sequence, complaining with `CBaseAnimGraphController::SequenceDuration( %d ) out of range` when the sequence index is invalid. Handy with `m_hSequence` and `m_flPlaybackRate` when timing logic against an animation; the range check is evidenced by the anchor, the rest read from the name.", "source": "generated" }, "CBaseAnimGraphController::SetSequence": { "text": "Selects the controller's active animation sequence, the state reflected in `m_hSequence` and `m_flSeqStartTime`. The `CBaseAnimGraphController` class is implied by the name, not established by the slot data, so whether it restarts the cycle or blends is unverified.", "source": "generated" }, "CBaseButton::DrawDebugTextOverlays": { "text": "Emits the button's developer debug-text overlay lines, the on-screen dump a mapper uses to inspect state such as `m_nState` and `m_bLocked` while testing. The `CBaseButton` class is implied by the name, and the exact contents of the overlay are a name-level reading.", "source": "generated" }, "CBaseButton::InputDisable": { "text": "Handles the `Disable` entity-IO input on `CBaseButton`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseButton::InputEnable": { "text": "Handles the `Enable` entity-IO input on `CBaseButton`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseButton::InputLock": { "text": "Handles the `Lock` entity-IO input on `CBaseButton`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseButton::InputPress": { "text": "Handles the `Press` entity-IO input on `CBaseButton`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseButton::InputPressIn": { "text": "Handles the `PressIn` entity-IO input on `CBaseButton`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseButton::InputPressOut": { "text": "Handles the `PressOut` entity-IO input on `CBaseButton`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseButton::InputUnlock": { "text": "Handles the `Unlock` entity-IO input on `CBaseButton`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "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::GiveAmmo": { "text": "Grants ammunition into a combat character's reserve pool \u2014 the server-side path for topping players and NPCs up on ammo rather than handing them a weapon. Read from the name and its `CBaseCombatCharacter` binding; the amount actually granted, and any clamping against a carry limit, is not established here.", "source": "generated" }, "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" }, "CBaseCombatCharacter::UpdateLastKnownNav": { "text": "Refreshes the character's cached last-known navigation location, the bookkeeping that lets AI and nav queries recall where it last stood on the mesh; related to `m_nNavHullIdx` and `m_eHull`. Anchored by the string `UpdateLastKnownNav` and read from the name, so the update conditions are unverified.", "source": "generated" }, "CBaseDMStart::IsTriggered": { "text": "Tests whether this deathmatch spawn point is currently enabled, which is what a mapper gates through `m_Master`. The `CBaseDMStart` class is implied by the name, so the precise activation condition is a reading of the name plus that field rather than a verified check.", "source": "generated" }, "CBaseDoor::GetDataDescMap": { "text": "Exposes the door's data description map \u2014 the table describing its saved fields, keyvalues and inputs \u2014 which is what generic entity tooling reads to enumerate them. The `CBaseDoor` class is implied by the name, not established by the slot data.", "source": "generated" }, "CBaseDoor::InputClose": { "text": "Handles the `Close` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseDoor::InputLock": { "text": "Handles the `Lock` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseDoor::InputOpen": { "text": "Handles the `Open` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseDoor::InputSetNoNPCs": { "text": "Handles the `SetNoNPCs` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseDoor::InputSetSpeed": { "text": "Handles the `SetSpeed` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseDoor::InputSetToggleState": { "text": "Handles the `SetToggleState` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseDoor::InputToggle": { "text": "Handles the `Toggle` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseDoor::InputUnlock": { "text": "Handles the `Unlock` entity-IO input on `CBaseDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBaseEntity::AbsVelocity": { "text": "Reads the entity's absolute world-space velocity, the motion tracked in m_vecAbsVelocity, rather than a parent-relative or base velocity; it also ships under the name GetAbsVelocity. Read from the name and the class's velocity fields, so exactly which field it sources is inferred, not verified.", "source": "generated" }, "CBaseEntity::AcceptInput": { "text": "Delivers a named entity input, the map-I/O mechanism Hammer and scripts drive, to this entity so it acts on it; also shipped as CEntityInstance::AcceptInput. Read from the name; which input names are accepted and how they are handled is not established by this data.", "source": "generated" }, "CBaseEntity::ApplyAbsVelocityImpulse": { "text": "Adds an instantaneous impulse to the entity's absolute velocity, a one-step way to knock back or launch something instead of writing m_vecAbsVelocity yourself each tick. Read from the name and that field; whether mass scales the impulse, and the units used, are unverified.", "source": "generated" }, "CBaseEntity::ChangeTeam": { "text": "Moves the entity onto a different team, updating the team number carried in m_iTeamNum together with whatever bookkeeping a team change entails. The CBaseEntity class is implied by the name rather than established by the data, and the side effects beyond the team number are unverified.", "source": "generated" }, "CBaseEntity::ClearNavIgnoreContentsThink": { "text": "Clears the entity's nav-ignore contents state from a think pass, so navigation stops treating that entity's contents as ignorable. Read from the name alone at low confidence; the exact state cleared and the think context it runs in are unverified.", "source": "generated" }, "CBaseEntity::CreateEntityByName": { "text": "Creates a new entity instance from a class-name string, the usual way to spawn entities from code, and also ships as CGameEntitySystem::CreateEntityByName, CreateEntityByName and UTIL::CreateEntityByName. Read from the name; whether the new entity arrives already spawned or still needs initialising is not established here.", "source": "generated" }, "CBaseEntity::EmitSoundFilter": { "text": "Plays a sound on the entity for a caller-supplied recipient filter instead of a default audience, which is what you want for team-only or single-player cues; also shipped as EmitSound. Read from the name; the filter form and how the sound is identified are unverified.", "source": "generated" }, "CBaseEntity::EmitSoundParams": { "text": "Plays a sound on the entity using an explicit parameter set, such as volume and pitch overrides, rather than the sound entry's defaults; also shipped as ScriptEmitSoundParams. Read from the name and that script alias, so the parameters actually exposed are unverified.", "source": "generated" }, "CBaseEntity::EnableHammerUniqueId": { "text": "Turns on use of the entity's Hammer unique identifier, the level-editor ID surfaced in m_sUniqueHammerID, so map-authored entities stay identifiable at runtime. Read from the name and that field; what the toggle changes, and its scope, are unverified.", "source": "generated" }, "CBaseEntity::Event_Killed": { "text": "Handles the entity's death event and the bookkeeping around it, the hook to target when observing or altering kills, alongside m_lifeState and the m_OnKilled output. The CBaseEntity class is implied by the name rather than shown by the data, and what the event carries is unverified.", "source": "generated" }, "CBaseEntity::GetEyeAngles": { "text": "Gives the entity's eye or view angles, the orientation used for aiming and view-direction maths rather than the entity's model angles. The CBaseEntity class is implied by the name rather than established by the data, and the frame of reference of the value is unverified.", "source": "generated" }, "CBaseEntity::GetEyePosition": { "text": "Gives the entity's eye position, the world-space point to use as a view or line-of-sight origin rather than the entity's origin. The CBaseEntity class is implied by the name rather than established by the data, and how the eye offset is derived is unverified.", "source": "generated" }, "CBaseEntity::ImpactTrace": { "text": "Applies this entity's response to a bullet or trace impact, the decal and effect work driven by a trace result striking it. The CBaseEntity class is implied by the name rather than established by the data, and the effects produced and any physics response are unverified.", "source": "generated" }, "CBaseEntity::InputEnable": { "text": "Enables the entity in response to the map input of that name, the runtime switch for turning a map-placed entity on. Read from the name alone at low confidence; what enabling changes for a given entity type is unverified.", "source": "generated" }, "CBaseEntity::InputSetParentAttachment": { "text": "Parents the entity onto a named attachment point of its parent in response to the map input of that name, so it rides that attachment. Read from the name; whether it snaps onto the attachment or keeps the current offset, the distinction CBaseEntity::InputSetParentAttachmentMaintainOffset names, is unverified.", "source": "generated" }, "CBaseEntity::InputSetParentAttachmentMaintainOffset": { "text": "Parents the entity to a named attachment point while preserving its current offset from that point instead of snapping onto it, the behaviour named by its SetParentAttachmentMaintainOffset input string. Also shipped as InputSetParentAttachmentMaintainOffset; how the offset is captured and maintained is unverified.", "source": "generated" }, "CBaseEntity::IsPlayerController": { "text": "Reports whether this entity is a player controller, the type test to run before treating an entity as controller-side rather than pawn-side. The CBaseEntity class is implied by the name rather than established by the data, and the criteria the test applies are unverified.", "source": "generated" }, "CBaseEntity::IsPlayerPawn": { "text": "Reports whether this entity is a player pawn, the in-world body a class such as CCSPlayerPawn represents, so pawns can be filtered out of a general entity list. The CBaseEntity class is implied by the name rather than established by the data, and the test's criteria are unverified.", "source": "generated" }, "CBaseEntity::IsWeapon": { "text": "Reports whether this entity is a weapon, the type test for picking weapon entities out of a general entity sweep. The CBaseEntity class is implied by the name rather than established by the data, and what qualifies as a weapon here is unverified.", "source": "generated" }, "CBaseEntity::PerformInvalidatePhysicsRecursive": { "text": "Invalidates cached physics state for the entity and, per its name, its children, the refresh needed after a transform or hierarchy change so stale collision and movement data is not reused; the PerformInvalidatePhysicsRecursive string is present verbatim. Confidence is low, and which cached values are dropped is unverified.", "source": "generated" }, "CBaseEntity::PhysicsPushRotate": { "text": "Rotates a moving physics pusher and carries the entities it pushes around with it; the warning text 'Pushing rotation hard!' lives in this code, pointing at the case where a blocked push is forced through. Confidence is low, and the blocking behaviour and which entities get pushed are unverified.", "source": "generated" }, "CBaseEntity::Precache": { "text": "Loads the assets an entity type needs, such as models, sounds and particles, before it is used, so a custom entity's resources exist by the time it appears. The CBaseEntity class is implied by the name rather than established by the data, and what any given subclass precaches is not established here.", "source": "generated" }, "CBaseEntity::SUB_FadeOut": { "text": "Fades the entity out over time, the cleanup helper for making something disappear gradually instead of vanishing in a single frame. Read from the name alone at low confidence; the fade duration, the render effect used, and whether it also removes the entity are unverified.", "source": "generated" }, "CBaseEntity::SetAbsAngles": { "text": "Sets the entity's absolute world-space orientation, the write to use when placing or re-aiming an entity outside its parent's frame; also shipped as ScriptSetAbsAngles. Read from the name; whether child transforms or physics state are re-derived along with the angles is unverified.", "source": "generated" }, "CBaseEntity::SetAbsOrigin": { "text": "Sets the entity's absolute world-space position, the direct placement write behind teleport-like moves and spawn positioning; also shipped as SetAbsOrigin. Read from the name; whether collision state or the parent hierarchy is updated alongside the position is not established here.", "source": "generated" }, "CBaseEntity::SetAbsVelocity": { "text": "Sets the entity's absolute world-space velocity outright, replacing existing motion rather than adding to it the way an impulse does; the value corresponds to m_vecAbsVelocity, and it also ships as SetAbsVelocity. Whether m_vecBaseVelocity or the networked velocity are updated with it is unverified.", "source": "generated" }, "CBaseEntity::SetGravityScale": { "text": "Scales how strongly gravity pulls on this entity, the per-entity dial for floaty or heavy movement without touching the global gravity setting; also shipped as SetGravityScale. Read from the name; the neutral value and the interaction with the entity's move type are unverified.", "source": "generated" }, "CBaseEntity::SetGroundEntity": { "text": "Sets what this entity is standing on, the handle tracked in m_hGroundEntity together with the ground body recorded in m_nGroundBodyIndex; also shipped as SetGroundEntity. Read from the name and those fields, so the flag and friction side effects of the change are unverified.", "source": "generated" }, "CBaseEntity::SetMass": { "text": "Sets the mass of the entity's physics representation, and its error text 'Tried to call SetMass() on %s but it has no physics.' shows it expects the entity to own a physics object and complains when it does not. Also shipped as CBreakable::InputSetMass; confidence is low, and the units and any clamping are unverified.", "source": "generated" }, "CBaseEntity::SetMoveType": { "text": "Sets the entity's movement mode, the m_MoveType value selecting how the engine moves it, along with the collision behaviour that accompanies the mode. Read from the name and that field; the accepted values, and whether m_nPreviouslySetMoveType or m_nActualMoveType are maintained here, are unverified.", "source": "generated" }, "CBaseEntity::SetOwner": { "text": "Sets the entity's owner, the handle in m_hOwnerEntity used for attributing projectiles and for owner-based collision exclusion. The CBaseEntity class is implied by the name rather than established by the data, and the collision and damage-attribution consequences are unverified.", "source": "generated" }, "CBaseEntity::SetParent": { "text": "Attaches the entity to a parent so it inherits that parent's transform, the operation behind following, mounted and carried entities. Read from the name; whether an attachment point or an existing offset is preserved, which CBaseEntity::InputSetParentAttachment covers separately, is unverified.", "source": "generated" }, "CBaseEntity::Spawn": { "text": "Brings the entity into play, running the per-class initialisation that turns a freshly created entity into a live one with its keyvalues applied. The CBaseEntity class is implied by the name rather than established by the data, and the initialisation a given subclass performs is not established here.", "source": "generated" }, "CBaseEntity::StartTouch": { "text": "Handles the moment another entity begins touching this one, the entry hook for trigger-style volumes as distinct from the continuing contact CBaseEntity::Touch names. The CBaseEntity class is implied by the name rather than established by the data, and the touching entity's role in the handler is unverified.", "source": "generated" }, "CBaseEntity::StopSound": { "text": "Stops a sound currently playing on the entity \u2014 the stop side of `CBaseEntity::EmitSoundParams` and `CBaseEntity::EmitSoundFilter`. Read from the name; the data does not establish how the target sound is selected, so treat matching by name, channel, or handle as unverified.", "source": "generated" }, "CBaseEntity::TakeDamage": { "text": "Applies incoming damage to the entity \u2014 the embedded anchor `CBaseEntity::TakeDamageOld:` ties this code to the class's damage path. Pair it with m_iHealth, m_bTakesDamage, m_nTakeDamageFlags and m_hDamageFilter; the anchor names an older variant, so exactly which behaviour ships here is unverified.", "source": "generated" }, "CBaseEntity::Teleport": { "text": "Moves the entity instantly to a new origin and angles, and can reset its velocity, rather than sweeping it through the world \u2014 the tool for respawns and repositioning. The owning class is implied by the name rather than established by the data, so the exact fields it writes are unverified.", "source": "generated" }, "CBaseEntity::Touch": { "text": "Handles the entity's ongoing contact with another entity, the recurring touch case rather than the first-contact one named by `CBaseEntity::StartTouch`; m_pfnTouch holds the touch handler a modder would swap. The class is implied by the name rather than carried in the data, so the exact contact conditions are unverified.", "source": "generated" }, "CBaseEntity::UpdateWaterState": { "text": "Recomputes the entity's submersion state \u2014 whether it sits in water or slime and to what degree \u2014 refreshing that bookkeeping as the entity moves. Read from the name alongside m_nWaterTouch and m_nSlimeTouch; no prototype is derived, so the precise fields written and the triggering conditions are unverified.", "source": "generated" }, "CBaseFileSystem::Close": { "text": "Closes a file handle obtained from the filesystem, releasing its descriptor and buffers. The `CBaseFileSystem` class is implied by the name; a plugin that opens files with `CBaseFileSystem::Open` needs this to avoid leaking handles across a long-lived server session.", "source": "generated" }, "CBaseFileSystem::FileExists": { "text": "Reports whether a file is present at a path within the filesystem's search paths, without opening it \u2014 the cheap existence probe before loading a config or map-specific data. The `CBaseFileSystem` class is implied by the name, and the search-path semantics are a name-level reading.", "source": "generated" }, "CBaseFileSystem::FindFirstHelper": { "text": "Begins a wildcard directory search and produces the first match plus the handle for continuing enumeration with `CBaseFileSystem::FindNext`. The `Helper` in the name marks it as the shared internal worker behind the public find-first surface; match ordering and path filtering are unverified.", "source": "generated" }, "CBaseFileSystem::FindNext": { "text": "Advances an in-progress wildcard search to the next matching file, the iteration step for walking a directory's contents. Read from the name; whether directories appear among the matches, and how exhaustion is signalled, are not established by this data.", "source": "generated" }, "CBaseFileSystem::GetFileTime": { "text": "Reports a file's modification timestamp, the value to compare when deciding whether a cached config or asset has gone stale and needs reloading. The `CBaseFileSystem` class is implied by the name; the timestamp's epoch and the handling of missing files are a name-level reading.", "source": "generated" }, "CBaseFileSystem::GetPathTime": { "text": "Reports the modification time associated with a path, useful for invalidating a cache keyed on a whole search path rather than one file. Read from the name, so which of several search-path hits it reflects, and the units of the value, are unverified.", "source": "generated" }, "CBaseFileSystem::IsOk": { "text": "Reports whether an open file handle is still in a good state, the error check to consult before trusting data taken from it. The `CBaseFileSystem` class is implied by the name; whether reaching end-of-file counts as not-ok is not established here.", "source": "generated" }, "CBaseFileSystem::Open": { "text": "Opens a file by path and yields the handle the other filesystem entry points operate on \u2014 the way into reading or writing server-side files from a plugin. Read from the name; the accepted access modes and how a path resolves across search paths are unverified.", "source": "generated" }, "CBaseFileSystem::Read": { "text": "Pulls bytes from an open file handle into a caller-supplied buffer, advancing the stream position. The `CBaseFileSystem` class is implied by the name; how a short read is reported, and how it relates to `CBaseFileSystem::IsOk`, are a name-level reading.", "source": "generated" }, "CBaseFileSystem::ReadEx": { "text": "Reads file data with the extra control the `Ex` suffix implies \u2014 an extended form of `CBaseFileSystem::Read` for callers needing more say over buffering than the plain read offers. Read from the name, so what the extension actually controls is not established by this data.", "source": "generated" }, "CBaseFileSystem::Seek": { "text": "Moves the read/write position within an open file handle, letting a plugin jump to a record or re-read a header instead of streaming from the start. The `CBaseFileSystem` class is implied by the name; the accepted seek origins are a name-level reading.", "source": "generated" }, "CBaseFileSystem::Size": { "text": "Reports the byte length of a file, the figure to size a buffer against before pulling one in whole. The `CBaseFileSystem` class is implied by the name; whether it answers for an open handle, a bare path, or both is not established here.", "source": "generated" }, "CBaseFileSystem::Tell": { "text": "Reports the current read/write offset within an open file handle \u2014 the counterpart to seeking, useful for noting a position to come back to. The `CBaseFileSystem` class is implied by the name, and the origin the offset is measured from is a name-level reading.", "source": "generated" }, "CBaseFileSystem::Write": { "text": "Puts caller-supplied bytes into an open file handle, the route a plugin takes to persist logs, stats or generated configuration. The `CBaseFileSystem` class is implied by the name; whether writes are buffered until the handle closes, and how failures surface, are not established here.", "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" }, "CBaseFilter::PassesFilterImpl": { "text": "Decides whether a candidate entity passes this filter \u2014 the `Impl` half of the test, with `m_bNegated` inverting the verdict and `m_OnPass`/`m_OnFail` carrying it out to map logic. The `CBaseFilter` class is implied by the name, so the pass condition is a name-and-field reading.", "source": "generated" }, "CBaseGameStats::Event_LevelInit": { "text": "Records the stats system's level-start event, emitting `CBaseGameStats::Event_LevelInit [%s]` with the level identifier. A natural hook for beginning per-map stat accumulation; the anchor establishes the logging, while anything else it tallies is not established here.", "source": "generated" }, "CBaseGameStats::Event_LevelShutdown": { "text": "Records the stats system's level-teardown event, the level-init counterpart and the point where per-map totals would be finalised. The `CBaseGameStats` class is implied by the name, so what statistics it actually writes out is a name-level reading.", "source": "generated" }, "CBaseGameStats::Event_MapChange": { "text": "Records a map change in the game stats system, the marker separating one map's accumulated statistics from the next. Read from the name; whether it carries the outgoing map, the incoming one, or both is not established by this data.", "source": "generated" }, "CBaseGameStats::Event_PlayerConnected": { "text": "Records a player connecting, emitting `CBaseGameStats::Event_PlayerConnected [%s]` with the player's identifier. A useful hook for opening per-player session tracking; the anchor establishes the logging, but what is persisted beyond that line is not established here.", "source": "generated" }, "CBaseGameStats::Event_PlayerDisconnected": { "text": "Records a player leaving, emitting `CBaseGameStats::Event_PlayerDisconnected [%s]` with the player's identifier \u2014 the natural place to close out that session's accumulated stats. The anchor establishes the logging; whether disconnect reason or session length is also captured is not established here.", "source": "generated" }, "CBaseGameStats::Event_PlayerKilled": { "text": "Records a player's death from the victim's side, emitting `CBaseGameStats::Event_PlayerKilled [%s] [%dth death]`. The anchor establishes both the victim identifier and a running per-player death tally, so a cumulative count is being kept; what else the entry stores is not established here.", "source": "generated" }, "CBaseGameStats::Event_PlayerKilledOther": { "text": "Records a kill from the attacker's side, emitting `CBaseGameStats::Event_PlayerKilledOther [%s] killed [%s]` with killer and victim identifiers. The anchor establishes that both parties are captured; whether weapon, position or damage detail is recorded alongside them is not established here.", "source": "generated" }, "CBaseGameStats_Driver::Event_LevelShutdown": { "text": "Marks the end of a level for the game-statistics driver, a hook where per-map stats are wrapped up as the map tears down. The class is implied by the name, and no prototype is derived, so what it records or flushes is unverified.", "source": "generated" }, "CBaseGameStats_Driver::Event_LoadGame": { "text": "Notifies the game-statistics driver that a saved game has been loaded, so stat tracking can pick up restored state. The class is implied by the name, and no prototype is derived, so what it resets or resumes is unverified.", "source": "generated" }, "CBaseGameStats_Driver::Event_SaveGame": { "text": "Notifies the game-statistics driver that a game is being saved, the point at which accumulated stats would be captured alongside the save. The class is implied by the name, and no prototype is derived, so what it writes is unverified.", "source": "generated" }, "CBaseGameStats_Driver::Event_Shutdown": { "text": "Shuts down the game-statistics driver itself, a teardown hook distinct from the per-level CBaseGameStats_Driver::Event_LevelShutdown. The class is implied by the name, and no prototype is derived, so its final flush or cleanup work is unverified.", "source": "generated" }, "CBaseGameUIInputHandler::GetName": { "text": "Returns an identifying name for the handler; beyond that its purpose is not established by this data. The class is implied by the name, not derived from the entry itself.", "source": "generated" }, "CBaseGameUIInputHandler::HandleInputEvent": { "text": "Handles an input event for a game-UI input handler, where a UI element consumes key, mouse or controller input and decides whether to swallow it. The class is implied by the name, and no prototype is derived, so which event kinds it accepts is unverified.", "source": "generated" }, "CBaseGrenade::Explode": { "text": "Detonates the grenade and produces its explosion, carrying the string anchor Grenade.Explode. Tuning a blast means m_DmgRadius, m_flDamage and m_flDetonateTime, with m_hThrower for attribution and the m_OnExplode output to hook; no prototype is derived, so its inputs and timing are unverified.", "source": "generated" }, "CBaseModelEntity::GetBoneTransform": { "text": "Fetches the transform of a bone on the entity's model, giving a bone-accurate position and orientation for attachments, effects or hit tests. Read from the name, with a prototype derived for this entry; the coordinate space of the transform is not established here.", "source": "generated" }, "CBaseModelEntity::InputSetBodyGroup": { "text": "Backs the entity input named by its own anchor InputSetBodyGroup, switching which bodygroup of the model is shown from a map or I/O trigger. The selection lives in m_bodyGroupChoices; confidence is low and no prototype is derived, so the accepted value format is unverified.", "source": "generated" }, "CBaseModelEntity::LookupBone": { "text": "Resolves a bone on the entity's model by name into the identifier the bone APIs use, pairing naturally with CBaseModelEntity::GetBoneTransform. Read from the name, with a prototype derived; what it yields for an unknown bone is not established here.", "source": "generated" }, "CBaseModelEntity::SUB_FadeOut": { "text": "Fades the entity out of sight over time as a deferred cleanup step, rather than deleting it outright. Read from the name; no prototype is derived, so the fade duration and whether the entity is removed at the end are unverified.", "source": "generated" }, "CBaseModelEntity::SetBodyGroupByName": { "text": "Selects a bodygroup on the entity's model by bodygroup name, a usual way to swap visible model parts on props, weapons and player models. Shipped as the same function as CBaseModelEntity::SetBodygroup, with the chosen values held in m_bodyGroupChoices; a prototype is derived, though its failure behaviour is unverified.", "source": "generated" }, "CBaseModelEntity::SetBodygroup": { "text": "Sets which submodel a bodygroup on the entity's model shows, changing which parts of the model are visible. This is the same function as CBaseModelEntity::SetBodyGroupByName, and m_bodyGroupChoices holds the per-group selection; the reading comes from the name, so exact indexing rules are unverified.", "source": "generated" }, "CBaseModelEntity::SetCollisionBounds": { "text": "Sets the entity's collision bounds, the box used for collision and traces, independently of its render model. Shipped as the same function as ScriptSetSize, with the bounds living on m_Collision; read from the name, so whether it also refreshes spatial partitioning is unverified.", "source": "generated" }, "CBaseModelEntity::SetMaterialGroupMask": { "text": "Applies a material-group mask to the entity, choosing which material variants of the model render \u2014 a mechanism behind material and skin swaps. Read from the name, with a prototype derived; the bit meanings are model-authored and not established by this data.", "source": "generated" }, "CBaseModelEntity::SetModel": { "text": "Assigns a model to the entity, a runtime way to change what it renders and what its model-derived collision uses. Shipped as the same function as UTIL_SetModel; a prototype is derived, though precache requirements and whether bounds are refreshed are unverified.", "source": "generated" }, "CBaseModelEntity::SetModelScale": { "text": "Scales the entity's model, resizing how large it appears in the world. Shipped as the same function as Script_SetModelScale; a prototype is derived, but whether collision bounds in m_Collision follow the scale is unverified.", "source": "generated" }, "CBaseModelEntity::SetRenderAttribute": { "text": "Sets a named render attribute on the entity into a fixed-size slot table; its own error string reports FAILED to set %s, no more slots available (maximum %d) when that table is full. Values are stored in m_vecRenderAttributes, and with low confidence and no derived prototype the attribute naming rules are unverified.", "source": "generated" }, "CBaseModelEntityAPI::SetRenderAttribute": { "text": "Sets a named render attribute to a four-float value, as its log line shows: CBaseModelEntityAPI::SetRenderAttribute on %s: Set %s to [%.2f %.2f %.2f %.2f]. This is the API-surface form for driving material or shader parameters such as tint, with values landing in CBaseModelEntity's m_vecRenderAttributes; confidence is low, so accepted attribute names are unverified.", "source": "generated" }, "CBaseMoveBehavior::~CBaseMoveBehavior": { "text": "Tears down a move-behavior instance, the keyframe-path mover whose state includes m_pCurrentKeyFrame, m_pTargetKeyFrame and m_iPositionInterpolator. The class is implied by the name; a prototype is derived, but which resources the destructor releases is unverified.", "source": "generated" }, "CBasePlayerController::CanHearAndReadChatFrom": { "text": "Decides whether this controller may hear and read chat from another player, a natural gate for team-only chat, mutes and spectator rules, alongside m_iIgnoreGlobalChat. The class is implied by the name, and no prototype is derived, so the exact conditions it applies are unverified.", "source": "generated" }, "CBasePlayerController::CheckPawn": { "text": "Validates the controller's link to its pawn, the m_hPawn handle that ties a controller to the pawn it drives. Read from the name, with a prototype derived; what it does when that handle is stale or empty is not established here.", "source": "generated" }, "CBasePlayerController::HandleCommandJoinTeam": { "text": "Handles a player's request to join a team and rejects bad values, logging HandleCommand_JoinTeam( %d ) - invalid. A mod can gate or override team selection here; no prototype is derived, so the team numbering it accepts is unverified.", "source": "generated" }, "CBasePlayerController::OnSimulateUserCommands": { "text": "Runs the user commands queued for this controller on a tick, and warns about slow batches with '%s' took %.1fms to execute %d commands, backlog is %d commands. Shipped as the same function as CCSPlayerController::PhysicsSimulate and PhysicsSimulate, with m_nTickBase and m_bLagCompensation among the state involved.", "source": "generated" }, "CBasePlayerController::RoundRespawn": { "text": "Respawns the controller's player for a new round, a per-round respawn hook on the controller rather than on the pawn. The class is implied by the name, and no prototype is derived, so whether it spawns, teleports or only resets state is unverified.", "source": "generated" }, "CBasePlayerController::SwitchSteam": { "text": "Switches the Steam identity attached to this controller, the m_steamID and m_szNetworkIDString pairing that identifies the player. Read from the name, with a prototype derived; when or why an identity is swapped is not established by this data.", "source": "generated" }, "CBasePlayerPawn::CommitSuicide": { "text": "Kills the pawn at the player's own request, as with a kill or explode command rather than damage from an attacker. The class is implied by the name; m_fNextSuicideTime reads as its cooldown and m_flDeathTime as the recorded time, though no prototype is derived.", "source": "generated" }, "CBasePlayerPawn::FindMatchingWeaponsForTeamLoadout": { "text": "Searches a team's loadout for weapons matching a requested item, a lookup used when giving a player the loadout entry that fits their team. Shipped as the same function as CCSPlayer_FindMatchingWeaponsForTeamLoadout, with m_pItemServices and m_pWeaponServices holding related pawn state; a prototype is derived, though the match criteria are unverified.", "source": "generated" }, "CBasePlayerPawn::GetEyeAngles": { "text": "Returns the pawn's eye angles, the view direction used for aiming, traces and where the player is looking; v_angle on the class holds that orientation. Read from the name; no prototype is derived, so whether it reports networked, predicted or clamped angles is unverified.", "source": "generated" }, "CBasePlayerPawn::GetEyePosition": { "text": "Returns the pawn's eye position in world space, the origin used for view traces, shots and line-of-sight checks. Read from the name, with m_vecViewOffset the plausible offset applied to the pawn's origin; no prototype is derived, so the exact construction 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_RemovePlayerItem": { "text": "Removes a weapon or item from a player's inventory and tears down the owned weapon entity. The same code is shipped as CCSPlayer_WeaponServices::Destroy at medium confidence; hook it to intercept weapon loss, drops, or stripping.", "source": "generated" }, "CBasePlayerPawn_SnapViewAngles": { "text": "Snaps a player pawn's view angles to a new orientation immediately rather than easing into it, the usual mechanism for forcing where a player is looking. Also shipped under the bare name SnapViewAngles as the same function; the exact angle handling is a name-level reading.", "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" }, "CBaseProp::CBaseProp": { "text": "Constructs a prop entity and brings up its CBaseProp state, including m_iShapeType, m_bModelOverrodeBlockLOS and m_bConformToCollisionBounds. Purpose beyond construction is not established by this data.", "source": "generated" }, "CBaseProp::ParsePropData": { "text": "Reads a prop's authored prop-data and applies it to the entity, turning model and keyvalue settings into runtime state such as m_iShapeType and m_bConformToCollisionBounds. Read from the name; no prototype is derived, so the data's source and its defaults are unverified.", "source": "generated" }, "CBasePropDoor::InputClose": { "text": "Handles the `Close` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputLock": { "text": "Handles the `Lock` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputOpen": { "text": "Handles the `Open` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputOpenAwayFrom": { "text": "Handles the `OpenAwayFrom` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputOpenAwayFromActivator": { "text": "Handles the `OpenAwayFromActivator` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputPlayerClose": { "text": "Handles the `PlayerClose` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputPlayerOpen": { "text": "Handles the `PlayerOpen` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputSetNoNPCs": { "text": "Handles the `SetNoNPCs` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputToggle": { "text": "Handles the `Toggle` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePropDoor::InputUnlock": { "text": "Handles the `Unlock` entity-IO input on `CBasePropDoor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBasePulseGraphInstance::CBasePulseGraphInstance": { "text": "Constructs a pulse graph instance and emits the trace line `CBasePulseGraphInstance::CBasePulseGraphInstance( %p )` carrying the new instance pointer. It brings up the object that hosts a compiled Pulse graph on the server; the initial state it establishes is read from the name and anchor, not derived.", "source": "generated" }, "CBasePulseGraphInstance::EndGraphReload": { "text": "Closes out a hot-reload of the instance's Pulse graph, tracing `CBasePulseGraphInstance::EndGraphReload( %p ) %s` with the instance pointer and a status string. Useful as a watchpoint when Pulse graphs are swapped at runtime; the bookkeeping it restores is not established by this data.", "source": "generated" }, "CBasePulseGraphInstance::InitInstance_Internal": { "text": "Performs the internal setup of a pulse graph instance, tracing `CBasePulseGraphInstance::InitInstance_Internal( %s; %p ) %s` with a name-like string, the instance pointer and a status string. The anchor marks it as the internal half of instance initialization; what it binds or allocates is unverified.", "source": "generated" }, "CBasePulseGraphInstance::Shutdown": { "text": "Shuts a pulse graph instance down, tracing `CBasePulseGraphInstance::Shutdown( %s; %p ) %s` with a name-like string, the instance pointer and a status string. Read from the name and anchor as the teardown of the instance's runtime state; the exact cleanup is unverified.", "source": "generated" }, "CBasePulseGraphInstance::StartGraphReload": { "text": "Opens a hot-reload of the instance's Pulse graph, tracing `CBasePulseGraphInstance::StartGraphReload( %p ) %s` with the instance pointer and a status string. The name and anchor indicate it puts the instance into a reloading state; what it preserves across the reload is not derived.", "source": "generated" }, "CBaseQueuedRenderable::Age": { "text": "Advances or reports how long a queued renderable has existed, the basis for expiring time-limited render items. The class is implied by the name rather than established by the data, and no prototype is derived, so the time units and what it mutates are unverified.", "source": "generated" }, "CBaseQueuedRenderable::ShouldDestroy": { "text": "Reports whether a queued renderable has outlived its usefulness and can be discarded. The class is implied by the name rather than established by the data; the conditions it tests are unverified.", "source": "generated" }, "CBaseRecognizer::mismatch": { "text": "Signals the failed-match case during recognition. The name indicates it marks or reports a mismatch, but this data does not establish what the recognizer compares or what it does with the result.", "source": "generated" }, "CBaseToggle::CBaseToggle": { "text": "Constructs a CBaseToggle, the base for brush entities that move between two configured states, initializing toggle bookkeeping such as `m_toggle_state`, `m_vecPosition1`, `m_vecPosition2` and `m_flWait`. Read from the name and the class's fields; the exact defaults it writes are not derived here.", "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" }, "CBaseTrigger::PassesTriggerFilters": { "text": "Decides whether a touching entity is admitted by the trigger, consulting its filter (`m_hFilter`, named by `m_iFilterName`, a `CBaseFilter`) and disabled state (`m_bDisabled`). The class is implied by the name; this is the hook point for adding custom admission rules to trigger volumes.", "source": "generated" }, "CBaseTrigger::~CBaseTrigger": { "text": "Destroys a trigger entity and releases its per-trigger state, including the touch tracking behind `m_hTouchingEntities` and the filter handle `m_hFilter`. The class is implied by the name; the exact teardown performed is not derived from this data.", "source": "generated" }, "CBaseTrigger_EndTouch": { "text": "Handles an entity ceasing to overlap a trigger volume, the natural place to react when something leaves a zone. Read from the name; whether it also maintains the trigger's touch bookkeeping, and the exact timing, are unverified.", "source": "generated" }, "CBaseTrigger_StartTouch": { "text": "Handles an entity beginning to overlap a trigger volume, where entry logic for zones, hurt volumes, and objective areas takes hold. Read from the name; the overlap test it relies on and the timing of the handling are unverified.", "source": "generated" }, "CBeam::DrawDebugTextOverlays": { "text": "Draws the beam's debug text overlay, including an `end : (%.2f,%.2f,%.2f)` line reporting the beam endpoint held in `m_vecEndPos`. Use it when debugging beam placement or attachment with entity text overlays turned on.", "source": "generated" }, "CBeam::GetDataDescMap": { "text": "Exposes the beam's data description map, the per-class table tying keyvalues and saved members to fields such as `m_fWidth`, `m_fAmplitude` and `m_vecEndPos`. The class is implied by the name; treat it as the datadesc accessor when resolving beam keyvalues to storage.", "source": "generated" }, "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": "Connects the benchmark service to the engine interfaces it needs before it can do any work, the usual bring-up handshake for a loop service. Class is implied by the name rather than derived, so which interfaces it acquires stays unverified.", "source": "generated" }, "CBenchmarkService::Disconnect": { "text": "Releases the engine interfaces the benchmark service holds, undoing what CBenchmarkService::Connect established. Class is implied by the name; the data does not establish what it drops.", "source": "generated" }, "CBenchmarkService::GetBuildType": { "text": "Reports which build configuration the benchmark service identifies itself with, useful when benchmark output has to be attributed to a debug or release build. Class is implied by the name, and the concrete build values are unverified.", "source": "generated" }, "CBenchmarkService::GetDependencies": { "text": "Reports which other systems the benchmark service requires, so dependency resolution can account for them when the service is brought up. Class is implied by the name; the dependency entries themselves are not in this data.", "source": "generated" }, "CBenchmarkService::GetName": { "text": "Returns the service's name string, and the name does not indicate any purpose beyond that. Class is implied by the name.", "source": "generated" }, "CBenchmarkService::GetRenderingMultiplier": { "text": "Returns the rendering multiplier the benchmark applies, a scale factor for how much rendering work a run drives. Class is implied by the name, and what the multiplier actually scales is a name-level reading.", "source": "generated" }, "CBenchmarkService::GetServiceDependencies": { "text": "Reports which other services this one requires, a service-scoped counterpart to CBenchmarkService::GetDependencies. Class is implied by the name; the entries it reports are unverified.", "source": "generated" }, "CBenchmarkService::GetServiceIndex": { "text": "Returns the index this service was assigned in the engine's service table, the read side of CBenchmarkService::SetServiceIndex. Class is implied by the name; the indexing scheme is unverified.", "source": "generated" }, "CBenchmarkService::GetTier": { "text": "Reports the initialization tier the benchmark service belongs to, the layer grouping used when systems come up. Class is implied by the name and the tier values are unverified.", "source": "generated" }, "CBenchmarkService::Init": { "text": "Initializes the benchmark service; the name does not establish what state it prepares. Class is implied by the name.", "source": "generated" }, "CBenchmarkService::IsActive": { "text": "Reports whether the benchmark service is currently active, the query paired with CBenchmarkService::SetActive. Class is implied by the name; the condition behind the answer is unverified.", "source": "generated" }, "CBenchmarkService::IsSingleton": { "text": "Reports whether the engine should keep one shared instance of this service instead of a separate instance per loop. Class is implied by the name, so the reading is name-level.", "source": "generated" }, "CBenchmarkService::OnLoopActivate": { "text": "Handles the engine loop the service lives in becoming active, the point where a benchmark would begin collecting for that loop. Class is implied by the name, so the activation work is unverified.", "source": "generated" }, "CBenchmarkService::OnLoopDeactivate": { "text": "Handles the engine loop becoming inactive, where a benchmark would stop collecting and release per-loop state. Class is implied by the name; the teardown it performs is not established.", "source": "generated" }, "CBenchmarkService::PreShutdown": { "text": "Performs the benchmark service's early teardown work, a shutdown phase kept distinct from CBenchmarkService::Shutdown. Class is implied by the name; what it releases is not established.", "source": "generated" }, "CBenchmarkService::QueryInterface": { "text": "Resolves a requested interface exposed by the benchmark service, the generic interface lookup a caller uses to reach it. Class is implied by the name; which interfaces it answers for is unverified.", "source": "generated" }, "CBenchmarkService::Reconnect": { "text": "Re-resolves the service's engine interfaces, refreshing bindings that CBenchmarkService::Connect first established when the interface set changes. Class is implied by the name, so the reading is name-level.", "source": "generated" }, "CBenchmarkService::RegisterEventMap": { "text": "Registers the benchmark service's event handlers with the engine's event system so it receives the events it subscribes to. Class is implied by the name; which events are registered is not established.", "source": "generated" }, "CBenchmarkService::SetActive": { "text": "Turns the benchmark service on or off, the setter behind CBenchmarkService::IsActive. Class is implied by the name; any side effects of flipping the flag are unverified.", "source": "generated" }, "CBenchmarkService::SetName": { "text": "Sets the service's name string, the write side of CBenchmarkService::GetName. Class is implied by the name.", "source": "generated" }, "CBenchmarkService::SetServiceIndex": { "text": "Stores the index the engine assigns this service, read back through CBenchmarkService::GetServiceIndex. Class is implied by the name; the indexing scheme is unverified.", "source": "generated" }, "CBenchmarkService::ShouldActivate": { "text": "Decides whether the benchmark service should activate for a given loop, letting the engine skip it where benchmarking is not wanted. Class is implied by the name; the criteria it weighs are unverified.", "source": "generated" }, "CBenchmarkService::Shutdown": { "text": "Shuts the benchmark service down and releases what it set up. Class is implied by the name; the specific teardown is not established.", "source": "generated" }, "CBenchmarkService::~CBenchmarkService": { "text": "Destroys a benchmark service instance and frees what it owns. Class is implied by the name; nothing further about its cleanup is established.", "source": "generated" }, "CBlood::InputEmitBlood": { "text": "Handles the `EmitBlood` entity-IO input on `CBlood`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CBodyComponentBaseAnimGraph::FrameAdvance": { "text": "Advances the entity's animation graph by an interval of time, stepping the CBaseAnimGraphController held in m_animationController so poses and graph state move forward. Read from the name and that field; the time source and update conditions are unverified.", "source": "generated" }, "CBodyComponentBaseAnimGraph::SetPlaybackRate": { "text": "Sets how fast the component's animation graph plays, a speed scale applied to the CBaseAnimGraphController in m_animationController and the knob to reach for when speeding up or slowing an entity's animation. Name-level reading; units and clamping are unverified.", "source": "generated" }, "CBodyComponentSkeletonInstance::PostDataUpdate": { "text": "Handles the component's post-data-update pass over the CSkeletonInstance in m_skeletonInstance, reconciling skeleton state with values that have just been applied from the network; the string PostDataUpdate is present in the binary. What it recomputes is a name-level reading.", "source": "generated" }, "CBodyGameSystem::NotifyResourcePreReload": { "text": "Handles a body resource that is about to be reloaded, logging the resource together with its reference count via the format 'CBodyGameSystem::NotifyResourcePreReload[%s] %s (RC=%d)' so bodies using it can let go of it before the swap. Relevant when hot-reloading model assets; the release work itself is unverified.", "source": "generated" }, "CBodyGameSystem::NotifyResourceStatusChange": { "text": "Handles a change in a body resource's load status, logging the resource with its reference count and load-type fields via 'CBodyGameSystem::NotifyResourceStatusChange[%s] %s (RC=%d,LT=%s)' so cached bodies can react to it becoming available or going away. The statuses it distinguishes are not established here.", "source": "generated" }, "CBoneMergeCache::MergeMatchingBones": { "text": "Copies transforms from a parent model's bones onto the matching bones of an attached child model, and warns \"Bone merge bones from parent were invalid: parent model '%s': our model '%s'\" when the parent's bones do not line up. Relevant to attachments such as weapons or clothing following another entity's skeleton; the matching rule is a name-level reading.", "source": "generated" }, "CBoneSetup::AllocateResult": { "text": "Allocates the result storage a bone-setup pass fills with its computed pose. The owning class is implied by the name rather than established by the data, so the buffer's size, contents and lifetime rules are unverified.", "source": "generated" }, "CBoneSetup::FreeResult": { "text": "Releases result storage previously handed out for a bone-setup pass. The owning class is implied by the name; pair it with CBoneSetup::AllocateResult when you drive bone setup yourself, though the ownership rules are not derived.", "source": "generated" }, "CBoneSetup::GetCModel": { "text": "Retrieves the model the bone setup is running against, the object that supplies bone and pose-parameter definitions. The class is implied by the name, and the returned model's concrete type is not established by this data.", "source": "generated" }, "CBoneSetup::GetPoseParameter": { "text": "Reads the current value of one pose parameter driving the model's animation blending. The class is implied by the name; the indexing scheme and whether the value is normalised or in model units are unverified.", "source": "generated" }, "CBoneSetup::GetPoseParameterArray": { "text": "Hands back the pose-parameter values as a block instead of one lookup at a time like CBoneSetup::GetPoseParameter. The class is implied by the name, so the array's layout, length and ownership are not derived.", "source": "generated" }, "CBoneSetup::GetRealtime": { "text": "Supplies the real-time clock value the bone setup uses when evaluating time-dependent animation. The class is implied by the name; whether this is engine wall-clock time or a snapshot taken per setup is not established.", "source": "generated" }, "CBotAgent::Crouch": { "text": "Performs the crouch action for a behavior-tree bot agent; the shipped warning [ AI BT ]: '%s': Crouching is not supported by this agent. shows the base implementation declines and logs when the agent type lacks crouch support. Override it in a derived agent if behavior-tree crouch actions should take effect.", "source": "generated" }, "CBotAgent::Inventory": { "text": "Performs the inventory action (item or weapon selection) for a behavior-tree bot agent; the shipped warning [ AI BT ]: '%s': Inventory is not supported by this agent. shows the base implementation declines and logs for agent types without inventory support. Override it to give a custom agent working inventory actions.", "source": "generated" }, "CBotAgent::Reload": { "text": "Performs the reload action for a behavior-tree bot agent; the shipped warning [ AI BT ]: '%s': Reloading is not supported by this agent. shows the base implementation declines and logs when the agent type cannot reload. Override it in a derived agent to make behavior-tree reload actions work.", "source": "generated" }, "CBotManager::IsLineBlockedBySmoke": { "text": "Tests whether a sight line passes through enough smoke to be considered blocked, the smoke-awareness query behind bot vision. Read from the name and the IsLineBlockedBySmoke anchor; the density model, sampling and inputs are unverified.", "source": "generated" }, "CBotManager::IsVisibleThroughSmoke": { "text": "Answers whether something can still be seen when smoke lies along the sight line, a visibility verdict rather than the blocking test of CBotManager::IsLineBlockedBySmoke. Read from the name and the IsVisibleThroughSmoke anchor; thresholds are not derived.", "source": "generated" }, "CBotManager::StartFrame": { "text": "Runs the bot manager's per-frame update, the tick where manager-wide bot bookkeeping happens. Read from the name and the StartFrame anchor; what it actually updates is not established, so treat it as a per-frame hook rather than a documented API.", "source": "generated" }, "CBreakable::DrawDebugTextOverlays": { "text": "Contributes the breakable's debug text to its on-screen overlay when debug overlays are enabled, which is how you inspect a breakable's live state in-world. The class is implied by the name, and the exact lines emitted are not derived.", "source": "generated" }, "CBreakable::GetDataDescMap": { "text": "Returns the entity's datadesc map, the table describing its saved and keyvalue fields plus input handlers such as CBreakable::InputSetHealth and CBreakable::InputSetEnableBreaking. The class is implied by the name; use it to enumerate an entity's data description at runtime.", "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::GetDataDescMap": { "text": "Returns the prop's datadesc map, covering its keyvalue and saved fields plus prop-specific inputs such as CBreakableProp::InputSetNavIgnore and CBreakableProp::InputDisablePuntSound alongside fields like m_iszPuntSound and m_bUsePuntSound. The class is implied by the name.", "source": "generated" }, "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" }, "CBtTree::Update": { "text": "Ticks a behavior tree, evaluating its nodes so the owning agent settles on a current action. Read from the name and the CBtTree::Update ( %d ) log format, which tags each update with a numeric value whose meaning is not identified here.", "source": "generated" }, "CBugBugService::OnEventBugBug": { "text": "Responds to a BugBug event on this service, an internal Valve diagnostic and bug-reporting path rather than gameplay code. The class is implied by the name, and what the event carries or causes is not established.", "source": "generated" }, "CBugService::OnFrameBoundary": { "text": "Handles the bug service's per-frame boundary, the point where the in-game bug reporter gets a hook each frame. The class is implied by the name; what it samples or records at that boundary is not derived.", "source": "generated" }, "CC4::AbortBombPlant": { "text": "Cancels a C4 plant already under way, taking the bomb back out of its arming sequence. Read from the name together with CC4's arming state m_bStartedArming, m_fArmedTime, m_bPlayedArmingBeeps and m_bIsPlantingViaUse; which of those it clears is unverified.", "source": "generated" }, "CC4::Holster": { "text": "Stows the C4 when the carrier switches away from it. The class is implied by the name; hook it to react to the bomb being put away, though whether it also tears down arming state such as m_bStartedArming is unverified.", "source": "generated" }, "CCS2PawnGraphController::CreateAndBindController": { "text": "Creates a pawn's animation-graph controller and binds it so graph parameters like m_moveType, m_flMoveSpeedHorizontal and m_flAimPitchAngle can be driven from gameplay state. Read from the name; the binding mechanism and what owns the controller are not derived.", "source": "generated" }, "CCS2PawnGraphController::ReflectPawnState": { "text": "Pushes the pawn's current gameplay state into its animation graph, feeding controller parameters such as m_moveType, m_flCrouchAmount, m_bIsDefusing, m_flFlashedAmount and m_flAimYawAngle. Read from the name and the ReflectPawnState anchor; the per-parameter mapping and update conditions are not derived.", "source": "generated" }, "CCS2WeaponGraphController::ReflectWeaponState": { "text": "Pushes the weapon's current state into the weapon animation graph, feeding parameters such as m_weaponType, m_flWeaponAmmo, m_bWeaponIsSilenced, m_flWeaponIronsightAmount and m_reloadStage. Read from the name and the ReflectWeaponState anchor; how each parameter is computed is not established.", "source": "generated" }, "CCSBot::BendLineOfSight": { "text": "Searches for a bent, around-the-corner line of sight from the bot toward a point when the direct line is blocked. Read from the name together with `m_bentNoisePosition` and `m_bendNoisePositionValid`, which hold a bent position and its validity flag; the search method and its conditions are unverified.", "source": "generated" }, "CCSBot::Blind": { "text": "Puts the bot into a blinded state, as from a flashbang, so it cannot see normally for a period. Read from the name and `m_blindFire`, a flag covering firing while sightless; the blind duration, triggers and recovery behaviour are unverified.", "source": "generated" }, "CCSBot::ComputePartPositions": { "text": "Computes the world positions of a player's individual body parts (head, chest and similar) used as aim and visibility sample points. Read from the name alongside `CCSBot::GetPartPosition` and `CCSBot::IsEnemyPartVisible`, which share the same body-part notion; which parts exist and how they are stored are unverified.", "source": "generated" }, "CCSBot::ComputePath": { "text": "Builds a navigation path for the bot toward a goal position on the nav mesh. Read from the name with the path state fields `m_pathIndex`, `m_pathLadderEnd` and `m_repathTimer`; the goal source, path storage and failure handling are unverified.", "source": "generated" }, "CCSBot::FindMostDangerousThreat": { "text": "Picks out the enemy the bot should treat as its most dangerous current threat. Read from the name next to `CCSBot::SetBotEnemy`, which records a chosen enemy; the scoring criteria, candidate set and visibility requirements are unverified.", "source": "generated" }, "CCSBot::GetPartPosition": { "text": "Returns the world position of one of a player's tracked body parts, for aiming or visibility tests. Read from the name alongside `CCSBot::ComputePartPositions`, which shares the same body-part notion; the part identifiers and how fresh the position is are unverified.", "source": "generated" }, "CCSBot::GuardHostageEscapeZone": { "text": "Puts the bot into guarding a hostage escape (rescue) zone, holding a covering position over it. The debug anchor `GoingToGuardHostageEscapeZone` supports this reading; which zone is picked, where the bot posts up and how long it stays are unverified.", "source": "generated" }, "CCSBot::GuardHostages": { "text": "Sends the bot to guard the hostages themselves, covering them against a rescue attempt. Read from the name with the hostage fields `m_hostageEscortCount` and `m_isWaitingForHostage`; the guard position selection and the conditions that end the behaviour are unverified.", "source": "generated" }, "CCSBot::IsEnemyPartVisible": { "text": "Tests whether a particular body part of the bot's enemy is currently visible to it, rather than testing the whole player. Read from the name alongside `CCSBot::ComputePartPositions`, which shares the same body-part notion; the trace used and which enemy is meant are unverified.", "source": "generated" }, "CCSBot::MoveToInitialEncounter": { "text": "Moves the bot toward the map's initial encounter area, the place where opposing teams are expected to first meet, logging `MoveToInitialEncounter: Pathfind failed.` when no path exists. That failure string confirms pathfinding is involved; how the encounter spot is chosen is unverified.", "source": "generated" }, "CCSBot::Panic": { "text": "Throws the bot into a panicked reaction, as when startled by an unseen threat, so it behaves erratically for a spell. Read from the name and `m_panicTimer`, a timer bounding such a state; the triggers and the actual panicked behaviour are unverified.", "source": "generated" }, "CCSBot::Retreat": { "text": "Makes the bot break off and fall back from where it is, moving away from danger. Read from the name; whether it selects a retreat destination or simply backs along its existing route, and what ends the retreat, are unverified.", "source": "generated" }, "CCSBot::SendRadioMessage": { "text": "Has the bot issue a radio message to its team, logged as `%3.1f: SendRadioMessage( %s )` with the message named. The anchor confirms a named radio message is emitted; the available message set and any rate limiting are unverified.", "source": "generated" }, "CCSBot::SetBotEnemy": { "text": "Sets the player the bot currently treats as its enemy, logged as `SetBotEnemy: %s`. Useful for forcing which target a bot fixates on; the anchor confirms a named entity is recorded, while accompanying effects such as reaction or attack state are unverified.", "source": "generated" }, "CCSBot::SetLookAt": { "text": "Aims the bot's view at a described target for a period, logged as `%3.1f SetLookAt( %s ), duration = %f`. The anchor establishes that a target and a duration are involved; priority against competing look requests and expiry behaviour are unverified.", "source": "generated" }, "CCSBot::SetState": { "text": "Switches the bot to a new behaviour state, logged as `%s: SetState: %s -> %s` with the outgoing and incoming state names. The anchor establishes a named-state transition; `m_stateTimestamp` marks when the current state began, while the set of states and their entry effects are unverified.", "source": "generated" }, "CCSBot::StopAttacking": { "text": "Ends the bot's current attack so it stops engaging its target. Read from the name and `m_isAttacking`, a flag marking the attacking condition; what else the call clears, such as the enemy reference or aim target, is unverified.", "source": "generated" }, "CCSBot::UpdateGrenadeThrow": { "text": "Drives the bot's in-progress grenade throw, including aborting when a teammate stands in the line, which logs `%3.2f: Grenade: Friend is in the way...`. That string confirms a friendly-blocking check; the aim solution, timing and grenade choice are unverified.", "source": "generated" }, "CCSBot::UpdateLookAngles": { "text": "Steps the bot's view angles toward its current look target, producing the gradual aim turn rather than a snap. Read from the name with `m_lookAheadAngle` and `m_bEyeAnglesUnderPathFinderControl`, which marks pathfinder ownership of the eye angles; turn rates and exact inputs are unverified.", "source": "generated" }, "CCSBot::UpdatePeripheralVision": { "text": "Refreshes what the bot notices at the edges of its view, its peripheral awareness of the surroundings. Read from the name; the field of view used, what it samples and what it records on noticing something are unverified.", "source": "generated" }, "CCSBot::UpdateReactionQueue": { "text": "Advances the bot's reaction queue, a delay buffer that keeps it from responding to what it sees instantly and gives human-like latency. Read from the name with the timing fields `m_surpriseTimer` and `m_alertTimer`; the queue depth and delay values are unverified.", "source": "generated" }, "CCSBotChatter::Affirmative": { "text": "Makes the bot deliver an affirmative radio callout, acknowledging a teammate's request or order. Read from the name alongside the other chatter phrases in this class; the conditions that prompt it and how the voice line is picked are not established here.", "source": "generated" }, "CCSBotChatter::BarelyDefused": { "text": "Speaks the bot's reaction to a bomb defused with almost no time to spare, selecting the phrase named by the BarelyDefused string carried in the function. Hook it to retime or silence that reaction; what margin counts as barely is not established here.", "source": "generated" }, "CCSBotChatter::BombsiteClear": { "text": "Speaks the bot's callout that a bombsite it has checked is clear, keyed by the BombsiteClear phrase string in the function. Useful when you want to filter or replace bot site-clear radio; what clearing the site requires is not established here.", "source": "generated" }, "CCSBotChatter::GoingToDefendBombsite": { "text": "Speaks the bot's announcement that it is heading to defend a bombsite, keyed by the GoingToDefendBombsite phrase string in the function. Which site the call names, and whether the bot has already committed to that plan, is not established here.", "source": "generated" }, "CCSBotChatter::GoingToPlantBomb": { "text": "Speaks the bot's announcement that it intends to go plant the bomb, keyed by the GoingToPlantBomb phrase string in the function. It reads as the intent call rather than CCSBotChatter::PlantingBomb, which names the plant itself; exact triggers are unverified.", "source": "generated" }, "CCSBotChatter::HeardNoise": { "text": "Speaks the bot's reaction to a noise it has picked up, such as nearby footsteps or gunfire, keyed by the HeardNoise phrase string in the function. Which sound events reach it, and at what range, are not established here.", "source": "generated" }, "CCSBotChatter::HostagesBeingTaken": { "text": "Speaks the bot's warning that the enemy is currently taking the hostages, keyed by the HostagesBeingTaken phrase string in the function. Relevant when tuning bot behaviour on hostage maps; nothing here establishes what hostage state it inspects.", "source": "generated" }, "CCSBotChatter::HostagesTaken": { "text": "Speaks the bot's callout that the hostages have been taken, keyed by the HostagesTaken phrase string in the function. It reads as the completed counterpart to CCSBotChatter::HostagesBeingTaken; the conditions that separate the two are not established here.", "source": "generated" }, "CCSBotChatter::KilledFriend": { "text": "Speaks the bot's reaction to killing a teammate, the apology chatter, keyed by the KilledFriend phrase string in the function. Useful if you want teamkill barks muted or replaced; how the kill is attributed to the bot is not established here.", "source": "generated" }, "CCSBotChatter::Negative": { "text": "Makes the bot deliver a negative radio callout, declining or answering no to a teammate. Read from the name as the counterpart to CCSBotChatter::Affirmative; what prompts it and which line is chosen are not established here.", "source": "generated" }, "CCSBotChatter::OnMyWay": { "text": "Has the bot announce that it is on its way to a teammate or a requested location. Read from the name; nothing here establishes what destination the call references or when the bot decides to make it.", "source": "generated" }, "CCSBotChatter::PinnedDown": { "text": "Speaks the bot's call that it is pinned down under fire and unable to move, keyed by the PinnedDown phrase string in the function. What suppression or damage state drives the call is not established here.", "source": "generated" }, "CCSBotChatter::PlantingBomb": { "text": "Has the bot announce that it is planting the bomb. Read from the name as the plant-in-progress line beside CCSBotChatter::GoingToPlantBomb, which reads as the intent call; the point at which it fires is not established here.", "source": "generated" }, "CCSBotChatter::RequestReport": { "text": "Speaks the bot's request that teammates report in with their status, keyed by the RequestReport phrase string in the function. It reads as the prompt side of a status exchange; who is asked and how replies are handled are not established here.", "source": "generated" }, "CCSBotChatter::ScaredEmote": { "text": "Plays the bot's frightened reaction chatter, keyed by the ScaredEmote phrase string in the function. What fear or threat state drives it, and whether an animation accompanies the line, is not established here.", "source": "generated" }, "CCSBotChatter::SniperWarning": { "text": "Speaks the bot's warning to teammates that an enemy sniper is covering an area, keyed by the SniperWarning phrase string in the function. How the sniper is identified, and whether the warning carries a location, are not established here.", "source": "generated" }, "CCSBotChatter::SpottedLooseBomb": { "text": "Has the bot call out a dropped bomb it has spotted lying on the ground. Read from the name beside CCSBotChatter::WhereIsTheBomb; whether it fires purely on sight, and what it reports about the bomb's position, is not established here.", "source": "generated" }, "CCSBotChatter::WhereIsTheBomb": { "text": "Speaks the bot's question asking teammates where the bomb is, keyed by the WhereIsTheBomb phrase string in the function. When a bot decides it has lost track of the bomb, and who it expects an answer from, are not established here.", "source": "generated" }, "CCSBotManager::BotAddCommand": { "text": "Implements the bot-add server command, creating a bot and putting it into the game. Read from the name beside CCSBotManager::BotPlaceCommand; a plugin that manages its own bot population will care about this entry, though the arguments it accepts are not established here.", "source": "generated" }, "CCSBotManager::BotPlaceCommand": { "text": "Moves a bot to a human player's position for the bot-place server command, and reports \"Error: BotPlaceCommand() could not find a human player to move a bot to.\" when no human player is available. Handy for staging bots during map or navigation testing.", "source": "generated" }, "CCSBotManager::MaintainBotQuota": { "text": "Keeps the number of bots in the game at the configured quota, adding or removing bots as player slots change; the fill_with_minimum string in the function ties it to quota-fill handling. Block or hook it when your plugin owns bot counts itself.", "source": "generated" }, "CCSBotManager::ServerCommand": { "text": "Handles server console command input aimed at the bot manager. Read from the name, sitting alongside CCSBotManager::BotAddCommand and CCSBotManager::BotPlaceCommand; which commands and arguments it covers is not established here.", "source": "generated" }, "CCSFunFactMgr::FireGameEvent": { "text": "Receives a fired game event for the fun-fact system, feeding the round statistics that become end-of-round fun facts. The CCSFunFactMgr class is implied by the name rather than given by the data, and the entry sits at an unbound vtable slot, so the events it listens for are unverified.", "source": "generated" }, "CCSGOInput": { "text": "Deals with client-side player input, the CCSGOInput object in libclient that gathers a player's control state. Read from the name alone, so whether this constructs, accesses, or updates that object is not established.", "source": "generated" }, "CCSGOVScriptGameSystem::DestroyVM": { "text": "Destroys the VScript virtual machine held by this game system, releasing the script state it owns. A prototype is derived for this entry so it is well pinned, but what becomes of live script handles, and whether a fresh VM can be created afterwards, is not established here.", "source": "generated" }, "CCSGO_EndOfMatchLineupStart": { "text": "Starts the end-of-match lineup, the closing presentation in which players are arranged for the post-match view. Read from the name; what it positions, and what match state it establishes, are unverified.", "source": "generated" }, "CCSGameModeRules_ArmsRace::EndRound": { "text": "Ends the current Arms Race round and applies that mode's round-end handling. The CCSGameModeRules_ArmsRace class is implied by the name, not by the data; the field a plugin usually reads alongside it is m_WeaponSequence, the mode's ordered weapon progression.", "source": "generated" }, "CCSGameRules::AddTeamAccount": { "text": "Credits a cash award to a team's account, the money bookkeeping behind round-end and objective payouts. Read from the name; no prototype is derived, so which team it credits, how the amount is chosen, and any cap handling are unverified.", "source": "generated" }, "CCSGameRules::AreTeamsPlayingSwitchedSides": { "text": "Reports whether the teams are currently playing on swapped sides, as they do after a halftime switch, which is what you need to map a team index back to the side it started on. Also shipped under the unqualified name AreTeamsPlayingSwitchedSides; the reading is from the name, with m_totalRoundsPlayed and m_nRoundsPlayedThisPhase as the related counters.", "source": "generated" }, "CCSGameRules::BalanceTeams": { "text": "Rebalances the two teams so their player counts even out, moving players across as needed. Read from the name; no prototype is derived, so how it picks who moves and whether it acts at once or at a round boundary are unverified.", "source": "generated" }, "CCSGameRules::BeginGameRestart": { "text": "Starts a full game restart after a delay, logging \"GMR_BeginGameRestart - delay = %.1fs\" with the wait it will use. Read m_bGameRestart and m_flRestartRoundTime to observe or override a restart that is already pending.", "source": "generated" }, "CCSGameRules::BeginIntermission": { "text": "Puts the server into the end-of-match intermission, logging \"GMR_BeginIntermission\". The intermission window shows up in m_gamePhase and m_timeUntilNextPhaseStarts, which is what to read when timing custom end-of-match behaviour.", "source": "generated" }, "CCSGameRules::BeginWarmupPeriod": { "text": "Starts the warmup period for a chosen duration, logging \"GMR_BeginWarmupPeriod - will last %.1fs\". The matching state is m_bWarmupPeriod together with m_fWarmupPeriodStart and m_fWarmupPeriodEnd, which is what to read or adjust when extending or shortening warmup.", "source": "generated" }, "CCSGameRules::ClientCommandKeyValues": { "text": "Handles a client command delivered to the game rules as a KeyValues block, with the anchor \"InvalidSteamLogon\" showing it rejects a request from a client lacking a valid Steam logon. A useful interception point for client-driven rules commands, though which command names it accepts is unverified.", "source": "generated" }, "CCSGameRules::Constructor": { "text": "Constructs the CS game-rules object and brings its state up from nothing, logging \"%s: CGameRules::CGameRules constructed\". This is where the CCSGameRules field block first exists, so it is a natural place to install hooks or seed custom defaults.", "source": "generated" }, "CCSGameRules::CreateEndMatchMapGroupVoteOptions": { "text": "Builds the list of next-map choices offered in the end-of-match vote, drawing on the map group and on mp_endmatch_votenextmap_wargames_modes, warning \"Invalid skirmish '%s'\" for a mode it cannot resolve. Hook or replace it to control what appears on the end-of-match vote panel; m_nNextMapInMapgroup tracks the map group position.", "source": "generated" }, "CCSGameRules::EndOfMatchLineupEnd": { "text": "Finishes the end-of-match lineup, the scripted line-up of players presented once a match is over. Read from the name; no prototype is derived, so what staging it tears down and what it restores are unverified.", "source": "generated" }, "CCSGameRules::EndWarmup": { "text": "Ends the warmup period, carrying the \"#SFUI_Notice_All_Players_Connected\" notice used when the lobby has filled. Use it to force warmup to finish early, and read m_bWarmupPeriod and m_fWarmupPeriodEnd for the state it settles.", "source": "generated" }, "CCSGameRules::FPlayerCanRespawn": { "text": "Decides whether a given player is permitted to respawn right now, logging \"FPlayerCanRespawn: pPlayer=0\" when handed a null player. This is the natural hook for custom respawn rules such as deathmatch-style instant respawn or ticketed revives.", "source": "generated" }, "CCSGameRules::FrameUpdatePreEntityThink": { "text": "Runs the game-rules work for the per-frame pre-entity-think stage, where frame-level rules bookkeeping happens. The class here is implied by the name rather than established by the data \u2014 only vtable slot 18 is derived \u2014 so both the owning type and the work it performs are unverified.", "source": "generated" }, "CCSGameRules::GetChatFormat": { "text": "Supplies the localization format token used to render a chat line, with \"Cstrike_Chat_AllDead\" as the dead-players variant. Override it to change chat prefixes or attach custom tags that vary with the speaker's team and alive state.", "source": "generated" }, "CCSGameRules::HandleSwapTeams": { "text": "Carries out the team swap that puts each side on the opposite team, as happens at halftime. Read from the name, so exactly what it moves is unverified; CCSGameRules::AreTeamsPlayingSwitchedSides reports the resulting orientation.", "source": "generated" }, "CCSGameRules::IsLastRoundBeforeHalfTime": { "text": "Reports whether the round now in progress is the last one before halftime, which is what you want for side-switch messaging or for changing economy handling on that round. Also shipped as IsLastRoundBeforeHalfTime; the reading is from the name, with m_totalRoundsPlayed and m_nRoundsPlayedThisPhase as the counters involved.", "source": "generated" }, "CCSGameRules::OnTeamsSwappedAtRoundReset": { "text": "Applies the game-rules bookkeeping for teams having been swapped as part of a round reset. Read from the name; a sensible place to fix up per-team custom state so it follows the players, though exactly which fields it updates is unverified.", "source": "generated" }, "CCSGameRules::PlayerCanHearChat": { "text": "Decides whether one player may hear another player's chat, the gate behind alive-versus-dead and team-only chat restrictions. Hook it alongside CCSGameRules::GetChatFormat to build custom visibility rules, such as letting dead players hear the living or opening cross-team chat in casual modes.", "source": "generated" }, "CCSGameRules::ResetMatch": { "text": "Resets the match to its starting state, logging \"GMR_ResetMatch\". Match-level state such as m_totalRoundsPlayed, m_nRoundsPlayedThisPhase and m_bHasMatchStarted is what to read around it when implementing a custom match restart or scrim flow.", "source": "generated" }, "CCSGameRules::ResetRound": { "text": "Resets per-round state back to its start-of-round values, logging \"GMR_ResetRound\". It is the round-scoped counterpart to CCSGameRules::ResetMatch; m_fRoundStartTime, m_iRoundTime and m_bFreezePeriod are the fields a modder would inspect alongside it.", "source": "generated" }, "CCSGameRules::RestartRound": { "text": "Restarts the current round, including selecting the spawn-point configuration \u2014 it logs \"Using spawn points configuration 0x%08X\". Use it to force a fresh round from a plugin; m_fRoundStartTime, m_iFreezeTime and m_bFreezePeriod describe the round timing that results.", "source": "generated" }, "CCSGameRules::SetGamePhase": { "text": "Sets the match's game phase, with the \"GamePhaseChanged\" anchor indicating it also signals the change outward. m_gamePhase holds the value and m_nOvertimePlaying the overtime count, so this is the lever for driving custom phase transitions such as entering overtime.", "source": "generated" }, "CCSGameRules::StartCTTimeOut": { "text": "Begins a Counter-Terrorist tactical timeout, pausing play on that side's request. Read from the name; m_bCTTimeOutActive, m_flCTTimeOutRemaining and m_nCTTimeOuts hold the timeout state, and m_bMatchWaitingForResume covers the paused match.", "source": "generated" }, "CCSGameRules::StartTerroristTimeOut": { "text": "Begins a Terrorist tactical timeout, pausing play on that side's request. Read from the name; m_bTerroristTimeOutActive, m_flTerroristTimeOutRemaining and m_nTerroristTimeOuts hold the timeout state, and m_bMatchWaitingForResume covers the paused match.", "source": "generated" }, "CCSGameRules::TerminateRound": { "text": "Ends the round in progress and settles its outcome, making it the entry point when a plugin needs to call a round early. Also shipped as TerminateRound; m_iRoundWinStatus and m_eRoundWinReason carry the result, and the reading comes from the name rather than a derived prototype.", "source": "generated" }, "CCSGameRules::WillTeamHaveRoomForPlayer": { "text": "Reports whether a team still has room to accept another player, the capacity check behind join and team-change requests. Consult or override it alongside CCSGameRules::BalanceTeams when writing custom team-join, auto-assign or reserved-slot rules.", "source": "generated" }, "CCSGameRules_GoToIntermission": { "text": "Puts the match into intermission, the break that ends active play, and emits a line recording both teams' scores and the elapsed minutes. That score anchor plus the name make the role clear; what else intermission changes on CCSGameRules is not established.", "source": "generated" }, "CCSGameStats::Event_Commentary": { "text": "Records a commentary stats event, logging under the anchor CBaseGameStats::Event_Commentary [%d] with a numeric identifier for the commentary item. The anchor fixes the event's identity; which counters it touches is unverified, so treat it as a hook point for tracking commentary usage.", "source": "generated" }, "CCSGameStats::Event_CrateSmashed": { "text": "Records a stats event for a crate being smashed, carrying the anchor CBaseGameStats::Event_CrateSmashed. The anchor names the event but does not establish what the stat write updates, so use it as a notification point for destructible-crate breakage rather than as a counter you can read.", "source": "generated" }, "CCSGameStats::Event_Credits": { "text": "Records a credits stats event, carrying the anchor CBaseGameStats::Event_Credits. The anchor establishes the event's identity only; what triggers it and what it accumulates are unverified.", "source": "generated" }, "CCSGameStats::Event_DecrementPlayerEnteredNoClip": { "text": "Backs out a previously recorded noclip entry for a named player, per the anchor CBaseGameStats::Event_DecrementPlayerEnteredNoClip [%s] decrementing NOCLIPe. Pair it with CCSGameStats::Event_PlayerEnteredNoClip when a noclip toggle should not leave the session flagged as cheated.", "source": "generated" }, "CCSGameStats::Event_Init": { "text": "Starts a game-stats session, logging the session ordinal through the anchor CBaseGameStats::Event_Init [%dth session]. The anchor establishes that sessions are counted; exactly which stats state is prepared is unverified.", "source": "generated" }, "CCSGameStats::Event_LoadGame": { "text": "Performs the game-stats bookkeeping associated with a saved game being loaded. The class CCSGameStats is implied by the name rather than established by the data, since the entry sits at an unbound vtable slot, and the name is the sole evidence for what it does.", "source": "generated" }, "CCSGameStats::Event_MapChange": { "text": "Handles the game-stats side of a map change, the point at which per-map stats state would be rolled over. The class CCSGameStats is implied by the name, not by the data, and what is flushed or reset at the change is unverified.", "source": "generated" }, "CCSGameStats::Event_PlayerEnteredGodMode": { "text": "Records that a named player enabled god mode, logging the anchor CBaseGameStats::Event_PlayerEnteredGodMode [%s] entered GOD mode. Useful for detecting sessions whose recorded stats should be treated as non-competitive.", "source": "generated" }, "CCSGameStats::Event_PlayerEnteredNoClip": { "text": "Records that a named player enabled noclip, logging the anchor CBaseGameStats::Event_PlayerEnteredNoClip [%s] entered NOCLIPe. Its counterpart CCSGameStats::Event_DecrementPlayerEnteredNoClip reverses the record, so the pair behaves like a tracked flag on the session.", "source": "generated" }, "CCSGameStats::Event_PreSaveGameLoaded": { "text": "Handles stats bookkeeping for a saved game about to be loaded, logging the anchor CBaseGameStats::Event_PreSaveGameLoaded [%s] %s with the names it reports. The anchor confirms the event and its save-load context; what state is captured is unverified.", "source": "generated" }, "CCSGameStats::Event_Punted": { "text": "Records a punt stats event for a named subject, per the anchor CBaseGameStats::Event_Punted [%s]. The anchor establishes the event's identity and that it names one subject; what qualifies as a punt in this build is not established here.", "source": "generated" }, "CCSGameStats::Event_SaveGame": { "text": "Performs the game-stats bookkeeping for a game being saved. The class CCSGameStats is implied by the name rather than shown by the data, as the entry sits at an unbound vtable slot; whether it writes stats out or merely marks the save is unverified.", "source": "generated" }, "CCSGameStats::Event_Shutdown": { "text": "Closes down the game-stats session, the teardown counterpart to CCSGameStats::Event_Init. The class CCSGameStats is implied by the name, not established by the data, so whether it persists accumulated stats or just releases state is unverified.", "source": "generated" }, "CCSGameStats::Event_WeaponFired": { "text": "Records a shot for stats purposes, logging the anchor CBaseGameStats::Event_WeaponFired [%s] %s weapon [%s] with the player, a qualifier and the weapon name. A natural hook for per-weapon shot counting, since the weapon identity is present in the logged text.", "source": "generated" }, "CCSGameStats::Event_WeaponHit": { "text": "Records a weapon hit for stats purposes, logging the anchor CBaseGameStats::Event_WeaponHit [%s] %s weapon [%s] damage [%f] with the player, the weapon and a damage value. Useful for per-weapon damage accounting; the anchor shows damage is carried, but not how it is accumulated.", "source": "generated" }, "CCSGameStats::IncrementStat": { "text": "Raises a tracked statistic's value, acting as a general write path for game-stats counters rather than a fixed-purpose event. The class CCSGameStats is implied by the name, since the entry sits at an unbound vtable slot; which statistics are addressable is not established here.", "source": "generated" }, "CCSGameStats::LoadingEvent_PlayerIDDifferentThanLoadedStats": { "text": "Handles the case where the player ID carried by loaded stats does not match the current player, per the anchor CBaseGameStats::LoadingEvent_PlayerIDDifferentThanLoadedStats. Relevant when stats are restored onto the wrong account; whether it discards or remaps the loaded data is unverified.", "source": "generated" }, "CCSHLTVDirector::OnHLTVUncompressedSnapshot": { "text": "Handles an uncompressed HLTV snapshot reaching the director, the per-snapshot notification a broadcast director would use to pick shots or record state. The class CCSHLTVDirector is implied by the name, as the entry sits at an unbound vtable slot, so the snapshot's contents are unverified.", "source": "generated" }, "CCSHitboxSystem::TraceShapeAgainstHitboxes": { "text": "Traces a shape against a set of hitboxes, the fine-grained intersection test behind precise hit detection, with the anchor %s: TraceShapeAgainstHitboxes confirming the name verbatim. Of interest for custom hit registration or hitbox debugging; which shape kinds and which entities it accepts are unverified.", "source": "generated" }, "CCSInventoryManager::OnLoadoutChanged": { "text": "Reacts to a loadout change, refreshing the inventory manager's view of what a player has equipped; the anchor OnLoadoutChanged appears verbatim. Useful alongside m_unCurrentLoadoutHash when you need to notice equipped-item changes, though what the handler recomputes is unverified.", "source": "generated" }, "CCSNavArea::IncrementPlayerCount": { "text": "Raises the count of players attributed to a navigation area, with an overflow guard that emits the anchor CCSNavArea::IncrementPlayerCount: Overflow. Relevant when driving bot or spawn logic off nav-area occupancy, since a miscounted area is what the overflow message reports.", "source": "generated" }, "CCSNavArea::PostLoad": { "text": "Completes navigation-area setup once navigation data has been read, resolving links between areas; unusable input is reported through the anchor beginning CNavArea::PostLoad: Corrupt navigation data. Worth knowing when authoring or patching navigation meshes, since that message flags areas it cannot connect.", "source": "generated" }, "CCSNavArea_IsValidNavMesh": { "text": "Reports whether the navigation mesh is valid, a usability check on the nav data bots path over. Read from the name; what counts as valid, and whether the check covers a single area or loaded nav data more broadly, is not established.", "source": "generated" }, "CCSObserverPawn::PrePhysicsSimulate": { "text": "Runs the observer pawn's pre-physics simulation work for a tick, per the name's PrePhysics prefix. The class CCSObserverPawn is implied by the name, since the entry sits at an unbound vtable slot, so what the step updates on a spectating pawn is unverified.", "source": "generated" }, "CCSObserverPawn::SetColor": { "text": "Sets a colour value on the observer pawn, the kind of render or team tint a spectator entity carries. The class CCSObserverPawn is implied by the name, as the entry sits at an unbound vtable slot, and which colour channel or purpose is meant is unverified.", "source": "generated" }, "CCSObserver_CameraServices::CCSObserver_CameraServices": { "text": "Constructs the observer camera-services component, bringing an observer's camera state into existence in an initialised form. Being a constructor, no behaviour beyond initialisation is established; hook it when you need to catch observer camera services being created.", "source": "generated" }, "CCSObserver_UseServices::CCSObserver_UseServices": { "text": "Constructs the observer use-services component that carries an observer's use or interaction state. Being a constructor, nothing beyond initialisation is established; it is a hook point for catching the creation of that component.", "source": "generated" }, "CCSPlayerController::ChangeTeam": { "text": "Moves the player this controller owns onto a different team, the controller-side path whose pending and post-change state m_iPendingTeamNum and m_bTeamChanged record. The owning class is implied by the name rather than derived, and no prototype is verified, so the team encoding and side effects are unconfirmed.", "source": "generated" }, "CCSPlayerController::LegacyGameEventListener": { "text": "Supplies the controller's legacy game-event listener object, used for older-style game-event delivery on this player. Read from the name and its GetLegacyGameEventListener alias; no prototype is derived, so what the listener is and how a modder would use it stay unverified.", "source": "generated" }, "CCSPlayerController::OnPreResetRound": { "text": "Runs the controller's pre-round-reset bookkeeping, emitting a player identity line plus the \"CTMDBG, team %d will switch %d\" trace tied to pending team swaps such as m_bSwitchTeamsOnNextRoundReset. Confidence is low and no prototype is derived, so the anchors show the concern but not the exact behaviour.", "source": "generated" }, "CCSPlayerController::PhysicsSimulate": { "text": "Simulates the controller's queued user commands for the tick, emitting the \"took %.1fms to execute %d commands, backlog is %d commands\" warning when a player's input backs up. Its CBasePlayerController::OnSimulateUserCommands alias supports that reading; no prototype is derived, so the timing thresholds are unverified.", "source": "generated" }, "CCSPlayerController::PrePhysicsSimulate": { "text": "Handles the controller's preparation step for the tick's physics and user-command simulation. The owning class is implied by the name, and no prototype is derived, so what it prepares and whether it can veto the simulation are unverified.", "source": "generated" }, "CCSPlayerController::ProcessUserCmd": { "text": "Consumes user commands arriving from the client, logging the \"Recv usercmd %d. Margin:%5.1fms net +%2d queue =%5.1f total\" line that reports each command's network margin and queue depth. This name ships at the same address as CCSPlayerController::ProcessUserCommands and CCSPlayerController::ProcessUsercmds; no prototype is derived for this entry.", "source": "generated" }, "CCSPlayerController::ProcessUserCommands": { "text": "Consumes user commands arriving from the client, logging the \"Recv usercmd %d. Margin:%5.1fms net +%2d queue =%5.1f total\" line reporting network margin and queue depth \u2014 the natural place to inspect or rewrite incoming player input. A prototype is derived for this entry, which ships at the same address as CCSPlayerController::ProcessUserCmd and CCSPlayerController::ProcessUsercmds.", "source": "generated" }, "CCSPlayerController::ProcessUsercmds": { "text": "Consumes user commands arriving from the client, logging the \"Recv usercmd %d. Margin:%5.1fms net +%2d queue =%5.1f total\" line that reports network margin and queue depth. This spelling ships at the same address as CCSPlayerController::ProcessUserCmd and CCSPlayerController::ProcessUserCommands; no prototype is derived for this entry.", "source": "generated" }, "CCSPlayerController::Respawn": { "text": "Puts the controller's player back into play with a live pawn, refreshing controller-side mirrors such as m_bPawnIsAlive and m_iPawnHealth. The class is implied by the name, and this entry resolves to the same unbound vtable slot as CCSPlayerController::RoundRespawn, so the two are not separately verified.", "source": "generated" }, "CCSPlayerController::RoundRespawn": { "text": "Respawns the controller's player for a round restart, restoring the pawn and the m_bPawnIsAlive and m_iPawnHealth mirrors the controller exposes. The class is implied by the name, and this entry resolves to the same unbound vtable slot as CCSPlayerController::Respawn, so the two are not separately verified.", "source": "generated" }, "CCSPlayerController::SetPlayerName": { "text": "Sets the name this controller carries for its player, the string other clients see in scoreboard and chat. Read from the name; no prototype is derived, so whether it sanitises input, renames an existing pawn, or replicates immediately is unverified.", "source": "generated" }, "CCSPlayerController::SwitchTeam": { "text": "Switches this controller's player to another team, the operation whose in-progress state m_bInSwitchTeam tracks alongside m_iPendingTeamNum. Read from the name and those fields; no prototype is derived, so which team encoding it expects and whether the move is immediate are unverified.", "source": "generated" }, "CCSPlayerController::UpdateTeamSelectionPreview": { "text": "Refreshes the team-selection preview a player sees while picking a side, anchored to the string \"team_select_counterterrorist\" for the CT option. Also shipped as CCSPlayerController_UpdateSelectTeamPreview; no prototype is derived, so what the preview covers and when it refreshes are unverified.", "source": "generated" }, "CCSPlayerController_InventoryServices::GetItemInLoadoutFilteredByProhibition": { "text": "Looks up the item equipped in a loadout slot while excluding items that are prohibited, a filtered form of the lookup CCSPlayerInventory::GetItemInLoadout performs. Read from the name; useful with m_unCurrentLoadoutHash and m_vecServerAuthoritativeWeaponSlots when checking what a controller is actually allowed to receive.", "source": "generated" }, "CCSPlayerController_UpdateSelectTeamPreview": { "text": "Refreshes the team-selection preview shown for a player controller, with the string anchor team_select_counterterrorist tying it to the named team-select presentation entries. Read alongside the CCSPlayerController::UpdateTeamSelectionPreview alias; no prototype is derived, so what prompts the refresh and what it puts on screen are unverified.", "source": "generated" }, "CCSPlayerInventory::GetItemInLoadout": { "text": "Looks up the item occupying a given loadout slot in a player's inventory. The class CCSPlayerInventory is implied by the name, since the entry sits at an unbound vtable slot; CCSPlayerController_InventoryServices::GetItemInLoadoutFilteredByProhibition names the variant that additionally drops prohibited items.", "source": "generated" }, "CCSPlayerInventory::SOUpdated": { "text": "Handles an update to a cached inventory shared object, refreshing the player's inventory when the backing economy data changes. The class CCSPlayerInventory is implied by the name, as the entry sits at an unbound vtable slot, so which object types it accepts is unverified.", "source": "generated" }, "CCSPlayerInventory::SendInventoryUpdateEvent": { "text": "Emits an inventory-update event announcing that a player's inventory changed, so listeners can re-read equipped items. It is also shipped under the name CPlayerInventory::SendInventoryUpdateEvent, which is the same function, so a hook placed on either address catches both.", "source": "generated" }, "CCSPlayerPawn::CanMove": { "text": "Reports whether this player pawn is currently permitted to move, the gate to consult when freezing players or working out why movement input is being ignored; m_iPlayerLocked holds related lock state. Read from the name, so the exact conditions it tests are unverified.", "source": "generated" }, "CCSPlayerPawn::GetPlayerMaxSpeed": { "text": "Reports the pawn's current maximum movement speed, the natural place to hook for speed buffs, slowdowns, or diagnosing why a player caps out where they do. Its prototype is derived and the name is unambiguous; the same function also ships as CCSPlayerPawn_GetMaxSpeed.", "source": "generated" }, "CCSPlayerPawn::IsAbleToApplySpray": { "text": "Decides whether the pawn may apply a spray decal right now, rejecting unsuitable surface angles with the #SFUI_Notice_SprayPaint_GrazingAngle notice. Pair it with m_flNextSprayDecalTime and m_bNextSprayDecalTimeExpedited when changing spray cooldowns; the anchor confirms the spray role, though the individual checks are unverified.", "source": "generated" }, "CCSPlayerPawn::OnRescueZoneTouch": { "text": "Handles this pawn touching a hostage rescue zone, the hook to use when customising rescue-zone behaviour; m_bInHostageRescueZone and m_bWasInHostageRescueZone carry the matching state. Read from the name, with no prototype derived, so its effects on touch are unverified.", "source": "generated" }, "CCSPlayerPawn::OnTakeDamage": { "text": "Handles a damage event delivered to this player pawn, the point at which mods scale, redirect, or cancel incoming damage; m_flTimeOfLastInjury tracks the resulting timestamp. Read from the name, so the exact damage inputs it consults are unverified.", "source": "generated" }, "CCSPlayerPawn::OnTakeDamage_Alive": { "text": "Handles damage taken while the pawn is alive, the alive-only damage path to touch for armour, falloff, or survivability rules. It occupies an unbound vtable slot, so the CCSPlayerPawn class is implied by the name rather than established by the data, and no prototype is derived.", "source": "generated" }, "CCSPlayerPawn::PostThink": { "text": "Performs the pawn's recurring post-think update work, which includes hostage-rescue-zone bookkeeping: the enter_rescue_zone anchor sits in this function. Its prototype is derived; hook it when per-update pawn state such as m_bInHostageRescueZone or m_bOnGroundLastTick needs to stay current.", "source": "generated" }, "CCSPlayerPawn::Respawn": { "text": "Respawns this player pawn back into play, the call to reach for in custom respawn or deathmatch logic, with m_bResetArmorNextSpawn governing armour on the coming spawn. It occupies an unbound vtable slot, so the class is implied by the name and no prototype is derived.", "source": "generated" }, "CCSPlayerPawn::SetModelFromClass": { "text": "Sets the pawn's player model from its character class, the path to override when forcing which model a team or agent uses; m_nCharacterDefIndex holds the related character definition. Read from the name, so where the model is sourced from is unverified.", "source": "generated" }, "CCSPlayerPawn::SetModelFromLoadout": { "text": "Sets the pawn's player model from its loadout selection, the place to intervene when applying custom agents or per-team model overrides; m_nCharacterDefIndex and m_EconGloves hold the associated loadout state. It also ships as CCSPlayerPawn::UpdateModelFromLoadout, the same function; read from the name.", "source": "generated" }, "CCSPlayerPawn::UpdateModelFromLoadout": { "text": "Applies the pawn's loadout selection to its player model, refreshing the visible agent after a loadout or team change; m_nCharacterDefIndex and m_EconGloves carry the associated state. It also ships as CCSPlayerPawn::SetModelFromLoadout, the same function; read from the name, with no prototype derived.", "source": "generated" }, "CCSPlayerPawnBase::IncrementNumMVPs": { "text": "Raises a player pawn's MVP count and supports replacing the MVP reason, logging the anchor CCSPlayerPawnBase: MVP override ( %s -> %s ) when one reason supersedes another. A natural entry point for awarding custom MVPs or changing why an MVP was granted.", "source": "generated" }, "CCSPlayerPawnBase::IsPlayer": { "text": "Reports whether the entity is a player pawn, a type predicate for telling player pawns apart from other entities. The class CCSPlayerPawnBase is implied by the name, since the entry sits at an unbound vtable slot, and the conditions it treats as player-like are unverified.", "source": "generated" }, "CCSPlayerPawn_GetMaxSpeed": { "text": "Gives a player pawn's current maximum movement speed, the value to hook or override when making players faster or slower. The prototype is verified, and it also ships as CCSPlayerPawn::GetPlayerMaxSpeed.", "source": "generated" }, "CCSPlayerWeaponTimingGraph::RunTick": { "text": "Advances the weapon timing graph by one tick, updating whatever per-tick weapon timing state the class maintains; the generic anchor RunTick appears verbatim. Read mainly from the name, so what the graph's nodes represent and which weapons feed it are unverified.", "source": "generated" }, "CCSPlayer_BuyServices::BuyPreset": { "text": "Executes a buy-preset purchase for a player, acquiring the items recorded in a saved buy preset in one action. Read from the name, with no anchor to confirm it; m_vecSellbackPurchaseEntries on the same class is what a refund path would consult after such a purchase.", "source": "generated" }, "CCSPlayer_FindMatchingWeaponsForTeamLoadout": { "text": "Looks up the weapons in a player's loadout that match a given team, the query behind handing out team-appropriate equipment. Read from the name and the CBasePlayerPawn::FindMatchingWeaponsForTeamLoadout alias; no prototype is derived, so the matching criteria and loadout source are unverified.", "source": "generated" }, "CCSPlayer_ItemServices::AddToRebuy": { "text": "Records a purchased item on the player's rebuy list, keyed by loadout slot \u2014 the string `Unhandled loadout slot (%i) in AddToRebuy` shows slots it does not recognise are reported rather than stored. Hook it to control what a rebuy re-purchases; the item form it stores is unverified.", "source": "generated" }, "CCSPlayer_ItemServices::CanAcquire": { "text": "Decides whether the player is permitted to take a given item, the gate behind buy-menu purchases and world pickups. Hook it to allow or deny particular weapons per player; CEconItemView is among the classes this batch's parameters reference, though the refusal cases it distinguishes are unverified.", "source": "generated" }, "CCSPlayer_ItemServices::GiveGlove": { "text": "Applies a glove wearable to the player. The data groups this name with CCSPlayer_ItemServices::SetWearables and CCSPlayer_ItemServices::UpdateWearables as one shipped function, so the glove path and the general wearable path are the same code; the item plumbing behind it is unverified.", "source": "generated" }, "CCSPlayer_ItemServices::RemoveAllItems": { "text": "Strips what the player is carrying, clearing weapons and equipment in a single call. The CCSPlayer_ItemServices class here is implied by the name rather than established by the data \u2014 the entry sits on an unbound vtable slot \u2014 so the owner and the exact breadth of the strip are unverified.", "source": "generated" }, "CCSPlayer_ItemServices::RemoveWeapons": { "text": "Removes the player's carried weapons, a narrower strip than clearing the whole inventory. The class is implied by the name, not established by the data \u2014 this entry is an unbound vtable slot \u2014 so its owner and whether equipment state such as m_bHasDefuser survives are unverified.", "source": "generated" }, "CCSPlayer_ItemServices::SetWearables": { "text": "Sets the player's wearable items. It is the same shipped function as CCSPlayer_ItemServices::GiveGlove and CCSPlayer_ItemServices::UpdateWearables, so gloves and other wearables go through one body of code; read from the names, and what it rebuilds on the player is unverified.", "source": "generated" }, "CCSPlayer_ItemServices::UpdateWearables": { "text": "Refreshes the player's wearables after a loadout or model change, sharing one body of code with CCSPlayer_ItemServices::GiveGlove and CCSPlayer_ItemServices::SetWearables. Read from the name and that alias grouping, so what prompts a refresh and which wearables it rebuilds are unverified.", "source": "generated" }, "CCSPlayer_ItemServices_DropActivePlayerWeapon": { "text": "Drops the weapon a player currently has deployed, the server-side path behind forcing someone to lose their active weapon. It sits at an unbound vtable slot, so the owning item-services class is implied by the name rather than shown by the data, and the drop's exact behaviour is unverified.", "source": "generated" }, "CCSPlayer_MovementServices::AddGravity": { "text": "Applies gravity to the player's velocity during a move step; the name also appears verbatim as a string in the binary, and it is the counterpart of CCSPlayer_MovementServices::StartGravity. Hook it to change how fast a player falls; the amount applied and the conditions guarding it are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::AirAccelerate": { "text": "Accelerates the player while airborne, the air-control path that governs strafe-jump and surf speed gain; also shipped under the bare name AirAccelerate. Read from the name, so the wish-speed cap it enforces and its interaction with CCSPlayer_MovementServices::GroundAccelerate are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::AirMove": { "text": "Performs the airborne movement step, turning input into motion while the player is off the ground; the anchor PreSource1AirMove marks a legacy Source-1-style air path inside it. Also shipped as AirMove; which path a given build takes, and the condition selecting it, are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::CanUnduck": { "text": "Tests whether the player has clearance to stand up out of a crouch, the check that gates leaving the ducked state tracked by m_bDucked and m_bDucking. Also shipped as CanUnduck; read from the name, so the hull and trace it uses are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::CategorizePosition": { "text": "Classifies the player's relationship to the world for the move \u2014 on ground, airborne or in water \u2014 and updates the resulting ground state. Also shipped as CategorizePosition; read from the name, so the surface tolerances it applies and the fields it writes are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::CheckFalling": { "text": "Handles landing after a fall, covering fall damage and the landing sound \u2014 the anchor Land_WaterVol.StepLeft is one of the surface-specific sounds it can pick. Also shipped as CheckFalling; the damage curve and the speed thresholds it uses are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::CheckJumpButtonLegacy": { "text": "Evaluates the jump button under the legacy jump model and starts the jump when allowed, working with m_flStamina and the m_LegacyJump state. Also shipped as CheckJumpButton and CheckJumpButtonLegacy; read from the name, so the eligibility rules and launch velocity are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::CheckJumpButtonModern": { "text": "Evaluates the jump button under the modern jump model and starts the jump when allowed, alongside the m_ModernJump state. Read from the name and its counterpart CCSPlayer_MovementServices::CheckJumpButtonLegacy; which model a server actually uses, and the launch rules, are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::CheckParameters": { "text": "Validates and clamps the movement inputs for a command \u2014 view angles and the forward, side and up move values \u2014 before they drive the move. Hook it to cap or rewrite client movement input server-side; read from the name, so the specific clamps are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::CheckVelocity": { "text": "Clamps the player's velocity against the allowed maximum, logging `Got a velocity too high (>%.2f)` with the player and context when a component exceeds it. Also shipped as CheckVelocity; useful when chasing speed-hack reports or physics blow-ups, though the source of the limit is unverified.", "source": "generated" }, "CCSPlayer_MovementServices::Duck": { "text": "Drives the crouch state for the move step: duck progress, the crouched view offset and the crouch speed penalty. Read from the name together with m_bDucked, m_flDuckAmount, m_flDuckSpeed and m_flDuckViewOffset; hook it for custom crouch timing, though which of those fields it writes is unverified.", "source": "generated" }, "CCSPlayer_MovementServices::Friction": { "text": "Applies friction to the player's velocity, scaling speed down when they are not actively accelerating. Also shipped as Friction, with m_bUseFrictionStashedSpeed and m_flFrictionStashedSpeed holding the stashed-speed behaviour on the class; the friction constants it reads are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::FullWalkMove": { "text": "Carries out the full walking-movement step for a tick, covering ground and air handling, water transitions and the resulting position change. Also shipped as FullWalkMove; read from the name, so the internal branches and the conditions selecting them are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::GroundAccelerate": { "text": "Accelerates the player along the ground toward the wish velocity; its debug string prints flAccelSpeed, flGoalSpeed and flStoredAccel, naming the accel speed, goal speed and stored acceleration it works with. Counterpart to CCSPlayer_MovementServices::AirAccelerate for ground speed tuning; the caps applied are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::LadderMove": { "text": "Moves the player while on a ladder, turning input into motion along the ladder surface. The contact state lives in m_vecLadderNormal and m_nLadderSurfacePropIndex; read from the name, so the mount, dismount and climb-speed rules are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::MoveInit": { "text": "Initialises the per-move working state for a movement tick \u2014 the basis vectors m_vecForward, m_vecLeft and m_vecUp are the kind of field such setup fills. Also shipped as MoveInit; read from the name, so what it actually resets is unverified.", "source": "generated" }, "CCSPlayer_MovementServices::OnJump": { "text": "Performs the per-tick movement processing step and carries the PlayerMovementTraces anchor; the data groups this name with CCSPlayer_MovementServices::ProcessMove and ProcessMovement as a single shipped function, so despite the name it is not a jump-only body. For jump-specific behaviour use CCSPlayer_MovementServices::OnJumpModern or CCSPlayer_MovementServices::OnJumpLegacy.", "source": "generated" }, "CCSPlayer_MovementServices::OnJumpLegacy": { "text": "Handles a jump under the legacy model, with the anchor player_jump naming the game event of that name, and updates jump bookkeeping such as m_flHeightAtJumpStart and m_flStaminaAtJumpStart. Also shipped as OnJumpLegacy; which fields it writes and the stamina cost applied are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::OnJumpModern": { "text": "Handles a jump under the modern model, updating jump tracking such as m_ModernJump, m_flMaxJumpHeightThisJump and m_nLastJumpTick. Read from the name and its counterpart CCSPlayer_MovementServices::OnJumpLegacy; the model selection and the exact bookkeeping it performs are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::PlayerMove": { "text": "Moves the player for the current command, with the string `Can't move` marking a state in which motion is refused. Also shipped as PlayerMove; read from the name, so the movement modes it covers and the condition behind that refusal are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::PreWalkMove": { "text": "Does the preparation associated with the walking move \u2014 its own name appears verbatim as a string in the binary, the kind of label used for tracing or profiling. Read from the name alone, so what it prepares is unverified; the related walk step is CCSPlayer_MovementServices::FullWalkMove.", "source": "generated" }, "CCSPlayer_MovementServices::ProcessMove": { "text": "Updates the player's position and velocity for the tick \u2014 the top-level movement step, carrying the PlayerMovementTraces anchor and the trace bookkeeping in m_nTraceCount. Also shipped as ProcessMovement and grouped with CCSPlayer_MovementServices::OnJump as one function; this is the usual hook point for wholesale movement changes.", "source": "generated" }, "CCSPlayer_MovementServices::ProcessUserCmd": { "text": "Applies one user command from the client \u2014 buttons, view angles and move values \u2014 as a movement tick for the player. Also shipped as RunCommand; read from the name, so the validation it performs and its treatment of dropped or duplicated commands are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::RunCommand": { "text": "Executes user commands for the player, turning client input into movement for the tick; also shipped as CPlayer_MovementServices::RunCmds and CPlayer_MovementServices::RunCommand. m_bHasEverProcessedCommand and m_nGameCodeHasMovedPlayerAfterCommand hold related command state; read from the name, so the per-command checks are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::SetupMove": { "text": "Assembles the movement state for a tick out of the incoming command, filling the working values the move step uses. Hook it to rewrite or sanitise input as that state is built; read from the name, so exactly which fields it populates is unverified.", "source": "generated" }, "CCSPlayer_MovementServices::StartGravity": { "text": "Applies the opening gravity contribution to the player's velocity for a move; the name appears verbatim as a string in the binary and pairs with CCSPlayer_MovementServices::AddGravity as a split gravity application. Read from the names, so the split and the amounts applied are unverified.", "source": "generated" }, "CCSPlayer_MovementServices::WaterMove": { "text": "Moves the player while in water, applying swim handling instead of ground movement. Water state sits in m_nOldWaterLevel and m_flWaterEntryTime; also shipped as WaterMove, and the buoyancy, sink and surface behaviour it implements are unverified.", "source": "generated" }, "CCSPlayer_WeaponServices::BumpWeapon": { "text": "Handles the player bumping into a weapon lying in the world, picking it up or absorbing its ammo; m_bIsPickingUpGroundWeapon and m_bPickedUpWeapon track that state. The class is implied by the name, and the behaviour is read from the name, so the exact pickup conditions are unverified.", "source": "generated" }, "CCSPlayer_WeaponServices::CanEquip": { "text": "Tests whether the player is allowed to equip a given CBasePlayerWeapon, making it the gate to consult before granting or forcing an item. Read from the name; a prototype is derived, but the conditions that cause a refusal are not established.", "source": "generated" }, "CCSPlayer_WeaponServices::CanSwitch": { "text": "Tests whether the player may switch to a given CBasePlayerWeapon at this moment, useful before forcing a weapon change. Read from the name; m_bDisableAutoDeploy and m_flNextAttack are the fields a modder would inspect alongside it, though their influence on the answer is unverified.", "source": "generated" }, "CCSPlayer_WeaponServices::CanUse": { "text": "Tests whether the player is permitted to use a particular weapon, a check distinct from the equip and switch permissions. The class is implied by the name, and the reading comes from the name alone, so what qualifies as use here is unverified.", "source": "generated" }, "CCSPlayer_WeaponServices::Destroy": { "text": "Removes a weapon from the player and destroys it; the same code also ships as CBasePlayerPawn_RemovePlayerItem, which describes the behaviour more plainly. Use this to strip an item outright rather than releasing it into the world.", "source": "generated" }, "CCSPlayer_WeaponServices::DetachWeapon": { "text": "Detaches a weapon from the player, severing ownership without destroying the item itself. Read from the name; a prototype is derived, but whether the weapon is left in the world or merely unlinked is not established.", "source": "generated" }, "CCSPlayer_WeaponServices::DropWeapon": { "text": "Drops a weapon from the player into the world, refusing during warmup with the notice #SFUI_Notice_CannotDropWeaponDuringWarmup. The class is implied by the name; the warmup restriction comes from that string anchor, while other drop conditions are unverified.", "source": "generated" }, "CCSPlayer_WeaponServices::EquipWeapon": { "text": "Adds a weapon to the player and attaches it to the pawn; the same code also ships as CCSPlayer_WeaponServices::Weapon_Equip. This is the give-item path to use after creating a CBasePlayerWeapon, though the ownership side effects are unverified.", "source": "generated" }, "CCSPlayer_WeaponServices::FinishTick": { "text": "Performs end-of-tick weapon bookkeeping for the player, the plausible home for per-tick timers such as m_flNextAttack and m_nTimeToPrimary. Read from the name, which also appears verbatim as a string anchor; what it actually settles each tick is not established.", "source": "generated" }, "CCSPlayer_WeaponServices::GetInterpolatedShootPosition": { "text": "Computes the player's shoot origin interpolated to a moment in time; its log string, %s: GetInterpolatedShootPosition time [ #%d + %.3f ], shows that time as a tick number plus a fractional offset. Relevant when reconstructing where a shot originated under sub-tick timing.", "source": "generated" }, "CCSPlayer_WeaponServices::GetWeaponBySlot": { "text": "Looks up the weapon the player holds in a given inventory slot, the convenient way to reach a pawn's primary, secondary or melee item. Read from the name; a prototype is derived, but the slot numbering it expects is not established.", "source": "generated" }, "CCSPlayer_WeaponServices::SelectItem": { "text": "Selects an item from the player's inventory and makes it the active held item. The class is implied by the name, and it occupies the same vtable slot 31 as CCSPlayer_WeaponServices::SelectWeapon, so both names may resolve to one function.", "source": "generated" }, "CCSPlayer_WeaponServices::SelectWeapon": { "text": "Selects a weapon from the player's inventory and makes it the active one. The class is implied by the name, and it occupies the same vtable slot 31 as CCSPlayer_WeaponServices::SelectItem, so both names may resolve to one function.", "source": "generated" }, "CCSPlayer_WeaponServices::SwitchWeapon": { "text": "Switches the player's active weapon to a specified one, the acting counterpart to the switch-permission check. The class is implied by the name; m_hSavedWeapon and m_bDisableAutoDeploy are the fields worth inspecting alongside it, though that link is unverified.", "source": "generated" }, "CCSPlayer_WeaponServices::Weapon_Equip": { "text": "Attaches a weapon to the player's inventory; this is an alternate shipped name for the same code as CCSPlayer_WeaponServices::EquipWeapon. Hook just one of the two names, since both reach identical behaviour.", "source": "generated" }, "CCSPlayer_WeaponServices::Weapon_Switch": { "text": "Switches the player to a given CBasePlayerWeapon, deploying it as the held item. Read from the name; it ships separately from CCSPlayer_WeaponServices::SwitchWeapon in this data, and what distinguishes the two is not established.", "source": "generated" }, "CCSPointScriptEntity::FindEntitiesByClass": { "text": "Finds entities matching a class name, exposing an entity lookup to scripts running on a point-script entity. The class is implied by the name, and the reading comes from the name, so the match semantics and how results are handed back are unverified.", "source": "generated" }, "CCSPointScriptEntity::OnScriptReload": { "text": "Handles the entity's script being reloaded, giving the script a chance to re-establish state after a live edit. The class is implied by the name, and the reading comes from the name alone, so what survives a reload is unverified.", "source": "generated" }, "CCSPointScriptEntity::Think": { "text": "Runs the entity's periodic think work, the hook where a point-script entity performs time-based updates. The class is implied by the name; the think interval and what it updates are not established.", "source": "generated" }, "CCSScript::OnActivate": { "text": "Activates a script; the same code also ships as CCSServer::PointScriptEntityEnterScope, indicating that activation happens when a point-script entity enters scope. That alias makes this the place to observe a script becoming live for an entity.", "source": "generated" }, "CCSScriptOnActivate": { "text": "Activates a map's point-script entity so its scripted logic becomes live. Also shipped as CCSScript::OnActivate and CCSServer::PointScriptEntityEnterScope; the attribution is medium confidence, so verify before relying on it to observe map script startup.", "source": "generated" }, "CCSScript_EntityScript::FindWeaponBySlot": { "text": "Looks up a weapon in an inventory by slot index, so script code can reach the weapon entity occupying a given slot. Read from the name, whose class qualifier is implied by the name; no prototype is derived, so the slot numbering and whose inventory is searched remain unverified.", "source": "generated" }, "CCSScript_EntityScript::OnBeforePlayerDamage": { "text": "Script hook for player damage at a point before it is applied, giving map scripts a chance to inspect or suppress the hit. Read from the name, with the class qualifier implied by the name; the damage detail exposed and whether the script can veto are unverified.", "source": "generated" }, "CCSScript_EntityScript::OnBeginRoundRestart": { "text": "Script hook for the beginning of a round restart, the natural place to reset per-round scripted state such as counters, spawned props, or custom rules. Read from the name, whose class qualifier is implied by the name; the exact point within the restart is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnBulletImpact": { "text": "Script hook for a bullet impact, usable for surface-reactive map logic, custom effects, or hit logging. Read from the name, with the class qualifier implied by the name; which impact details (position, surface, shooter) the script receives is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnGrenadeThrow": { "text": "Script hook for a grenade being thrown, useful for tracking utility usage or reacting to incoming projectiles in scripted maps. Read from the name, whose class qualifier is implied by the name; the grenade and thrower detail available to the script is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnGunFire": { "text": "Script hook for a weapon being fired, useful for shot counting, firing-driven map events, or custom weapon rules. Read from the name, with the class qualifier implied by the name; the shooter and weapon detail exposed to the script is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnGunReload": { "text": "Script hook for a weapon reload, letting scripts drive behaviour off reloads or do ammo bookkeeping. Read from the name, whose class qualifier is implied by the name; whether it covers reload start, completion, or both is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnModifyPlayerDamage": { "text": "Script hook for altering player damage rather than merely observing it, the modifying counterpart to CCSScript_EntityScript::OnPlayerDamage. Read from the name, with the class qualifier implied by the name; how a script returns a changed amount, and what it may change, are unverified.", "source": "generated" }, "CCSScript_EntityScript::OnPlayerDamage": { "text": "Script hook for damage dealt to a player, suited to observation work such as scoring, logging, or triggering scripted responses. Read from the name, whose class qualifier is implied by the name; the victim, attacker, and amount detail exposed is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnPlayerJump": { "text": "Script hook for a player jumping, usable for jump-driven map logic such as parkour rules, triggers, or movement stats. Read from the name, with the class qualifier implied by the name; the player detail supplied to the script is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnPlayerKill": { "text": "Script hook for a player kill, the place for custom scoring, killstreak logic, or death-driven map events. Read from the name, whose class qualifier is implied by the name; the killer, victim, and weapon detail exposed is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnPlayerLand": { "text": "Script hook for a player landing after a fall or jump, useful for fall-damage rules, landing effects, or surface-specific map logic. Read from the name, with the class qualifier implied by the name; the landing detail supplied to the script is unverified.", "source": "generated" }, "CCSScript_EntityScript::OnPlayerPing": { "text": "Script hook for a player placing a ping marker, letting scripts react to pinged locations for objectives, callouts, or custom markers. Read from the name, whose class qualifier is implied by the name; the ping position and target detail exposed are unverified.", "source": "generated" }, "CCSScript_EntityScript::OnPlayerReset": { "text": "Script hook for a player being reset, the point at which per-player scripted state should be cleared or reapplied. Read from the name, with the class qualifier implied by the name; what a reset covers here, and how it differs from a round restart, are unverified.", "source": "generated" }, "CCSScript_EntityScript::OnWeaponDrop": { "text": "Script hook for a weapon being dropped, usable for tracking loose weapons, custom pickup rules, or economy logic. Read from the name, whose class qualifier is implied by the name; the weapon and previous-owner detail exposed to the script is unverified.", "source": "generated" }, "CCSServer::PointScriptEntityEnterScope": { "text": "Handles a point-script entity entering scope, and the same code ships as CCSScript::OnActivate, so it reads as the script entity's activation entry point where script state is brought up. Both names are recorded aliases in this data; no prototype is derived, so what scope means here is unverified.", "source": "generated" }, "CCSServerPointScriptEntityEnterScope": { "text": "Brings a point-script entity into scope on the server, activating the script it carries. This names the same code as CCSScript::OnActivate at medium confidence, and is the place to watch or gate map-authored scripting.", "source": "generated" }, "CCSWeaponBase::GetEconWpnData": { "text": "The string anchor GetEconWpnData marks this as the accessor for a weapon's economy item data, the item-definition record (skin, stickers, item attributes) behind the weapon as distinct from its live gameplay state. Standing is anchor-and-name level; no prototype is derived, so the lookup key and the data it yields are unverified.", "source": "generated" }, "CCSWeaponBase::ToggleCanBePickedUp": { "text": "The string anchor ToggleCanBePickedUp marks this as the switch controlling whether the weapon may be picked up, matching CCSWeaponBase's m_bCanBePickedUp field, which is useful for pinning weapons in place or blocking scavenging. No prototype is derived, so whether it flips the flag or sets an explicit value is unverified.", "source": "generated" }, "CCallbackImpl<16>::GetCallbackSizeBytes": { "text": "Reports the size in bytes of the callback payload for the CCallbackImpl<16> template instantiation, the figure the callback machinery needs to size a dispatch buffer. Read from the name and the template argument; no prototype is derived, so whether 16 is that byte size or another parameter is unverified.", "source": "generated" }, "CCallbackImpl<1>::GetCallbackSizeBytes": { "text": "Reports the size in bytes of the callback payload for the CCallbackImpl<1> template instantiation, so callback handling code knows how much data one dispatch carries. Read from the name and the template argument; no prototype is derived, so what the template parameter counts is unverified.", "source": "generated" }, "CCallbackImpl<4>::GetCallbackSizeBytes": { "text": "Reports the size in bytes of the callback payload for the CCallbackImpl<4> template instantiation, the per-instantiation size used when handling that callback's data. Read from the name and the template argument; no prototype is derived, so what the template parameter counts is unverified.", "source": "generated" }, "CCallbackImpl<4>::Run": { "text": "Executes the callback body for the CCallbackImpl<4> instantiation, the entry point that does the callback's actual work on its payload. Read from the name; no prototype is derived, so what data it acts on and what it performs are unverified.", "source": "generated" }, "CCallbackImpl<8>::GetCallbackSizeBytes": { "text": "Reports the size in bytes of the callback payload for the CCallbackImpl<8> template instantiation, letting callback handling code size that instantiation's data. Read from the name and the template argument; no prototype is derived, so what the template parameter counts is unverified.", "source": "generated" }, "CChangeLevel::FindLandmark": { "text": "Resolves the landmark entity that anchors a level transition, aligning positions between the outgoing and incoming maps, and pairs with CChangeLevel's m_sLandmarkName field. Read from the name and that field; no prototype is derived, so the search scope and the behaviour on a missing landmark are unverified.", "source": "generated" }, "CChangeLevel::GetDataDescMap": { "text": "Retrieves the data description map for the changelevel entity, the table describing its saved and mappable fields such as m_sMapName and m_sLandmarkName. Read from the name, whose class qualifier is implied by the name; the map's contents for this class are not established by this data.", "source": "generated" }, "CChangeLevel::InTransitionVolume": { "text": "Tests whether something lies inside the transition volume tied to this level change, the check that decides what carries across a map transition. Read from the name; no prototype is derived, so how the volume is defined and what is tested against it are unverified.", "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" }, "CChangeLevelIssue::CanCallVote": { "text": "Decides whether a map-change vote may be started, gating the changelevel vote issue against current conditions. Read from the name, whose class qualifier is implied by the name; the conditions it checks and any failure reason it reports back are unverified.", "source": "generated" }, "CChicken::AnimThink": { "text": "Periodic animation update for the chicken, advancing its activity state; CChicken carries m_desiredActivity, m_currentActivity, and m_activityTimer, which such an update would drive. Read from the name and those fields, with the class qualifier implied by the name; the update interval is unverified.", "source": "generated" }, "CChicken::FireGameEvent": { "text": "Receives a game event on behalf of the chicken, letting it respond to broadcast events such as round or player events. Read from the name, whose class qualifier is implied by the name; which events it subscribes to and how it reacts are unverified.", "source": "generated" }, "CChicken::Fly": { "text": "The string anchor Chicken.Fly marks this as the chicken's flying or flapping behaviour, the airborne motion that CChicken's m_isOnGround and m_vFallVelocity fields track. Standing is anchor-and-name level; no prototype is derived, so the conditions that put the chicken into flight are unverified.", "source": "generated" }, "CChicken::OnBreak": { "text": "Handles the chicken being broken or destroyed, the entity's response to its own destruction such as gibs, sounds, and cleanup. Read from the name, whose class qualifier is implied by the name; what it actually spawns or clears is unverified.", "source": "generated" }, "CChicken::Panic": { "text": "The string anchor Chicken.Panic marks this as the chicken's panic behaviour, the startled flee state matching CChicken's m_fleeFrom and m_startleTimer fields. Standing is anchor-and-name level; no prototype is derived, so what provokes panic and how long it lasts are unverified.", "source": "generated" }, "CChoreoEvent_EXTERNAL_ANIMGRAPH::SetExternalAnimgraphResource": { "text": "The string anchor SetExternalAnimgraphResource marks this as the setter that points an external-animgraph choreo event at the animgraph asset it should use. Standing is anchor-and-name level; no prototype is derived, so the form of the resource reference and any validation it applies are unverified.", "source": "generated" }, "CClientFrame::IsMemPoolAllocated": { "text": "Reports whether this client frame was handed out from a memory pool rather than allocated normally, which is what tells the owner how to give it back. The class CClientFrame is implied by the name; the reading is name-level and the pooling policy behind the answer is unverified.", "source": "generated" }, "CClientFrame::~CClientFrame": { "text": "Destroys a client frame and releases the per-frame state it holds. The class is implied by the name; as a destructor its purpose is structural, and what it actually frees is unverified.", "source": "generated" }, "CClientFrameManager::~CClientFrameManager": { "text": "Destroys the client-frame manager and tears down the frame bookkeeping it owns. The class CClientFrameManager is implied by the name; nothing here establishes which frames or buffers are released.", "source": "generated" }, "CCoJobMgr::BResumeYieldingJobs": { "text": "Resumes co-jobs that have yielded, letting suspended work under the engine's cooperative job manager continue. The string CCoJobMgr::BResumeYieldingJobs appears verbatim in libserver; the conditions for resumption and the scheduling behaviour are unverified.", "source": "generated" }, "CCodeResourceManifestManager::GetNamedManifestResources": { "text": "Retrieves the resources listed under a named code resource manifest, giving callers the contents of a manifest by its name. The class is implied by the name; the manifest naming scheme and the form of the result are unverified.", "source": "generated" }, "CCodeResourceManifestManager::IsResourceManifestGroupKnown": { "text": "Tests whether a resource-manifest group is registered with the manifest manager, so a caller can check availability before asking for its contents. The class is implied by the name; the identifier form used for a group is unverified.", "source": "generated" }, "CCollisionProperty::SetSolid": { "text": "Sets the solid type on an entity's collision property, changing how the entity collides; it corresponds to m_nSolidType and works alongside m_usSolidFlags and m_CollisionGroup. Useful for making an entity solid or non-solid at runtime, though any recomputation of m_vecSurroundingMins and m_vecSurroundingMaxs is unverified.", "source": "generated" }, "CColorCorrection::GetDataDescMap": { "text": "Exposes the entity's datadesc map, the description used for save/restore and keyvalue handling of CColorCorrection fields such as m_flFadeInDuration and m_flMaxWeight. The class is implied by the name; the map's contents are not established by this data.", "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" }, "CColorCorrectionSystem::FireGameEvent": { "text": "Handles a game event delivered to the color-correction system, letting it react to engine events it has subscribed to. The class is implied by the name; which events it listens for and how it responds are unverified.", "source": "generated" }, "CColorCorrectionVolume::ColorCorrectionVolumeThink": { "text": "Runs the periodic update for a color-correction volume, moving m_Weight toward m_MaxWeight over m_FadeDuration using the m_LastEnterTime, m_LastEnterWeight, m_LastExitTime and m_LastExitWeight marks. Read from the name and those fade fields; the think cadence and the exact blend are unverified.", "source": "generated" }, "CCommand::Tokenize": { "text": "Splits a raw console command string into the argument tokens the CCommand object then exposes, which is how server command text becomes individual arguments. Read from the name; the quoting, escaping and length rules it applies are unverified.", "source": "generated" }, "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" }, "CCommentarySystem::InitCommentary": { "text": "Initializes the commentary system for the loaded map, preparing the node bookkeeping behind m_vecNodes, m_hCurrentNode and m_hActiveCommentaryNode. The class is implied by the name; what it loads and which convars in m_ModifiedConvars it touches are unverified.", "source": "generated" }, "CCommentaryViewPosition::~CCommentaryViewPosition": { "text": "Destroys a commentary view-position entity, which by its name marks a viewing position used by commentary playback. The class is implied by the name, and what the destructor releases is unverified.", "source": "generated" }, "CCommentary_SaveRestoreBlockHandler::GetBlockName": { "text": "Supplies the identifying name of the commentary block in save data, tagging the section this handler writes and reads. The class is implied by the name; the literal string it yields is unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::AddBoolLiteral": { "text": "Appends a boolean literal to the expression being compiled into a stack-machine program. The class CCompileTargetExprStackMachineBuilder is implied by the name; how the literal is encoded in the emitted program is unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::AddElementAccess": { "text": "Emits an element-access step, indexing into an array or aggregate value inside the expression program being built. The class is implied by the name; the indexing form and bounds behaviour are unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::AddFloatLiteral": { "text": "Appends a floating-point literal to the expression program under construction. The class is implied by the name; how the constant is stored in the emitted program is unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::AddFunctionCall": { "text": "Emits a call to a named function within the expression program being built, so a compiled expression can invoke functions the host exposes. The class is implied by the name; function resolution and argument handling are unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::AddIntLiteral": { "text": "Appends an integer literal to the expression program under construction. The class is implied by the name; the literal's width and encoding are unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::AddVariableExistenceLookup": { "text": "Emits a test for whether a named variable is present in the evaluation context, which is what lets an expression guard on optional inputs. The class is implied by the name; variable naming and scoping rules are unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::AddVariableLookup": { "text": "Emits a fetch of a named variable's value into the expression program being built. The class is implied by the name; the namespace it resolves names against is unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::ReportParseError": { "text": "Records a parse error hit while building an expression, so malformed input surfaces a diagnostic instead of a silently bad program. The class is implied by the name; the message format and where the error is reported are unverified.", "source": "generated" }, "CCompileTargetExprStackMachineBuilder::~CCompileTargetExprStackMachineBuilder": { "text": "Destroys the expression stack-machine builder and releases the program state it accumulated. The class is implied by the name; what it frees is unverified.", "source": "generated" }, "CCompressedAnimQuaternion::CanEncode": { "text": "Tests whether a block of rotation samples can be represented in this quaternion compression format, letting a caller pick a codec that fits the data. The class is implied by the name; the acceptance criteria and what is inspected are unverified.", "source": "generated" }, "CCompressedAnimQuaternion::CreateContainer": { "text": "Allocates the container that holds compressed quaternion track data for this codec, giving decode work somewhere to read from or write into. The class is implied by the name; the container's layout, sizing and ownership are unverified.", "source": "generated" }, "CCompressedAnimQuaternion::DecodeFrame": { "text": "Decompresses a single frame of a quaternion animation track, yielding usable rotation values for the requested frame. Reach for this when reading packed animation data rather than posing through the animgraph; the class is implied by the name, and the frame addressing is unverified.", "source": "generated" }, "CCompressedAnimQuaternion::DecodeSize": { "text": "Reports how much decoded output this compressed quaternion data expands to, so a caller can size a destination buffer before decoding. The class is implied by the name; whether the figure covers one frame or a whole track is unverified.", "source": "generated" }, "CCompressedAnimQuaternion::DeswizzleAndBlendContainer": { "text": "Unpacks a swizzled compressed quaternion container and blends the recovered rotations into an existing pose, combining decode and weighted accumulation in one pass. The class is implied by the name; the blend weighting and destination pose format are unverified.", "source": "generated" }, "CCompressedAnimQuaternion::DeswizzleContainer": { "text": "Unpacks a swizzled compressed quaternion container into straight per-element rotation values, without blending against anything. The class is implied by the name; the packed storage layout it rearranges is unverified.", "source": "generated" }, "CCompressedAnimQuaternion::GetFieldType": { "text": "Reports which animation field type this codec handles, identifying it as the quaternion-valued variant among the animation codecs. The class is implied by the name; the identifier's enumeration values are unverified.", "source": "generated" }, "CCompressedAnimQuaternion::GetFlags": { "text": "Returns the codec's flag bits, letting a caller query behavioural properties of this quaternion compression format before using it. The class is implied by the name; the individual flag meanings are unverified.", "source": "generated" }, "CCompressedAnimQuaternion::GetName": { "text": "Returns the codec's name. Purpose beyond that is not established, and the class is implied by the name.", "source": "generated" }, "CCompressedAnimQuaternion::GetSizeof": { "text": "Reports the in-memory size of this quaternion codec object, which a caller needs when reserving storage for one. The class is implied by the name; the units and whether any container data is included are unverified.", "source": "generated" }, "CCompressedAnimQuaternion::Instantiate": { "text": "Brings a quaternion codec instance into existence, producing a usable object for decoding compressed rotation tracks. The class is implied by the name; where the memory comes from and what state is initialised are unverified.", "source": "generated" }, "CCompressedAnimQuaternion::~CCompressedAnimQuaternion": { "text": "Destroys a quaternion codec instance, releasing whatever it holds for its compressed rotation data. The class is implied by the name; exactly what is freed is unverified.", "source": "generated" }, "CCompressedAnimVector3::CanEncode": { "text": "Tests whether a block of three-component samples, such as bone positions or scales, fits this vector compression format, so a caller can pick a suitable codec. The class is implied by the name; the acceptance criteria and what is inspected are unverified.", "source": "generated" }, "CCompressedAnimVector3::CreateContainer": { "text": "Allocates the container that holds compressed three-component track data for this codec, giving decode work somewhere to read from or write into. The class is implied by the name; the container's layout, sizing and ownership are unverified.", "source": "generated" }, "CCompressedAnimVector3::DecodeFrame": { "text": "Decompresses a single frame of a vector animation track, yielding usable three-component values such as bone translations. Useful when reading packed animation data directly; the class is implied by the name, and the frame addressing is unverified.", "source": "generated" }, "CCompressedAnimVector3::DecodeSize": { "text": "Reports how much decoded output this compressed vector data expands to, so a caller can size a destination buffer before decoding. The class is implied by the name; whether the figure covers one frame or a whole track is unverified.", "source": "generated" }, "CCompressedAnimVector3::DeswizzleAndBlendContainer": { "text": "Unpacks a swizzled compressed vector container and blends the recovered three-component values into an existing pose, combining decode and weighted accumulation in one pass. The class is implied by the name; the blend weighting and destination pose format are unverified.", "source": "generated" }, "CCompressedAnimVector3::DeswizzleContainer": { "text": "Unpacks a swizzled compressed vector container into straight per-element three-component values, without blending against anything. The class is implied by the name; the packed storage layout it rearranges is unverified.", "source": "generated" }, "CCompressedAnimVector3::GetFieldType": { "text": "Reports which animation field type this codec handles, identifying it as the three-component vector variant among the animation codecs. The class is implied by the name; the identifier's enumeration values are unverified.", "source": "generated" }, "CCompressedAnimVector3::GetFlags": { "text": "Returns the codec's flag bits, letting a caller query behavioural properties of this vector compression format before using it. The class is implied by the name; the individual flag meanings are unverified.", "source": "generated" }, "CCompressedAnimVector3::GetName": { "text": "Returns the codec's name. Purpose beyond that is not established, and the class is implied by the name.", "source": "generated" }, "CCompressedAnimVector3::GetSizeof": { "text": "Reports the in-memory size of this vector codec object, which a caller needs when reserving storage for one. The class is implied by the name; the units and whether any container data is included are unverified.", "source": "generated" }, "CCompressedAnimVector3::Instantiate": { "text": "Brings a vector codec instance into existence, producing a usable object for decoding compressed three-component tracks. The class is implied by the name; where the memory comes from and what state is initialised are unverified.", "source": "generated" }, "CCompressedAnimVector3::~CCompressedAnimVector3": { "text": "Destroys a vector codec instance, releasing whatever it holds for its compressed three-component data. The class is implied by the name; exactly what is freed is unverified.", "source": "generated" }, "CCompressedDeltaVector3::CanEncode": { "text": "Tests whether a given set of source values can be represented by this delta-compressed Vector3 encoding, so a caller can pick a workable codec before compressing. The class is implied by the name, and the acceptance criteria it applies are not established by this data.", "source": "generated" }, "CCompressedDeltaVector3::CreateContainer": { "text": "Allocates the storage container that holds delta-compressed Vector3 data, giving encode and decode work a place to keep the packed bytes. The class is implied by the name; the container's layout and ownership rules are not established here.", "source": "generated" }, "CCompressedDeltaVector3::DecodeFrame": { "text": "Decodes one frame's worth of values out of a delta-compressed Vector3 container back into usable Vector3 output. The class is implied by the name, and how frames are indexed or where output lands is not established by this data.", "source": "generated" }, "CCompressedDeltaVector3::DecodeSize": { "text": "Reports how much decoded data a delta-compressed Vector3 container yields, which a caller needs when sizing a destination buffer. The class is implied by the name, and the units it reports are not established here.", "source": "generated" }, "CCompressedDeltaVector3::DeswizzleAndBlendContainer": { "text": "Unpacks delta-compressed Vector3 data out of its interleaved (swizzled) container layout and blends the result against other values in the same pass, the shape you want for weighted blending. The class is implied by the name; the blend weighting is not established by this data.", "source": "generated" }, "CCompressedDeltaVector3::DeswizzleContainer": { "text": "Unpacks delta-compressed Vector3 data from its interleaved (swizzled) container layout into straight per-element order. The class is implied by the name, and the exact swizzle pattern and destination are not established here.", "source": "generated" }, "CCompressedDeltaVector3::GetFieldType": { "text": "Reports the field-type identifier for this codec, letting generic compression code tell that a track holds Vector3 data before touching it. The class is implied by the name; the enumeration behind the identifier is not established by this data.", "source": "generated" }, "CCompressedDeltaVector3::GetFlags": { "text": "Reports this codec's flag bits, which generic compression code can query to learn what the delta-compressed Vector3 encoding supports. The class is implied by the name, and the meaning of individual bits is not established here.", "source": "generated" }, "CCompressedDeltaVector3::GetName": { "text": "Returns this codec's name, the string form useful for logging or listing compression types. The class is implied by the name; no further purpose is established.", "source": "generated" }, "CCompressedDeltaVector3::GetSizeof": { "text": "Reports a byte size tied to this codec, the number a caller needs to allocate or step through delta-compressed Vector3 storage. The class is implied by the name, and whether the size covers the codec object or one encoded element is not established.", "source": "generated" }, "CCompressedDeltaVector3::Instantiate": { "text": "Brings up an instance of the delta-compressed Vector3 codec so the compression system has a usable object for that encoding. The class is implied by the name, and what the instance holds is not established by this data.", "source": "generated" }, "CCompressedDeltaVector3::~CCompressedDeltaVector3": { "text": "Tears down a delta-compressed Vector3 codec instance and releases whatever it owns, including any container storage it allocated. The destructor role and the class are implied by the name; the specific resources freed are not established here.", "source": "generated" }, "CCompressedFullBool::CanEncode": { "text": "Tests whether given source values can be represented by this full-precision boolean encoding, so a caller can pick a workable codec before compressing. The class is implied by the name, and the acceptance criteria it applies are not established by this data.", "source": "generated" }, "CCompressedFullBool::CreateContainer": { "text": "Allocates the storage container that holds full-precision boolean track data, giving encode and decode work a place to keep the packed bits. The class is implied by the name; the container's layout and ownership rules are not established here.", "source": "generated" }, "CCompressedFullBool::DecodeFrame": { "text": "Decodes one frame's worth of boolean values out of a full-bool container back into usable output. The class is implied by the name, and how frames are indexed or where output lands is not established by this data.", "source": "generated" }, "CCompressedFullBool::DecodeSize": { "text": "Reports how much decoded data a full-precision boolean container yields, which a caller needs when sizing a destination buffer. The class is implied by the name, and the units it reports are not established here.", "source": "generated" }, "CCompressedFullBool::DeswizzleAndBlendContainer": { "text": "Unpacks full-precision boolean data out of its interleaved (swizzled) container layout and blends the result against other values in the same pass. The class is implied by the name; how booleans are blended, and by what weighting, is not established by this data.", "source": "generated" }, "CCompressedFullBool::DeswizzleContainer": { "text": "Unpacks full-precision boolean data from its interleaved (swizzled) container layout into straight per-element order. The class is implied by the name, and the exact swizzle pattern and destination are not established here.", "source": "generated" }, "CCompressedFullBool::GetFieldType": { "text": "Reports the field-type identifier for this codec, letting generic compression code tell that a track holds boolean data before touching it. The class is implied by the name; the enumeration behind the identifier is not established by this data.", "source": "generated" }, "CCompressedFullBool::GetFlags": { "text": "Reports this codec's flag bits, which generic compression code can query to learn what the full-precision boolean encoding supports. The class is implied by the name, and the meaning of individual bits is not established here.", "source": "generated" }, "CCompressedFullBool::GetName": { "text": "Returns this codec's name, the string form useful for logging or listing compression types. The class is implied by the name; no further purpose is established.", "source": "generated" }, "CCompressedFullBool::GetSizeof": { "text": "Reports a byte size tied to this codec, the number a caller needs to allocate or step through full-bool storage. The class is implied by the name, and whether the size covers the codec object or one encoded element is not established.", "source": "generated" }, "CCompressedFullBool::Instantiate": { "text": "Brings up an instance of the full-precision boolean codec so the compression system has a usable object for that encoding. The class is implied by the name, and what the instance holds is not established by this data.", "source": "generated" }, "CCompressedFullBool::~CCompressedFullBool": { "text": "Tears down a full-precision boolean codec instance and releases whatever it owns, including any container storage it allocated. The destructor role and the class are implied by the name; the specific resources freed are not established here.", "source": "generated" }, "CCompressedFullChar::CanEncode": { "text": "Tests whether a given block of source data can be represented in this codec's full-char encoding, so a caller can choose a codec before committing to encode. Read from the name, with the CCompressedFullChar class implied by the name rather than derived from the data, and the acceptance criteria unverified.", "source": "generated" }, "CCompressedFullChar::CreateContainer": { "text": "Allocates and prepares a container that holds data in this codec's compressed full-char form, ready to be decoded. Read from the name; the CCompressedFullChar class is implied by the name, and the container's layout and ownership rules are unverified.", "source": "generated" }, "CCompressedFullChar::DecodeFrame": { "text": "Decodes a single frame of values out of the compressed full-char representation into caller-supplied output. Read from the name; the CCompressedFullChar class is implied by the name, and which frame is selected and where the output is written are unverified.", "source": "generated" }, "CCompressedFullChar::DecodeSize": { "text": "Reports how much decoded output this codec's full-char data expands to, letting a caller size a destination buffer before decoding. Read from the name; the CCompressedFullChar class is implied by the name, and whether the size is per frame or per container is unverified.", "source": "generated" }, "CCompressedFullChar::DeswizzleAndBlendContainer": { "text": "Unpacks a container's interleaved (swizzled) full-char storage into linear per-element output and blends the result against existing output values instead of overwriting them. Read from the name; the CCompressedFullChar class is implied by the name, and the blend weighting and swizzle layout are unverified.", "source": "generated" }, "CCompressedFullChar::DeswizzleContainer": { "text": "Unpacks a container's interleaved (swizzled) full-char storage into linear per-element output, writing results without blending. Read from the name; the CCompressedFullChar class is implied by the name, and the exact swizzle layout is unverified.", "source": "generated" }, "CCompressedFullChar::GetFieldType": { "text": "Reports which field type this codec handles, the char-typed data indicated by the class name, so generic code can match a codec to a field. Read from the name; the CCompressedFullChar class is implied by the name, and the enumeration returned is unverified.", "source": "generated" }, "CCompressedFullChar::GetFlags": { "text": "Returns this codec's capability or behaviour flags, which callers use to decide how its compressed data may be handled. Read from the name; the CCompressedFullChar class is implied by the name, and the individual flag meanings are unverified.", "source": "generated" }, "CCompressedFullChar::GetName": { "text": "Returns a name; beyond that, purpose is not established. The CCompressedFullChar class is implied by the name, not derived from the data.", "source": "generated" }, "CCompressedFullChar::GetSizeof": { "text": "Reports the size of one element of this codec's data, which callers need for stride and buffer arithmetic. Read from the name; the CCompressedFullChar class is implied by the name, and whether it describes the encoded or the decoded element is unverified.", "source": "generated" }, "CCompressedFullChar::Instantiate": { "text": "Creates a usable instance of this full-char codec for callers that select codecs generically. Read from the name; the CCompressedFullChar class is implied by the name, and what storage the new instance occupies is unverified.", "source": "generated" }, "CCompressedFullChar::~CCompressedFullChar": { "text": "Destroys a CCompressedFullChar codec instance and releases whatever it allocated. Standard destructor behaviour; the class is implied by the name, and any cleanup beyond freeing the object is unverified.", "source": "generated" }, "CCompressedFullColor32::CanEncode": { "text": "Tests whether a given block of source data can be represented in this codec's full 32-bit colour encoding, so a caller can choose a codec before committing to encode. Read from the name, with the CCompressedFullColor32 class implied by the name rather than derived from the data, and the acceptance criteria unverified.", "source": "generated" }, "CCompressedFullColor32::CreateContainer": { "text": "Allocates and prepares a container holding data in this codec's compressed full 32-bit colour form, ready to be decoded. Read from the name; the CCompressedFullColor32 class is implied by the name, and the container's layout and ownership rules are unverified.", "source": "generated" }, "CCompressedFullColor32::DecodeFrame": { "text": "Decodes a single frame of 32-bit colour values out of the compressed representation into caller-supplied output. Read from the name; the CCompressedFullColor32 class is implied by the name, and which frame is selected and where the output is written are unverified.", "source": "generated" }, "CCompressedFullColor32::DecodeSize": { "text": "Reports how much decoded output this codec's colour data expands to, letting a caller size a destination buffer before decoding. Read from the name; the CCompressedFullColor32 class is implied by the name, and whether the size is per frame or per container is unverified.", "source": "generated" }, "CCompressedFullColor32::DeswizzleAndBlendContainer": { "text": "Unpacks a container's interleaved (swizzled) 32-bit colour storage into linear per-element output and blends the result against existing output values instead of overwriting them. Read from the name; the CCompressedFullColor32 class is implied by the name, and the blend weighting and swizzle layout are unverified.", "source": "generated" }, "CCompressedFullColor32::DeswizzleContainer": { "text": "Unpacks a container's interleaved (swizzled) 32-bit colour storage into linear per-element output, writing results without blending. Read from the name; the CCompressedFullColor32 class is implied by the name, and the exact swizzle layout is unverified.", "source": "generated" }, "CCompressedFullColor32::GetFieldType": { "text": "Reports which field type this codec handles, the 32-bit colour data indicated by the class name, so generic code can match a codec to a field. Read from the name; the CCompressedFullColor32 class is implied by the name, and the enumeration returned is unverified.", "source": "generated" }, "CCompressedFullColor32::GetFlags": { "text": "Returns this codec's capability or behaviour flags, which callers use to decide how its compressed colour data may be handled. Read from the name; the CCompressedFullColor32 class is implied by the name, and the individual flag meanings are unverified.", "source": "generated" }, "CCompressedFullColor32::GetName": { "text": "Returns a name; beyond that, purpose is not established. The CCompressedFullColor32 class is implied by the name, not derived from the data.", "source": "generated" }, "CCompressedFullColor32::GetSizeof": { "text": "Reports the size of one element of this codec's colour data, which callers need for stride and buffer arithmetic. Read from the name; the CCompressedFullColor32 class is implied by the name, and whether it describes the encoded or the decoded element is unverified.", "source": "generated" }, "CCompressedFullColor32::Instantiate": { "text": "Creates a usable instance of this full 32-bit colour codec for callers that select codecs generically. Read from the name; the CCompressedFullColor32 class is implied by the name, and what storage the new instance occupies is unverified.", "source": "generated" }, "CCompressedFullColor32::~CCompressedFullColor32": { "text": "Destroys a CCompressedFullColor32 codec instance and releases whatever it allocated. Standard destructor behaviour; the class is implied by the name, and any cleanup beyond freeing the object is unverified.", "source": "generated" }, "CCompressedFullFloat::CanEncode": { "text": "Reports whether this full-precision float format is able to encode a given piece of source data, so a caller can pick a codec that accepts it. Read from the name; the class is implied by the name, and the accept/reject criteria are not established here.", "source": "generated" }, "CCompressedFullFloat::CreateContainer": { "text": "Allocates the storage container that holds this codec's full-precision float data. Read from the name; the class is implied by the name, and the container's layout and ownership are not established here.", "source": "generated" }, "CCompressedFullFloat::DecodeFrame": { "text": "Decodes one frame's worth of values out of compressed full-precision float storage into usable output. Read from the name; the class is implied by the name, and the frame indexing and destination are unverified.", "source": "generated" }, "CCompressedFullFloat::DecodeSize": { "text": "Reports the size of the decoded result for full-precision float data, letting a caller size a destination buffer before decoding. Read from the name; the class is implied by the name, and the unit of that size is unverified.", "source": "generated" }, "CCompressedFullFloat::DeswizzleAndBlendContainer": { "text": "Unpacks interleaved (swizzled) full-precision float container data into per-element order while blending it against another set of values, such as when mixing two sampled poses. Read from the name; the class is implied by the name, and the blend inputs are unverified.", "source": "generated" }, "CCompressedFullFloat::DeswizzleContainer": { "text": "Unpacks interleaved (swizzled) full-precision float container data back into per-element order for direct use, without the blending step its sibling performs. Read from the name; the class is implied by the name, and the source and destination layouts are unverified.", "source": "generated" }, "CCompressedFullFloat::GetFieldType": { "text": "Reports which field type this codec stores, so calling code can match a codec against the data it is meant to hold. Read from the name; the class is implied by the name, and the type enumeration is not established here.", "source": "generated" }, "CCompressedFullFloat::GetFlags": { "text": "Exposes the codec's behaviour or capability flags, which callers test to learn how the format may be used. Read from the name; the class is implied by the name, and the individual flag meanings are not established here.", "source": "generated" }, "CCompressedFullFloat::GetName": { "text": "Purpose is not established beyond supplying a name for this codec; the class is implied by the name.", "source": "generated" }, "CCompressedFullFloat::GetSizeof": { "text": "Reports the byte size associated with this codec, useful when allocating storage or striding through its data. Read from the name; the class is implied by the name, and whether the size describes one element or the whole object is unverified.", "source": "generated" }, "CCompressedFullFloat::Instantiate": { "text": "Brings a working instance of the full-precision float codec into existence for data that selects this format. Read from the name; the class is implied by the name, and what it constructs or registers is not established here.", "source": "generated" }, "CCompressedFullFloat::~CCompressedFullFloat": { "text": "Tears down a CCompressedFullFloat instance and releases what the codec holds. Read from the name as this class's destructor; the class is implied by the name, and what it frees is not established here.", "source": "generated" }, "CCompressedFullInt::CanEncode": { "text": "Reports whether this full-precision integer format is able to encode a given piece of source data, so a caller can pick a codec that accepts it. Read from the name; the class is implied by the name, and the accept/reject criteria are not established here.", "source": "generated" }, "CCompressedFullInt::CreateContainer": { "text": "Allocates the storage container that holds this codec's full-precision integer data. Read from the name; the class is implied by the name, and the container's layout and ownership are not established here.", "source": "generated" }, "CCompressedFullInt::DecodeFrame": { "text": "Decodes one frame's worth of values out of compressed full-precision integer storage into usable output. Read from the name; the class is implied by the name, and the frame indexing and destination are unverified.", "source": "generated" }, "CCompressedFullInt::DecodeSize": { "text": "Reports the size of the decoded result for full-precision integer data, letting a caller size a destination buffer before decoding. Read from the name; the class is implied by the name, and the unit of that size is unverified.", "source": "generated" }, "CCompressedFullInt::DeswizzleAndBlendContainer": { "text": "Unpacks interleaved (swizzled) full-precision integer container data into per-element order while blending it against another set of values, such as when mixing two sampled poses. Read from the name; the class is implied by the name, and the blend inputs are unverified.", "source": "generated" }, "CCompressedFullInt::DeswizzleContainer": { "text": "Unpacks interleaved (swizzled) full-precision integer container data back into per-element order for direct use, without the blending step its sibling performs. Read from the name; the class is implied by the name, and the source and destination layouts are unverified.", "source": "generated" }, "CCompressedFullInt::GetFieldType": { "text": "Reports which field type this codec stores, so calling code can match a codec against the data it is meant to hold. Read from the name; the class is implied by the name, and the type enumeration is not established here.", "source": "generated" }, "CCompressedFullInt::GetFlags": { "text": "Exposes the codec's behaviour or capability flags, which callers test to learn how the format may be used. Read from the name; the class is implied by the name, and the individual flag meanings are not established here.", "source": "generated" }, "CCompressedFullInt::GetName": { "text": "Purpose is not established beyond supplying a name for this codec; the class is implied by the name.", "source": "generated" }, "CCompressedFullInt::GetSizeof": { "text": "Reports the byte size associated with this codec, useful when allocating storage or striding through its data. Read from the name; the class is implied by the name, and whether the size describes one element or the whole object is unverified.", "source": "generated" }, "CCompressedFullInt::Instantiate": { "text": "Brings a working instance of the full-precision integer codec into existence for data that selects this format. Read from the name; the class is implied by the name, and what it constructs or registers is not established here.", "source": "generated" }, "CCompressedFullInt::~CCompressedFullInt": { "text": "Tears down a CCompressedFullInt instance and releases what the codec holds. Read from the name as this class's destructor; the class is implied by the name, and what it frees is not established here.", "source": "generated" }, "CCompressedFullShort::CanEncode": { "text": "Tests whether this short-valued compression format can represent a given piece of source data, so a caller can pick a format that round-trips. Behaviour is read from the name, and the owning class is implied by the name rather than the data, so the acceptance criteria are unverified.", "source": "generated" }, "CCompressedFullShort::CreateContainer": { "text": "Creates the storage container that holds compressed short data for this format. Read from the name; the class is implied by the name rather than the data, so what the container holds and who owns its memory are unverified.", "source": "generated" }, "CCompressedFullShort::DecodeFrame": { "text": "Decodes one frame's worth of compressed short values back into usable data, a read path for sampling stored animation channels. Read from the name; the class is implied by the name, and the frame indexing and output layout are unverified.", "source": "generated" }, "CCompressedFullShort::DecodeSize": { "text": "Reports the size of the decoded result for this compressed-short format, useful when sizing a destination buffer before decoding. Read from the name; the class is implied by the name, and whether the figure counts bytes or elements is unverified.", "source": "generated" }, "CCompressedFullShort::DeswizzleAndBlendContainer": { "text": "Unpacks a container's interleaved compressed short data into linear order while blending it against a weight, a combined path for sampling between stored values. Read from the name; the class is implied by the name, so the blend factor's meaning is unverified.", "source": "generated" }, "CCompressedFullShort::DeswizzleContainer": { "text": "Unpacks a container's interleaved compressed short data back into linear per-element order, without any blending step. Read from the name; the class is implied by the name rather than the data, so the storage layout it reverses is unverified.", "source": "generated" }, "CCompressedFullShort::GetFieldType": { "text": "Reports which field type this compression format handles, letting a caller match a compressed stream to the data it decodes into. Read from the name; the class is implied by the name, and the identifier it hands back is not established here.", "source": "generated" }, "CCompressedFullShort::GetFlags": { "text": "Reports the format's flag bits, which describe its capabilities or storage options to whatever selects a compression format. Read from the name; the class is implied by the name, and the meaning of individual bits is not established here.", "source": "generated" }, "CCompressedFullShort::GetName": { "text": "Purpose is not established beyond retrieving a name for this compression format. The owning class is implied by the name, not by the data.", "source": "generated" }, "CCompressedFullShort::GetSizeof": { "text": "Reports an in-memory size associated with this compressed-short format, useful when allocating or striding over its data. Read from the name; the class is implied by the name, and whether the size describes one element or the codec object is unverified.", "source": "generated" }, "CCompressedFullShort::Instantiate": { "text": "Constructs or registers the working instance of this compressed-short format so it becomes usable. Read from the name; the class is implied by the name rather than the data, so where the instance lives and whether it is shared are unverified.", "source": "generated" }, "CCompressedFullShort::~CCompressedFullShort": { "text": "Destructor for the compressed-short codec object, releasing whatever it holds when it is torn down. The class is implied by the name, and what it frees is unverified, so code that hooks or replaces the codec should not assume it owns container memory.", "source": "generated" }, "CCompressedFullVector2D::CanEncode": { "text": "Tests whether this two-component-vector compression format can represent a given piece of source data, so a caller can pick a format that round-trips. Behaviour is read from the name, and the owning class is implied by the name rather than the data, so the acceptance criteria are unverified.", "source": "generated" }, "CCompressedFullVector2D::CreateContainer": { "text": "Creates the storage container that holds compressed two-component vector data for this format. Read from the name; the class is implied by the name rather than the data, so what the container holds and who owns its memory are unverified.", "source": "generated" }, "CCompressedFullVector2D::DecodeFrame": { "text": "Decodes one frame's worth of compressed Vector2D values back into usable data, a read path for sampling stored animation channels. Read from the name; the class is implied by the name, and the frame indexing and output layout are unverified.", "source": "generated" }, "CCompressedFullVector2D::DecodeSize": { "text": "Reports the size of the decoded result for this compressed Vector2D format, useful when sizing a destination buffer before decoding. Read from the name; the class is implied by the name, and whether the figure counts bytes or elements is unverified.", "source": "generated" }, "CCompressedFullVector2D::DeswizzleAndBlendContainer": { "text": "Unpacks a container's interleaved compressed Vector2D data into linear order while blending it against a weight, a combined path for sampling between stored values. Read from the name; the class is implied by the name, so the blend factor's meaning is unverified.", "source": "generated" }, "CCompressedFullVector2D::DeswizzleContainer": { "text": "Unpacks a container's interleaved compressed Vector2D data back into linear per-element order, without any blending step. Read from the name; the class is implied by the name rather than the data, so the storage layout it reverses is unverified.", "source": "generated" }, "CCompressedFullVector2D::GetFieldType": { "text": "Reports which field type this compression format handles, letting a caller match a compressed stream to the data it decodes into. Read from the name; the class is implied by the name, and the identifier it hands back is not established here.", "source": "generated" }, "CCompressedFullVector2D::GetFlags": { "text": "Reports the format's flag bits, which describe its capabilities or storage options to whatever selects a compression format. Read from the name; the class is implied by the name, and the meaning of individual bits is not established here.", "source": "generated" }, "CCompressedFullVector2D::GetName": { "text": "Purpose is not established beyond retrieving a name for this compression format. The owning class is implied by the name, not by the data.", "source": "generated" }, "CCompressedFullVector2D::GetSizeof": { "text": "Reports an in-memory size associated with this compressed Vector2D format, useful when allocating or striding over its data. Read from the name; the class is implied by the name, and whether the size describes one element or the codec object is unverified.", "source": "generated" }, "CCompressedFullVector2D::Instantiate": { "text": "Constructs or registers the working instance of this compressed Vector2D format so it becomes usable. Read from the name; the class is implied by the name rather than the data, so where the instance lives and whether it is shared are unverified.", "source": "generated" }, "CCompressedFullVector2D::~CCompressedFullVector2D": { "text": "Destructor for the compressed Vector2D codec object, releasing whatever it holds when it is torn down. The class is implied by the name, and what it frees is unverified, so code that hooks or replaces the codec should not assume it owns container memory.", "source": "generated" }, "CCompressedFullVector3::CanEncode": { "text": "Tests whether a given three-component vector track can be represented in this full-precision compressed format, so a caller can decide which codec to use for it. Read from the name; the owning class CCompressedFullVector3 is implied by the name rather than by the data, and the accept/reject criteria are unverified.", "source": "generated" }, "CCompressedFullVector3::CreateContainer": { "text": "Allocates the storage container that holds this codec's encoded three-component vector data. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, so the container's layout, capacity and ownership rules are unverified.", "source": "generated" }, "CCompressedFullVector3::DecodeFrame": { "text": "Decodes a single frame of three-component vector values out of this codec's compressed container into usable output. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, so frame addressing and where the decoded values land are unverified.", "source": "generated" }, "CCompressedFullVector3::DecodeSize": { "text": "Reports how much decoded data this three-component codec produces, letting a caller size an output buffer before decoding. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, and whether the figure counts bytes or elements is unverified.", "source": "generated" }, "CCompressedFullVector3::DeswizzleAndBlendContainer": { "text": "Unpacks this codec's interleaved container back into per-element three-component vectors while blending between stored values, the form needed when a pose falls between frames. Read from the name; the class CCompressedFullVector3 is implied by the name, so the blend weight's convention is unverified.", "source": "generated" }, "CCompressedFullVector3::DeswizzleContainer": { "text": "Unpacks this codec's interleaved container into plain per-element three-component vectors with no blending applied. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, so the exact packing order it reverses is unverified.", "source": "generated" }, "CCompressedFullVector3::GetFieldType": { "text": "Reports which field type this codec handles, letting the decompression system match a codec to a track. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, and how the reported type value is encoded is unverified.", "source": "generated" }, "CCompressedFullVector3::GetFlags": { "text": "Reports this codec's descriptive flags, the sort of thing consulted when selecting or configuring compression for a track. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, so the meaning of individual flag bits is unverified.", "source": "generated" }, "CCompressedFullVector3::GetName": { "text": "Reports the codec's identifying name, the label tooling and debug output use for this compression type. Nothing beyond that is established; the class CCompressedFullVector3 is implied by the name, not by the data.", "source": "generated" }, "CCompressedFullVector3::GetSizeof": { "text": "Reports the in-memory size of this codec's record, useful when stepping through packed compressed data. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, so exactly which object is being measured is unverified.", "source": "generated" }, "CCompressedFullVector3::Instantiate": { "text": "Brings up a working instance of this full-precision three-component codec for use by the decompression machinery. Read from the name; the class CCompressedFullVector3 is implied by the name rather than by the data, so allocation and ownership behaviour are unverified.", "source": "generated" }, "CCompressedFullVector3::~CCompressedFullVector3": { "text": "Destructor for the full-precision three-component codec object, releasing whatever the instance holds. Standard destructor behaviour is assumed and the class CCompressedFullVector3 is implied by the name, so any additional teardown it performs is unverified.", "source": "generated" }, "CCompressedFullVector4D::CanEncode": { "text": "Tests whether a given four-component vector track can be represented in this full-precision compressed format, so a caller can pick a suitable codec. Read from the name; the owning class CCompressedFullVector4D is implied by the name rather than by the data, and the rejection criteria are unverified.", "source": "generated" }, "CCompressedFullVector4D::CreateContainer": { "text": "Allocates the storage container holding this codec's encoded four-component vector data. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, so container layout, capacity and ownership are unverified.", "source": "generated" }, "CCompressedFullVector4D::DecodeFrame": { "text": "Decodes one frame of four-component vector values from this codec's compressed container into usable output. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, so frame addressing and output placement are unverified.", "source": "generated" }, "CCompressedFullVector4D::DecodeSize": { "text": "Reports how much decoded data this four-component codec yields, so a caller can size an output buffer ahead of decoding. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, and the unit being reported is unverified.", "source": "generated" }, "CCompressedFullVector4D::DeswizzleAndBlendContainer": { "text": "Unpacks this codec's interleaved container into per-element four-component vectors while blending between stored values, as needed when sampling between frames. Read from the name; the class CCompressedFullVector4D is implied by the name, so the blend weight's convention is unverified.", "source": "generated" }, "CCompressedFullVector4D::DeswizzleContainer": { "text": "Unpacks this codec's interleaved container into plain per-element four-component vectors with no blending applied. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, so the exact packing order it reverses is unverified.", "source": "generated" }, "CCompressedFullVector4D::GetFieldType": { "text": "Reports which field type this four-component codec serves, letting the decompression system match a codec to a track. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, and how the reported type value is encoded is unverified.", "source": "generated" }, "CCompressedFullVector4D::GetFlags": { "text": "Reports this codec's descriptive flags, consulted when selecting or configuring compression for a track. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, so the meaning of individual flag bits is unverified.", "source": "generated" }, "CCompressedFullVector4D::GetName": { "text": "Reports the codec's identifying name, the label tooling and debug output use for this compression type. Nothing beyond that is established; the class CCompressedFullVector4D is implied by the name, not by the data.", "source": "generated" }, "CCompressedFullVector4D::GetSizeof": { "text": "Reports the in-memory size of this codec's record, useful when walking packed compressed data. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, so which object is being measured is unverified.", "source": "generated" }, "CCompressedFullVector4D::Instantiate": { "text": "Brings up a working instance of this full-precision four-component codec for the decompression machinery to use. Read from the name; the class CCompressedFullVector4D is implied by the name rather than by the data, so allocation and lifetime behaviour are unverified.", "source": "generated" }, "CCompressedFullVector4D::~CCompressedFullVector4D": { "text": "Destructor for the full-precision four-component codec object, releasing anything the instance owns. Standard destructor behaviour is assumed and the class CCompressedFullVector4D is implied by the name, so any extra teardown it performs is unverified.", "source": "generated" }, "CCompressedStaticBool::CanEncode": { "text": "Tests whether some given boolean data can be represented by this compressed-static encoding, so a caller can pick a codec that fits the data. Read from the name; the CCompressedStaticBool class is implied by the name, and the acceptance criteria are unverified.", "source": "generated" }, "CCompressedStaticBool::CreateContainer": { "text": "Allocates the container object that holds this codec's compressed boolean payload, which a caller fills and later decodes from. Read from the name; the CCompressedStaticBool class is implied by the name, and the container's layout and ownership are unverified.", "source": "generated" }, "CCompressedStaticBool::DecodeFrame": { "text": "Decodes the codec's compressed boolean data for a single frame into usable output values. Read from the name; the CCompressedStaticBool class is implied by the name, and the frame indexing and destination format are unverified.", "source": "generated" }, "CCompressedStaticBool::DecodeSize": { "text": "Reports how large the decoded boolean output is, letting a caller size a destination buffer before asking for a decode. Read from the name; the CCompressedStaticBool class is implied by the name, and the units measured are unverified.", "source": "generated" }, "CCompressedStaticBool::DeswizzleAndBlendContainer": { "text": "Unpacks a compressed boolean container out of its interleaved storage order and blends the decoded values against existing destination data rather than overwriting them. Read from the name; the CCompressedStaticBool class is implied by the name, and the blend weighting is unverified.", "source": "generated" }, "CCompressedStaticBool::DeswizzleContainer": { "text": "Unpacks a compressed boolean container out of its interleaved storage order into straight per-element output, with no blend step indicated by the name. Read from the name; the CCompressedStaticBool class is implied by the name, and the storage layout is unverified.", "source": "generated" }, "CCompressedStaticBool::GetFieldType": { "text": "Reports which field type this codec handles, identifying it as the boolean variant to code that inspects codecs generically. Read from the name; the CCompressedStaticBool class is implied by the name, and the type enumeration used is unverified.", "source": "generated" }, "CCompressedStaticBool::GetFlags": { "text": "Reports the codec's capability or behaviour flags, for code deciding how to treat a codec before using it. Read from the name; the CCompressedStaticBool class is implied by the name, and the meaning of individual flag bits is unverified.", "source": "generated" }, "CCompressedStaticBool::GetName": { "text": "Purpose is not established beyond yielding some identifying name for the codec. The CCompressedStaticBool class is implied by the name, not by the data.", "source": "generated" }, "CCompressedStaticBool::GetSizeof": { "text": "Reports the size of the codec's own object, as needed when allocating storage for one or stepping across instances. Read from the name; the CCompressedStaticBool class is implied by the name, and exactly what is measured is unverified.", "source": "generated" }, "CCompressedStaticBool::Instantiate": { "text": "Brings a working instance of this boolean codec into existence for use. Read from the name; the CCompressedStaticBool class is implied by the name, and what is produced or where it is placed is unverified.", "source": "generated" }, "CCompressedStaticBool::~CCompressedStaticBool": { "text": "Destroys a codec instance, releasing whatever storage it owns when it is torn down. The CCompressedStaticBool class is implied by the name, and the specific resources freed are unverified.", "source": "generated" }, "CCompressedStaticChar::CanEncode": { "text": "Tests whether some given char-typed data can be represented by this compressed-static encoding, so a caller can pick a codec that fits the data. Read from the name; the CCompressedStaticChar class is implied by the name, and the acceptance criteria are unverified.", "source": "generated" }, "CCompressedStaticChar::CreateContainer": { "text": "Allocates the container object that holds this codec's compressed char payload, which a caller fills and later decodes from. Read from the name; the CCompressedStaticChar class is implied by the name, and the container's layout and ownership are unverified.", "source": "generated" }, "CCompressedStaticChar::DecodeFrame": { "text": "Decodes the codec's compressed char data for a single frame into usable output values. Read from the name; the CCompressedStaticChar class is implied by the name, and the frame indexing and destination format are unverified.", "source": "generated" }, "CCompressedStaticChar::DecodeSize": { "text": "Reports how large the decoded char output is, letting a caller size a destination buffer before asking for a decode. Read from the name; the CCompressedStaticChar class is implied by the name, and the units measured are unverified.", "source": "generated" }, "CCompressedStaticChar::DeswizzleAndBlendContainer": { "text": "Unpacks a compressed char container out of its interleaved storage order and blends the decoded values against existing destination data rather than overwriting them. Read from the name; the CCompressedStaticChar class is implied by the name, and the blend weighting is unverified.", "source": "generated" }, "CCompressedStaticChar::DeswizzleContainer": { "text": "Unpacks a compressed char container out of its interleaved storage order into straight per-element output, with no blend step indicated by the name. Read from the name; the CCompressedStaticChar class is implied by the name, and the storage layout is unverified.", "source": "generated" }, "CCompressedStaticChar::GetFieldType": { "text": "Reports which field type this codec handles, identifying it as the char variant to code that inspects codecs generically. Read from the name; the CCompressedStaticChar class is implied by the name, and the type enumeration used is unverified.", "source": "generated" }, "CCompressedStaticChar::GetFlags": { "text": "Reports the codec's capability or behaviour flags, for code deciding how to treat a codec before using it. Read from the name; the CCompressedStaticChar class is implied by the name, and the meaning of individual flag bits is unverified.", "source": "generated" }, "CCompressedStaticChar::GetName": { "text": "Purpose is not established beyond yielding some identifying name for the codec. The CCompressedStaticChar class is implied by the name, not by the data.", "source": "generated" }, "CCompressedStaticChar::GetSizeof": { "text": "Reports the size of the codec's own object, as needed when allocating storage for one or stepping across instances. Read from the name; the CCompressedStaticChar class is implied by the name, and exactly what is measured is unverified.", "source": "generated" }, "CCompressedStaticChar::Instantiate": { "text": "Brings a working instance of this char codec into existence for use. Read from the name; the CCompressedStaticChar class is implied by the name, and what is produced or where it is placed is unverified.", "source": "generated" }, "CCompressedStaticChar::~CCompressedStaticChar": { "text": "Destroys a codec instance, releasing whatever storage it owns when it is torn down. The CCompressedStaticChar class is implied by the name, and the specific resources freed are unverified.", "source": "generated" }, "CCompressedStaticColor32::CanEncode": { "text": "Reports whether supplied color32 data can be represented by this static-value compression format, letting a caller test a codec before committing data to it. Read from the name; the owning class is implied by the name rather than by the data, so the acceptance criteria are unverified.", "source": "generated" }, "CCompressedStaticColor32::CreateContainer": { "text": "Allocates the container object that holds this codec's compressed color32 payload, the storage an encoder or decoder then works against. Read from the name; the class is implied by the name, so the container's layout and who owns it afterwards are unverified.", "source": "generated" }, "CCompressedStaticColor32::DecodeFrame": { "text": "Decompresses one frame's worth of color32 values out of an encoded container into caller-visible output. Use it when you need the animated colour value at a specific frame; the class is implied by the name, so frame indexing and output destination are unverified.", "source": "generated" }, "CCompressedStaticColor32::DecodeSize": { "text": "Reports how large the decoded color32 output is, which is what you need to size a destination buffer before decoding. Read from the name; the class is implied by the name, so whether the figure counts bytes or elements is unverified.", "source": "generated" }, "CCompressedStaticColor32::DeswizzleAndBlendContainer": { "text": "Unpacks color32 samples out of the container's swizzled (interleaved) storage order and blends them into linear, directly readable output. Read from the name; the class is implied by the name, so the blend weighting and the destination layout are unverified.", "source": "generated" }, "CCompressedStaticColor32::DeswizzleContainer": { "text": "Unpacks color32 samples from the container's swizzled storage order into a linear, directly readable ordering, with no blend step named. Read from the name; the class is implied by the name, so the source and destination layouts are unverified.", "source": "generated" }, "CCompressedStaticColor32::GetFieldType": { "text": "Reports which data field type this codec encodes, colour32 by the class name, so a caller can match a codec to a data channel. Read from the name; the class is implied by the name, so the identifier's encoding is unverified.", "source": "generated" }, "CCompressedStaticColor32::GetFlags": { "text": "Reports the codec's descriptive flags, which a caller inspects to learn how its compressed color32 data must be handled. Read from the name; the class is implied by the name, so the meaning of individual flag bits is unverified.", "source": "generated" }, "CCompressedStaticColor32::GetName": { "text": "Yields an identifying name for this codec; beyond that, purpose is not established. The class is implied by the name, not by the data.", "source": "generated" }, "CCompressedStaticColor32::GetSizeof": { "text": "Reports the byte size of this codec's structure, the figure you would use for allocation or stride arithmetic. Read from the name; the class is implied by the name, so exactly what is being measured is unverified.", "source": "generated" }, "CCompressedStaticColor32::Instantiate": { "text": "Brings a working instance of this color32 static codec into being, so callers obtain a usable codec object rather than constructing one directly. Read from the name; the class is implied by the name, so where the instance lives and how it is initialised are unverified.", "source": "generated" }, "CCompressedStaticColor32::~CCompressedStaticColor32": { "text": "Tears down a CCompressedStaticColor32 instance, releasing whatever compressed-data storage it holds. Read from the name; the class is implied by the name, so the exact resources freed are unverified.", "source": "generated" }, "CCompressedStaticFloat::CanEncode": { "text": "Reports whether supplied float data can be represented by this static-value compression format, letting a caller test a codec before committing data to it. Read from the name; the owning class is implied by the name rather than by the data, so the acceptance criteria are unverified.", "source": "generated" }, "CCompressedStaticFloat::CreateContainer": { "text": "Allocates the container object that holds this codec's compressed float payload, the storage an encoder or decoder then works against. Read from the name; the class is implied by the name, so the container's layout and who owns it afterwards are unverified.", "source": "generated" }, "CCompressedStaticFloat::DecodeFrame": { "text": "Decompresses one frame's worth of float values out of an encoded container into caller-visible output. Use it when you need the animated scalar value at a specific frame; the class is implied by the name, so frame indexing and output destination are unverified.", "source": "generated" }, "CCompressedStaticFloat::DecodeSize": { "text": "Reports how large the decoded float output is, which is what you need to size a destination buffer before decoding. Read from the name; the class is implied by the name, so whether the figure counts bytes or elements is unverified.", "source": "generated" }, "CCompressedStaticFloat::DeswizzleAndBlendContainer": { "text": "Unpacks float samples out of the container's swizzled (interleaved) storage order and blends them into linear, directly readable output. Read from the name; the class is implied by the name, so the blend weighting and the destination layout are unverified.", "source": "generated" }, "CCompressedStaticFloat::DeswizzleContainer": { "text": "Unpacks float samples from the container's swizzled storage order into a linear, directly readable ordering, with no blend step named. Read from the name; the class is implied by the name, so the source and destination layouts are unverified.", "source": "generated" }, "CCompressedStaticFloat::GetFieldType": { "text": "Reports which data field type this codec encodes, float by the class name, so a caller can match a codec to a data channel. Read from the name; the class is implied by the name, so the identifier's encoding is unverified.", "source": "generated" }, "CCompressedStaticFloat::GetFlags": { "text": "Reports the codec's descriptive flags, which a caller inspects to learn how its compressed float data must be handled. Read from the name; the class is implied by the name, so the meaning of individual flag bits is unverified.", "source": "generated" }, "CCompressedStaticFloat::GetName": { "text": "Yields an identifying name for this codec; beyond that, purpose is not established. The class is implied by the name, not by the data.", "source": "generated" }, "CCompressedStaticFloat::GetSizeof": { "text": "Reports the byte size of this codec's structure, the figure you would use for allocation or stride arithmetic. Read from the name; the class is implied by the name, so exactly what is being measured is unverified.", "source": "generated" }, "CCompressedStaticFloat::Instantiate": { "text": "Brings a working instance of this float static codec into being, so callers obtain a usable codec object rather than constructing one directly. Read from the name; the class is implied by the name, so where the instance lives and how it is initialised are unverified.", "source": "generated" }, "CCompressedStaticFloat::~CCompressedStaticFloat": { "text": "Tears down a CCompressedStaticFloat instance, releasing whatever compressed-data storage it holds. Read from the name; the class is implied by the name, so the exact resources freed are unverified.", "source": "generated" }, "CCompressedStaticFullVector3::CanEncode": { "text": "Tests whether supplied animation data can be represented in this constant Vector3 compression format, so a caller can decide the codec is applicable before committing to it. Reading is name-level and unverified; the owning class is implied by the name rather than bound in the data.", "source": "generated" }, "CCompressedStaticFullVector3::CreateContainer": { "text": "Allocates and prepares the storage container that holds this codec's compressed constant Vector3 data. Read from the name only; the owning class is implied by the name, and what the container is built from is unverified.", "source": "generated" }, "CCompressedStaticFullVector3::DecodeFrame": { "text": "Recovers the Vector3 value for a requested frame from the compressed block and writes it out for the animation system to consume. Name-level reading; the owning class is implied by the name, and the exact inputs and output layout are unverified.", "source": "generated" }, "CCompressedStaticFullVector3::DecodeSize": { "text": "Reports how large the decoded Vector3 output is, useful for sizing a destination buffer before decoding. Read from the name; the owning class is implied by the name, and precisely what the size measures is unverified.", "source": "generated" }, "CCompressedStaticFullVector3::DeswizzleAndBlendContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed Vector3 values back into per-element layout while blending them against existing output values, as used for weighted animation layering. Name-level reading; the owning class is implied by the name and the blend semantics are unverified.", "source": "generated" }, "CCompressedStaticFullVector3::DeswizzleContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed Vector3 values into straight per-element layout, without any blending step. Reading is name-level and unverified; the owning class is implied by the name rather than bound in the data.", "source": "generated" }, "CCompressedStaticFullVector3::GetFieldType": { "text": "Reports which animation field type this codec handles, letting a caller match a codec against a data channel. Read from the name; the owning class is implied by the name, and the type enumeration is not established here.", "source": "generated" }, "CCompressedStaticFullVector3::GetFlags": { "text": "Reports the codec's descriptor flags, the bits a caller inspects to learn how the compressed data behaves. Name-level reading; the owning class is implied by the name, and the individual flag meanings are not established by this data.", "source": "generated" }, "CCompressedStaticFullVector3::GetName": { "text": "Returns an identifying name for the codec, but which string it yields is not established. The owning class is implied by the name, not derived from the data.", "source": "generated" }, "CCompressedStaticFullVector3::GetSizeof": { "text": "Reports the in-memory size of this codec's data element, useful when walking or allocating a compressed block. Read from the name; the owning class is implied by the name, and exactly what is measured is unverified.", "source": "generated" }, "CCompressedStaticFullVector3::Instantiate": { "text": "Brings an instance of this codec into existence, the construction hook a codec registry uses to obtain a working object. Beyond that the purpose is not established; the owning class is implied by the name.", "source": "generated" }, "CCompressedStaticFullVector3::~CCompressedStaticFullVector3": { "text": "Destroys a CCompressedStaticFullVector3 instance, releasing whatever compressed-data storage it holds. The owning class is implied by the name; the specific cleanup performed is unverified.", "source": "generated" }, "CCompressedStaticInt::CanEncode": { "text": "Tests whether supplied animation data can be represented in this constant integer compression format, so a caller can decide the codec is applicable before committing to it. Reading is name-level and unverified; the owning class is implied by the name rather than bound in the data.", "source": "generated" }, "CCompressedStaticInt::CreateContainer": { "text": "Allocates and prepares the storage container that holds this codec's compressed constant integer data. Read from the name only; the owning class is implied by the name, and what the container is built from is unverified.", "source": "generated" }, "CCompressedStaticInt::DecodeFrame": { "text": "Recovers the integer value for a requested frame from the compressed block and writes it out for the animation system to consume. Name-level reading; the owning class is implied by the name, and the exact inputs and output layout are unverified.", "source": "generated" }, "CCompressedStaticInt::DecodeSize": { "text": "Reports how large the decoded integer output is, useful for sizing a destination buffer before decoding. Read from the name; the owning class is implied by the name, and precisely what the size measures is unverified.", "source": "generated" }, "CCompressedStaticInt::DeswizzleAndBlendContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed integer values back into per-element layout while blending them against existing output values, as used for weighted animation layering. Name-level reading; the owning class is implied by the name and the blend semantics are unverified.", "source": "generated" }, "CCompressedStaticInt::DeswizzleContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed integer values into straight per-element layout, without any blending step. Reading is name-level and unverified; the owning class is implied by the name rather than bound in the data.", "source": "generated" }, "CCompressedStaticInt::GetFieldType": { "text": "Reports which animation field type this codec handles, letting a caller match a codec against a data channel. Read from the name; the owning class is implied by the name, and the type enumeration is not established here.", "source": "generated" }, "CCompressedStaticInt::GetFlags": { "text": "Reports the codec's descriptor flags, the bits a caller inspects to learn how the compressed data behaves. Name-level reading; the owning class is implied by the name, and the individual flag meanings are not established by this data.", "source": "generated" }, "CCompressedStaticInt::GetName": { "text": "Returns an identifying name for the codec, but which string it yields is not established. The owning class is implied by the name, not derived from the data.", "source": "generated" }, "CCompressedStaticInt::GetSizeof": { "text": "Reports the in-memory size of this codec's data element, useful when walking or allocating a compressed block. Read from the name; the owning class is implied by the name, and exactly what is measured is unverified.", "source": "generated" }, "CCompressedStaticInt::Instantiate": { "text": "Brings an instance of this codec into existence, the construction hook a codec registry uses to obtain a working object. Beyond that the purpose is not established; the owning class is implied by the name.", "source": "generated" }, "CCompressedStaticInt::~CCompressedStaticInt": { "text": "Destroys a CCompressedStaticInt instance, releasing whatever compressed-data storage it holds. The owning class is implied by the name; the specific cleanup performed is unverified.", "source": "generated" }, "CCompressedStaticQuaternion::CanEncode": { "text": "Tests whether a given set of animation rotation values can be represented in this static-quaternion compressed form, so a packer can accept or reject the codec. Read from the name; the class is implied by the name, and the acceptance criteria it applies are unverified.", "source": "generated" }, "CCompressedStaticQuaternion::CreateContainer": { "text": "Allocates the container object that holds this codec's compressed static quaternion data. Read from the name; the class is implied by the name, so the container's layout and who owns the memory are unverified.", "source": "generated" }, "CCompressedStaticQuaternion::DecodeFrame": { "text": "Decodes a single animation frame out of compressed static quaternion data into usable rotation values. Read from the name; the class is implied by the name, and which buffers it reads and writes are unverified.", "source": "generated" }, "CCompressedStaticQuaternion::DecodeSize": { "text": "Reports how much decoded output this static-quaternion codec produces, letting a caller size a destination buffer before decoding. Read from the name; the class is implied by the name, and the unit the size is expressed in is unverified.", "source": "generated" }, "CCompressedStaticQuaternion::DeswizzleAndBlendContainer": { "text": "Unpacks the interleaved (swizzled) layout of a compressed static-quaternion container and blends the decoded rotations into a destination pose. Read from the name; the class is implied by the name, so the blend weighting and container layout are unverified.", "source": "generated" }, "CCompressedStaticQuaternion::DeswizzleContainer": { "text": "Unpacks a compressed static-quaternion container from its interleaved (swizzled) storage order into per-element rotation values, without the blending step. Read from the name; the class is implied by the name, and the source and destination layouts are unverified.", "source": "generated" }, "CCompressedStaticQuaternion::GetFieldType": { "text": "Reports which animation field type this codec handles, which is how decoding code picks a codec for a given channel. Read from the name; the class is implied by the name, and the type enumeration behind the value is unverified.", "source": "generated" }, "CCompressedStaticQuaternion::GetFlags": { "text": "Reports the codec's flags, the bitfield describing how its compressed data is to be treated. Read from the name; the class is implied by the name, and the individual flag meanings are unverified.", "source": "generated" }, "CCompressedStaticQuaternion::GetName": { "text": "Returns the codec's name, useful for identifying it in tooling or logs; beyond identification the purpose is not established. The class is implied by the name.", "source": "generated" }, "CCompressedStaticQuaternion::GetSizeof": { "text": "Reports the size of this codec's data element, the figure a caller needs for allocation and stride arithmetic over a compressed block. Read from the name; the class is implied by the name, and exactly what is being measured is unverified.", "source": "generated" }, "CCompressedStaticQuaternion::Instantiate": { "text": "Brings an instance of the static-quaternion codec into existence so it can be used for decoding. Read from the name; the class is implied by the name, and where the resulting instance is kept is unverified.", "source": "generated" }, "CCompressedStaticQuaternion::~CCompressedStaticQuaternion": { "text": "Destroys the static-quaternion codec object and releases the storage it holds. Standard destructor behaviour; the class is implied by the name, and any cleanup beyond freeing the object is unverified.", "source": "generated" }, "CCompressedStaticShort::CanEncode": { "text": "Tests whether given animation values fit this short-integer static compressed form, so a packer can accept or reject the codec for a channel. Read from the name; the class is implied by the name, and the acceptance criteria it applies are unverified.", "source": "generated" }, "CCompressedStaticShort::CreateContainer": { "text": "Allocates the container object that holds this codec's compressed static short-integer data. Read from the name; the class is implied by the name, so the container's layout and memory ownership are unverified.", "source": "generated" }, "CCompressedStaticShort::DecodeFrame": { "text": "Decodes a single animation frame out of compressed static short-integer data into usable values. Read from the name; the class is implied by the name, and which buffers it reads and writes are unverified.", "source": "generated" }, "CCompressedStaticShort::DecodeSize": { "text": "Reports how much decoded output this short-integer codec produces, so a caller can size a destination buffer before decoding. Read from the name; the class is implied by the name, and the unit the size is expressed in is unverified.", "source": "generated" }, "CCompressedStaticShort::DeswizzleAndBlendContainer": { "text": "Unpacks the interleaved (swizzled) layout of a compressed static short-integer container and blends the decoded values into a destination. Read from the name; the class is implied by the name, so the blend weighting and container layout are unverified.", "source": "generated" }, "CCompressedStaticShort::DeswizzleContainer": { "text": "Unpacks a compressed static short-integer container from its interleaved (swizzled) storage order into per-element values, without the blending step. Read from the name; the class is implied by the name, and the source and destination layouts are unverified.", "source": "generated" }, "CCompressedStaticShort::GetFieldType": { "text": "Reports which animation field type this codec handles, which is how decoding code picks a codec for a given channel. Read from the name; the class is implied by the name, and the type enumeration behind the value is unverified.", "source": "generated" }, "CCompressedStaticShort::GetFlags": { "text": "Reports the codec's flags, the bitfield describing how its compressed data is to be treated. Read from the name; the class is implied by the name, and the individual flag meanings are unverified.", "source": "generated" }, "CCompressedStaticShort::GetName": { "text": "Returns the codec's name, useful for identifying it in tooling or logs; beyond identification the purpose is not established. The class is implied by the name.", "source": "generated" }, "CCompressedStaticShort::GetSizeof": { "text": "Reports the size of this codec's data element, the figure a caller needs for allocation and stride arithmetic over a compressed block. Read from the name; the class is implied by the name, and exactly what is being measured is unverified.", "source": "generated" }, "CCompressedStaticShort::Instantiate": { "text": "Brings an instance of the short-integer static codec into existence so it can be used for decoding. Read from the name; the class is implied by the name, and where the resulting instance is kept is unverified.", "source": "generated" }, "CCompressedStaticShort::~CCompressedStaticShort": { "text": "Destroys the short-integer static codec object and releases the storage it holds. Standard destructor behaviour; the class is implied by the name, and any cleanup beyond freeing the object is unverified.", "source": "generated" }, "CCompressedStaticVector2D::CanEncode": { "text": "Tests whether a given block of source data can be represented in this compressed static 2D-vector encoding, so a writer can reject a codec that does not fit the data. Read from the name; the class CCompressedStaticVector2D is implied by the name, and the acceptance criteria are unverified.", "source": "generated" }, "CCompressedStaticVector2D::CreateContainer": { "text": "Allocates the storage container that holds this codec's compressed static 2D-vector data. Read from the name; the class CCompressedStaticVector2D is implied by the name, so the container's layout and who owns it are unverified.", "source": "generated" }, "CCompressedStaticVector2D::DecodeFrame": { "text": "Decodes a single frame's worth of values out of the compressed static 2D-vector data into usable vectors. Read from the name; the class CCompressedStaticVector2D is implied by the name, and the exact frame addressing and output form are unverified.", "source": "generated" }, "CCompressedStaticVector2D::DecodeSize": { "text": "Reports the size of the decoded form of the compressed static 2D-vector data, letting a caller size an output buffer before decoding. Read from the name; the class CCompressedStaticVector2D is implied by the name, and the unit the size is expressed in is unverified.", "source": "generated" }, "CCompressedStaticVector2D::DeswizzleAndBlendContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed 2D-vector storage and blends the result with existing values, the variant a caller wants when weighting one source against another rather than overwriting. Read from the name; the class CCompressedStaticVector2D is implied by the name, and the blend semantics are unverified.", "source": "generated" }, "CCompressedStaticVector2D::DeswizzleContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed 2D-vector storage back into per-element values, without the blending step its sibling performs. Read from the name; the class CCompressedStaticVector2D is implied by the name, and the packed layout it reverses is unverified.", "source": "generated" }, "CCompressedStaticVector2D::GetFieldType": { "text": "Reports the field-type identifier for the kind of data this codec encodes, which a caller uses to match a codec against a data channel. Read from the name; the class CCompressedStaticVector2D is implied by the name, and the identifier's enumeration is unverified.", "source": "generated" }, "CCompressedStaticVector2D::GetFlags": { "text": "Reports flag bits describing this codec's properties or capabilities, useful when deciding whether it suits a given channel. Read from the name; the class CCompressedStaticVector2D is implied by the name, and the meaning of individual bits is unverified.", "source": "generated" }, "CCompressedStaticVector2D::GetName": { "text": "Returns a name for this codec; purpose beyond that is not established, since the name does not indicate what the returned string identifies or where it is displayed. The class CCompressedStaticVector2D is implied by the name.", "source": "generated" }, "CCompressedStaticVector2D::GetSizeof": { "text": "Reports the in-memory size of the codec's element or record, useful when striding through or allocating its compressed data. Read from the name; the class CCompressedStaticVector2D is implied by the name, and exactly which object the size describes is unverified.", "source": "generated" }, "CCompressedStaticVector2D::Instantiate": { "text": "Brings a usable instance of this compressed static 2D-vector codec into existence for a caller that has selected it. Read from the name; the class CCompressedStaticVector2D is implied by the name, and what is constructed and where it is placed are unverified.", "source": "generated" }, "CCompressedStaticVector2D::~CCompressedStaticVector2D": { "text": "Destroys the codec object, releasing whatever compressed static 2D-vector storage it holds. Standard destructor behaviour read from the name; the class CCompressedStaticVector2D is implied by the name, and any additional cleanup it performs is unverified.", "source": "generated" }, "CCompressedStaticVector3::CanEncode": { "text": "Tests whether a given block of source data can be represented in this compressed static three-component vector encoding, so a writer can reject a codec that does not fit. Read from the name; the class CCompressedStaticVector3 is implied by the name, and the acceptance criteria are unverified.", "source": "generated" }, "CCompressedStaticVector3::CreateContainer": { "text": "Allocates the storage container that holds this codec's compressed static three-component vector data. Read from the name; the class CCompressedStaticVector3 is implied by the name, so the container's layout and who owns it are unverified.", "source": "generated" }, "CCompressedStaticVector3::DecodeFrame": { "text": "Decodes a single frame's worth of values out of the compressed static three-component vector data into usable vectors. Read from the name; the class CCompressedStaticVector3 is implied by the name, and the exact frame addressing and output form are unverified.", "source": "generated" }, "CCompressedStaticVector3::DecodeSize": { "text": "Reports the size of the decoded form of the compressed static three-component vector data, letting a caller size an output buffer before decoding. Read from the name; the class CCompressedStaticVector3 is implied by the name, and the unit the size is expressed in is unverified.", "source": "generated" }, "CCompressedStaticVector3::DeswizzleAndBlendContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed three-component vector storage and blends the result with existing values, the variant a caller wants when weighting one source against another rather than overwriting. Read from the name; the class CCompressedStaticVector3 is implied by the name, and the blend semantics are unverified.", "source": "generated" }, "CCompressedStaticVector3::DeswizzleContainer": { "text": "Unpacks the container's interleaved (swizzled) compressed three-component vector storage back into per-element values, without the blending step its sibling performs. Read from the name; the class CCompressedStaticVector3 is implied by the name, and the packed layout it reverses is unverified.", "source": "generated" }, "CCompressedStaticVector3::GetFieldType": { "text": "Reports the field-type identifier for the kind of data this codec encodes, which a caller uses to match a codec against a data channel. Read from the name; the class CCompressedStaticVector3 is implied by the name, and the identifier's enumeration is unverified.", "source": "generated" }, "CCompressedStaticVector3::GetFlags": { "text": "Reports flag bits describing this codec's properties or capabilities, useful when deciding whether it suits a given channel. Read from the name; the class CCompressedStaticVector3 is implied by the name, and the meaning of individual bits is unverified.", "source": "generated" }, "CCompressedStaticVector3::GetName": { "text": "Returns a name for this codec; purpose beyond that is not established, since the name does not indicate what the returned string identifies or where it is displayed. The class CCompressedStaticVector3 is implied by the name.", "source": "generated" }, "CCompressedStaticVector3::GetSizeof": { "text": "Reports the in-memory size of the codec's element or record, useful when striding through or allocating its compressed data. Read from the name; the class CCompressedStaticVector3 is implied by the name, and exactly which object the size describes is unverified.", "source": "generated" }, "CCompressedStaticVector3::Instantiate": { "text": "Brings a usable instance of this compressed static three-component vector codec into existence for a caller that has selected it. Read from the name; the class CCompressedStaticVector3 is implied by the name, and what is constructed and where it is placed are unverified.", "source": "generated" }, "CCompressedStaticVector3::~CCompressedStaticVector3": { "text": "Destroys the codec object, releasing whatever compressed static three-component vector storage it holds. Standard destructor behaviour read from the name; the class CCompressedStaticVector3 is implied by the name, and any additional cleanup it performs is unverified.", "source": "generated" }, "CCompressedStaticVector4D::CanEncode": { "text": "Tests whether a given block of four-component vector data can be represented in this compressed static Vector4D encoding, so a compressor can reject unsuitable channels before packing them. Read from the name; the class is implied by the name, and the accept/reject criteria are unverified.", "source": "generated" }, "CCompressedStaticVector4D::CreateContainer": { "text": "Allocates the packed container that holds a channel's compressed static Vector4D data. Read from the name, with the class implied by the name; sizing, ownership and lifetime of that storage are unverified.", "source": "generated" }, "CCompressedStaticVector4D::DecodeFrame": { "text": "Unpacks one frame's worth of Vector4D values out of the compressed static container into usable form, the read path a sampler would use. The class is implied by the name and the reading comes from the name alone, so frame indexing and destination layout are unverified.", "source": "generated" }, "CCompressedStaticVector4D::DecodeSize": { "text": "Reports how large the decoded output of this compressed static Vector4D encoding is, letting a caller size a destination buffer. Read from the name; the class is implied by the name, and exactly what is measured is unverified.", "source": "generated" }, "CCompressedStaticVector4D::DeswizzleAndBlendContainer": { "text": "Converts the container's swizzled, component-major packing back into per-element Vector4D values while blending the result into the destination, as when weighting one pose against another. The reading is from the name, the class is implied by the name, and the blend semantics are unverified.", "source": "generated" }, "CCompressedStaticVector4D::DeswizzleContainer": { "text": "Converts the container's swizzled, component-major packing back into ordinary per-element Vector4D values, the plain counterpart to CCompressedStaticVector4D::DeswizzleAndBlendContainer. Read from the name; the class is implied by the name, and the exact storage layout is unverified.", "source": "generated" }, "CCompressedStaticVector4D::GetFieldType": { "text": "Reports which field type this compressed static Vector4D codec handles, the tag used to match a codec against an animation channel. Read from the name, with the class implied by the name; the type enumeration itself is unverified.", "source": "generated" }, "CCompressedStaticVector4D::GetFlags": { "text": "Reports the format or capability flags describing this compressed static Vector4D codec. Read from the name, with the class implied by the name; the individual flag meanings are not established here.", "source": "generated" }, "CCompressedStaticVector4D::GetName": { "text": "Purpose is not established beyond supplying a name for the object; the class is implied by the name.", "source": "generated" }, "CCompressedStaticVector4D::GetSizeof": { "text": "Reports the in-memory size of this compressed static Vector4D codec object, useful when allocating or stepping over instances. Read from the name; the class is implied by the name, and exactly what is measured is unverified.", "source": "generated" }, "CCompressedStaticVector4D::Instantiate": { "text": "Brings up a live instance of the compressed static Vector4D codec so it can encode or decode animation data. Read from the name, with the class implied by the name; the allocation scheme and any initial state are unverified.", "source": "generated" }, "CCompressedStaticVector4D::~CCompressedStaticVector4D": { "text": "Tears down a compressed static Vector4D codec instance, releasing whatever container storage it holds. Destructor behaviour is read from the name and the class is implied by the name, so what it actually frees is unverified.", "source": "generated" }, "CConstraintAnchor::~CConstraintAnchor": { "text": "Tears down a constraint anchor, the helper that pins a physics constraint to a point on an entity and carries the m_massScale weighting. Destructor behaviour is read from the name and the class is implied by the name; the cleanup performed is unverified.", "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 target player, as exposed to script, warning 'Invalid player' when the supplied player does not resolve. Use it to push per-player HUD or UI events from server code.", "source": "generated" }, "CCustomGameEventManager::Script_RegisterListener": { "text": "Registers a script listener for a named custom game event, reporting 'Registered %s' with the event name on success. Use it when server-side script must receive custom events; registration yields an ID that CCustomGameEventManager::Script_UnregisterListener accepts.", "source": "generated" }, "CCustomGameEventManager::Script_UnregisterListener": { "text": "Removes a previously registered custom-game-event script listener by its ID, rejecting an unknown one with 'Invalid ID'. Use it to tear down listeners created through CCustomGameEventManager::Script_RegisterListener when the owning script or entity goes away.", "source": "generated" }, "CCvar::ProcessConVar": { "text": "Handles a console variable inside the engine's cvar system \u2014 resolving it and applying or validating the value carried with it. Read from the name and the engine library it ships in; whether it covers registration, change notification, or command-line application is unverified.", "source": "generated" }, "CDebugOverlayAIEventFilter::FindAllMatchingSnapshots": { "text": "Collects the recorded debug-overlay snapshots whose AI events satisfy this filter, so the overlay history browser can be narrowed to AI activity. Read from the name, with the class implied by the name; the match criteria and snapshot representation are unverified.", "source": "generated" }, "CDebugOverlayCombinedFilter::FindAllMatchingSnapshots": { "text": "Collects recorded debug-overlay snapshots matching a filter assembled from several sub-filters, letting a debugger stack criteria in one query. Read from the name, with the class implied by the name; how the sub-filters combine (conjunction versus disjunction) is unverified.", "source": "generated" }, "CDebugOverlayEntityFilter::FindAllMatchingSnapshots": { "text": "Collects recorded debug-overlay snapshots matching this filter's entity criteria, so overlay history can be narrowed to a single entity. Read from the name, with the class implied by the name; the entity fields matched are unverified.", "source": "generated" }, "CDebugOverlayGrenades::CreateAndBindController": { "text": "Creates the grenade debug-overlay controller and binds it to its host, standing up grenade trajectory and impact visualisation. Read from the name, with the class implied by the name; what the controller draws and what it binds to are unverified.", "source": "generated" }, "CDebugOverlayPathfindingFilter::FindAllMatchingSnapshots": { "text": "Collects recorded debug-overlay snapshots matching this filter's pathfinding criteria, for inspecting navigation queries and generated paths after the fact. Read from the name, with the class implied by the name; the criteria are unverified.", "source": "generated" }, "CDebugOverlayScheduleFilter::FindAllMatchingSnapshots": { "text": "Collects recorded debug-overlay snapshots matching this filter's AI schedule criteria, letting a debugger review which schedules an NPC was running. Read from the name, with the class implied by the name; the schedule fields matched are unverified.", "source": "generated" }, "CDebugOverlayTacticalFilter::FindAllMatchingSnapshots": { "text": "Collects recorded debug-overlay snapshots matching this filter's tactical criteria \u2014 the AI's cover and positioning decisions \u2014 for the overlay history view. Read from the name, with the class implied by the name; the tactical data matched is unverified.", "source": "generated" }, "CDebugOverlayTaskFilter::FindAllMatchingSnapshots": { "text": "Collects recorded debug-overlay snapshots matching this filter's AI task criteria, for reviewing individual tasks rather than whole schedules. Read from the name, with the class implied by the name; the task fields matched are unverified.", "source": "generated" }, "CDebugOverlayTextFilter::FindAllMatchingSnapshots": { "text": "Collects recorded debug-overlay snapshots whose text content matches this filter, a text search over captured overlay messages. Read from the name, with the class implied by the name; the matching rule \u2014 exact, substring, case sensitivity \u2014 is unverified.", "source": "generated" }, "CDecalGameSystem::LoopInit": { "text": "Performs the decal game system's loop initialisation, standing the system up so decals can be placed and tracked for the session. The system and entry point are named by a string anchor; the initialisation actually performed and its timing are unverified.", "source": "generated" }, "CDecoyProjectile::BounceSound": { "text": "Plays the bounce sound for a decoy grenade as it strikes a surface. Read from the name, with the class implied by the name; sound selection and the impact conditions that trigger it are unverified.", "source": "generated" }, "CDecoyProjectile::EmitGrenade": { "text": "Creates and launches the 'decoy_projectile' entity, the decoy grenade whose firing state is held in m_nDecoyShotTick, m_shotsRemaining and m_fExpireTime. Use it to spawn a decoy from server code; the launch inputs and initial velocity handling are unverified.", "source": "generated" }, "CDeltaCalculator::BuildDelta": { "text": "Computes the delta between two network states, producing the changed-field set the network system sends on the wire. Read from the name and the networking library it ships in; the state representation and delta encoding are unverified.", "source": "generated" }, "CDemoFile::Close": { "text": "Closes an open demo file, finishing off the recording and releasing the underlying file handle. Read from the name, with the class implied by the name; whether it flushes pending data or writes a trailer is unverified.", "source": "generated" }, "CDestructiblePartsSystemData::CDestructiblePartsSystemData": { "text": "Constructs the destructible-parts data block holding m_PartsDataByHitGroup and m_nMinMaxNumberHitGroupsToDestroyWhenGibbing, the per-hitgroup part tables and gib threshold a destructible model is driven by. Constructor role is read from the name and the class string anchor; the initial values it sets are unverified.", "source": "generated" }, "CDynamicLight::DynamicLightThink": { "text": "Runs the periodic update for a dynamic light entity, applying its current state \u2014 m_On, m_Radius, m_LightStyle and the cone angles m_InnerAngle and m_OuterAngle \u2014 to the live light. Read from the name and the class's fields; the update cadence and what it recomputes are unverified.", "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" }, "CDynamicLight::KeyValue": { "text": "Applies spawn keyvalues to a light_dynamic entity, filling fields such as m_Exponent, m_Radius and m_LightStyle, and range-checks them \u2014 an out-of-range exponent logs 'light_dynamic at [%d %d %d] has invalid exponent value'. Keep mapper-supplied exponents inside the bounds that message reports.", "source": "generated" }, "CDynamicNavConnectionsVolume::CDynamicNavConnectionsVolume": { "text": "Constructs a CDynamicNavConnectionsVolume, the volume entity that stitches navigation areas together at runtime; m_iszConnectionTarget, m_bConnectionsEnabled, m_flTargetAreaSearchRadius and m_flMaxConnectionDistance control which areas it links and how far it reaches. Read from the name and those fields, so what the constructor itself initialises is unverified.", "source": "generated" }, "CDynamicProp::GetDataDescMap": { "text": "Exposes the entity data-description map for dynamic props, the table naming their keyvalues, inputs and outputs for map I/O and save/restore. The class is implied by the name rather than the data, and the slot is unbound, so which map it hands over 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::InputSetDefaultAnimationLooping": { "text": "Handles the `SetDefaultAnimationLooping` 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::InputSetIdleAnimationLooping": { "text": "Handles the `SetIdleAnimationLooping` 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" }, "CEconItem::BAddToMessage": { "text": "Packs an econ item's state into an outgoing message so the item can be carried across the wire. The class is implied by the name; the slot is unbound and the message type and encoding are unverified.", "source": "generated" }, "CEconItem::DeserializeFromProtoBufItem": { "text": "Rebuilds an econ item's state from a serialized protobuf item payload, the form in which inventory items arrive. The anchor string DeserializeFromProtoBufItem matches the name; which protobuf message it consumes and which fields it fills are unverified.", "source": "generated" }, "CEconItemAttributeDefinition::GetDefinitionIndex": { "text": "Yields the numeric definition index identifying this attribute definition inside the item schema, the id used to reference attributes instead of matching names. The class is implied by the name, not the data, though a prototype is derived.", "source": "generated" }, "CEconItemSchema::BInitAchievementRewards": { "text": "Parses the schema's achievement-reward block, failing with 'Complex achievement %s must have an Items key or a DefIndex field' when a complex achievement declares neither. This is where achievements become bound to the items they grant; further parse detail is unverified.", "source": "generated" }, "CEconItemSchema::BInitAttributes": { "text": "Builds the item schema's attribute definition table, rejecting entries whose index is negative with 'Attribute definition index %d must be greater than or equal to zero'. This is where the attribute definitions the rest of the econ system references come into being; other validation it performs is unverified.", "source": "generated" }, "CEconItemSchema::BInitEquipRegionConflicts": { "text": "Resolves which equip regions conflict with one another, erroring with 'Unable to find other equip region named \"%s\" for conflicts.' when a referenced region cannot be found. Equip-region conflicts decide which items may be equipped at once; the schema keys parsed are unverified.", "source": "generated" }, "CEconItemSchema::BInitEquipRegions": { "text": "Registers the schema's equip regions, rejecting a second region that reuses a name with 'Duplicate equip region named \"%s\".'. Equip regions are the coverage slots that conflicts are declared against; the per-region keys it reads are unverified.", "source": "generated" }, "CEconItemSchema::BInitItemLevels": { "text": "Loads the schema's named item-leveling data blocks, refusing a repeated name with 'Duplicate leveling data block named \"%s\".'. These blocks supply the per-level naming an item displays; nothing beyond that duplicate check is established here.", "source": "generated" }, "CEconItemSchema::BInitQualities": { "text": "Builds the item quality table from the schema, treating 'any' as a reserved keyword and rejecting a quality definition that uses it. Qualities are the grade tags an item carries, such as the value held in m_iEntityQuality on CEconItemView.", "source": "generated" }, "CEconItemSchema::BInitQuestRewardLootLists": { "text": "Registers quest-reward loot lists keyed by index and name, refusing an addition with 'Quest reward lootlist %d '%s' already exists, cannot add '%s'.'. Confidence is low; beyond that duplicate guard, the contents and parsing of a quest reward loot list are unverified.", "source": "generated" }, "CEconItemSchema::BInitRecipes": { "text": "Builds the schema's recipe definitions and rejects any whose index is negative, per 'Recipe definition index %d must be greater than or equal to zero'. Recipes describe crafting-style input and output rules; what else it validates is unverified.", "source": "generated" }, "CEconItemSchema::BInitRevolvingLootLists": { "text": "Registers revolving loot lists, the numbered rotating lists the schema indexes by id, refusing a clash with 'Revolving lootlist %d '%s' already exists, cannot add '%s'.'. Confidence is low: what such a list holds beyond an index and a name is not established.", "source": "generated" }, "CEconItemSchema::BInitSchema": { "text": "Drives the top-level econ schema load, walking sections of the schema document such as attribute_controlled_attached_particles. This is the point at which schema text becomes the server's runtime item tables; which sections it covers overall is unverified.", "source": "generated" }, "CEconItemSchema::BInitSoundMaterials": { "text": "Builds the schema's sound-material table, rejecting a second entry that reuses a value with 'Duplicate sound material value (%d)'. Sound materials tie items to their sound sets; the keys parsed per material are unverified.", "source": "generated" }, "CEconItemSchema::BInitStickerKits": { "text": "Loads sticker kit definitions from the schema, including validation of tournament gold stickers per event, team and player: 'Sticker kit name '%s' is a duplicate gold sticker for event %d team %d player %d with a decreasing ID'. Confidence is low and the rest of its parsing is unverified.", "source": "generated" }, "CEconItemSchema::GetItemDefinition": { "text": "Looks up an item definition in the schema by its numeric definition index, the id stored in m_iItemDefinitionIndex on CEconItemView. A prototype is derived, so resolving an index to its definition data is solid ground when reading item state.", "source": "generated" }, "CEconItemSchema::GetItemDefinitionByName": { "text": "Resolves an item definition from its schema name string rather than its numeric index, handy when item choices come from configuration text. A prototype is derived; how names are matched, including case and aliases, is unverified.", "source": "generated" }, "CEconItemView::CEconItemView": { "text": "Constructs a CEconItemView, the server-side view of one econ item instance carrying m_iItemDefinitionIndex, m_iEntityQuality, m_iAccountID, m_AttributeList and m_szCustomName. Use it when building an item to attach to a weapon or loadout slot; the initial values it writes are unverified.", "source": "generated" }, "CEconItemView::operator=": { "text": "Assigns one item view's contents onto another, overwriting fields including m_iItemDefinitionIndex, m_iItemID, m_AttributeList and m_NetworkedDynamicAttributes. Convenient for cloning an item's definition and attribute payload; whether the CAttributeList data is deep-copied is unverified.", "source": "generated" }, "CEconLootListDefinition::~CEconLootListDefinition": { "text": "Tears down a loot list definition and releases whatever storage its entries hold. The class is implied by the name rather than the data, and with the slot unbound the destructor variant cannot be distinguished here.", "source": "generated" }, "CEngineAPI::MainLoop": { "text": "Runs the engine's outer main loop in libengine2, the pump that keeps the process ticking until shutdown. Read from the name; confidence is low and the loop's stages and exit conditions are unverified.", "source": "generated" }, "CEngineServer::ClientCommand": { "text": "Issues a console command on a specific connected client from the server side, the mechanism behind server-driven client commands. The class is implied by the name; the slot is unbound and any formatting or filtering it applies is unverified.", "source": "generated" }, "CEngineServer::GetClientConVarValue": { "text": "Reads the value a connected client reports for a named convar, the query behind server-side checks of client settings. The class is implied by the name, not the data, though a prototype is derived.", "source": "generated" }, "CEngineServer::SetClientUpdateRate": { "text": "Sets how frequently the server sends updates to one particular client, overriding that client's rate. The class is implied by the name; the slot is unbound, and the units and any clamping are unverified.", "source": "generated" }, "CEngineServer::SetFakeClientConVarValue": { "text": "Sets a convar value on a fake client (a bot) as though the bot had set it itself, which is how bot-side settings get configured from the server. The class is implied by the name; a prototype is derived but the slot is unbound.", "source": "generated" }, "CEngineServiceMgr::SleepAfterMainLoop": { "text": "Sleeps once a main-loop iteration has finished, the throttle that keeps a dedicated server from spinning a core flat out. Read from the name in libengine2; the sleep duration and where it comes from are unverified.", "source": "generated" }, "CEngineServiceMgr::SwitchToLoop": { "text": "Switches the engine service manager onto a different named loop, the mechanism for moving between engine modes such as loading and running a session. The class is implied by the name; a prototype is derived, but the loop names it accepts are unverified.", "source": "generated" }, "CEngineServiceMgr::_MainLoop": { "text": "Runs the engine service manager's own main loop, keeping registered engine services ticking while the process lives. Read from the name in libengine2; what a single iteration performs is unverified.", "source": "generated" }, "CEngineTrace::TraceRotatedBody": { "text": "Traces an oriented (rotated) collision body through the world rather than an axis-aligned box, so a sweep respects the body's rotation. Read from the name and the matching TraceRotatedBody anchor; confidence is low, and the trace inputs and filtering are unverified.", "source": "generated" }, "CEngineTrace::TraceShape": { "text": "Sweeps a collision shape against the world on the server, profiled under the label Physics/TraceShape (Server). It also ships under the bare name TraceShape, the same function; the shape kinds and filters it accepts are unverified.", "source": "generated" }, "CEntity2SaveRestore::AppendTransitionResources": { "text": "Adds the resources that must carry across a level transition to the save's resource list. The CEntity2SaveRestore class is implied by the name rather than the data, and no prototype is derived, so which resources are gathered and where they are stored is unverified.", "source": "generated" }, "CEntity2SaveRestore::BeginRestoreEntities": { "text": "Opens a restore pass over saved entities, logging a `BeginRestoreEntities( %s%s )` line that names what is being restored. That anchor is the useful trace point when diagnosing why entities do or do not come back on a load; the inputs it takes are unverified.", "source": "generated" }, "CEntity2SaveRestore::ClearSaveFile": { "text": "Discards a save file, logging `async CEntity2SaveRestore::ClearSaveFile(%s)` with the file named and the work marked asynchronous. Read from that anchor and the name; what makes a file eligible for clearing is not established here.", "source": "generated" }, "CEntity2SaveRestore::DirectoryCopy": { "text": "Copies save data between directories, logging a `WRITE %s in CEntity2SaveRestore::DirectoryCopy` line for the file it writes. Useful when tracking how save files are duplicated around a transition; the source and destination selection is not established here.", "source": "generated" }, "CEntity2SaveRestore::DispatchAsyncSave": { "text": "Hands a pending save off to be written asynchronously, logging a `CEntity2SaveRestore::DispatchAsyncSave` line as it does. Read from that anchor and the name; the payload handed over and how completion is reported are unverified.", "source": "generated" }, "CEntity2SaveRestore::EntityDataWrite": { "text": "Writes entity data into a save, with its anchor `EntityDataWrite: kv3 using %s` showing the payload is serialized as KV3. Handy when working out what a save actually records per entity; which entities and fields are included is not established here.", "source": "generated" }, "CEntity2SaveRestore::EntityPatchRead": { "text": "Reads an entity patch record out of a save, logging `EntityPatchRead( %s ) read %d entries` with the source and the entry count. The count in that anchor is a quick check on whether patch data was found; the record's contents are unverified.", "source": "generated" }, "CEntity2SaveRestore::EntityPatchWrite": { "text": "Writes an entity patch record into a save, logging `EntityPatchWrite( %s ) wrote %d entries` with the target and the number of entries written. Pairs with the read side for confirming patch data round-trips; the entry format is not established here.", "source": "generated" }, "CEntity2SaveRestore::ExecuteSave": { "text": "Carries out the save itself and times it, logging `ExecuteSave( %s ) took %f msec`. That timing line makes this the natural place to measure save cost; the anchor establishes the timed operation but not what gets written.", "source": "generated" }, "CEntity2SaveRestore::LoadAdjacentEnts": { "text": "Loads entities brought in from an adjacent level so they exist on the other side of a transition. The CEntity2SaveRestore class is implied by the name rather than the data, and no prototype is derived, so the adjacency rules and entity selection are unverified.", "source": "generated" }, "CEntity2SaveRestore::OpenSaveFileAndExtractLevels": { "text": "Opens a save file and pulls out the set of levels it holds, logging a `READ %s in CEntity2SaveRestore::OpenSaveFileAndExtractLevels` line for the file it reads. Useful for understanding how a save's levels are discovered before a restore; the file layout is not established here.", "source": "generated" }, "CEntity2SaveRestore::SaveGame_Finalize": { "text": "Finishes a save-game operation, and for a transition logs `transition %s, not making .sav file` \u2014 a finalize can deliberately skip writing a .sav. Worth knowing when an expected save file never appears on disk; the remaining finalize work is not established here.", "source": "generated" }, "CEntity2SaveRestore::SaveGame_Start": { "text": "Begins a save-game operation, queuing an `AgeSaveList()` step as its anchor records. Read from that anchor and the name; what game state is captured at this point is unverified.", "source": "generated" }, "CEntity2SaveRestore::SetMostRecentElapsedTime": { "text": "Stores the most recent elapsed-time value associated with a save, logging it under the `ET:` tag with the name and a numeric value. Read from that anchor and the name; the units and what later consumes the value are unverified.", "source": "generated" }, "CEntity2SaveRestore::StartNewRestore": { "text": "Starts a fresh restore operation, emitting a `StartNewRestore` log line. The anchor confirms it as a distinct step in the restore path; what state it initializes or clears is not established here.", "source": "generated" }, "CEntity2SaveRestore::StreamEntitiesFromFile": { "text": "Streams entities out of a save file, logging `StreamEntitiesFromFile: '%s' [%d entities]` with the file name and how many entities it yielded. That count is the practical signal when diagnosing an incomplete restore; the streaming format is unverified.", "source": "generated" }, "CEntityClass::Unserialize": { "text": "Deserializes an entity class definition, logging `CEntityClass::Unserialize( %d:%s:%s )` with an index and two name strings. The binary also ships this same function as FindUseEntity, so both names resolve to one address \u2014 a hook on either is a hook on both.", "source": "generated" }, "CEntityComponentHelperT::Allocate": { "text": "Allocates a CBodyComponentPoint body component for an entity through the component-helper template, the point-only body variant used by entities with no skeleton. Read from the name; no string anchor or prototype is derived, so the allocation source and any initialization are unverified.", "source": "generated" }, "CEntityComponentHelperT::Allocate": { "text": "Allocates a CBodyComponentSkeletonInstance body component for an entity through the component-helper template, the skeleton-bearing body variant used by animated models. Read from the name; no string anchor or prototype is derived, so the allocation source and any initialization are unverified.", "source": "generated" }, "CEntityDataInstantiator::DestroyDataObject": { "text": "Tears down the per-entity CWatcherList data object this instantiator created and releases its storage. Read from the name; the data is silent on what triggers the destruction and what the watcher list holds.", "source": "generated" }, "CEntityDataInstantiator::DestroyDataObject": { "text": "Tears down the per-entity groundlink_t data object this instantiator created \u2014 the ground-contact link record \u2014 and releases its storage. Read from the name; what triggers the destruction and the record's contents are unverified.", "source": "generated" }, "CEntityDataInstantiator::DestroyDataObject": { "text": "Tears down the per-entity physicspushlist_t data object this instantiator created, the record tracking entities being pushed by a physics mover, and releases its storage. Read from the name; the trigger for destruction and the record's contents are unverified.", "source": "generated" }, "CEntityDissolve::GetDataDescMap": { "text": "Supplies the datadesc map describing the dissolve entity's saved and keyvalue fields, covering the timing and appearance data such as m_flStartTime, m_nDissolveType, m_vDissolverOrigin and m_nMagnitude. The CEntityDissolve class is implied by the name rather than the data, though a prototype is derived for this entry.", "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" }, "CEntityFlame::FlameThink": { "text": "Runs the burning entity's periodic think, advancing the flame against m_flLifetime and applying m_flDirectDamagePerSecond to the attached victim in m_hEntAttached. Read from the name and the class's fields; the tick interval and the exact damage application are unverified.", "source": "generated" }, "CEntityFlame::GetDataDescMap": { "text": "Supplies the datadesc map describing the flame entity's saved and keyvalue fields, covering burn data such as m_hEntAttached, m_flSize, m_flLifetime and m_flDirectDamagePerSecond. The CEntityFlame class is implied by the name rather than the data, though a prototype is derived for this entry.", "source": "generated" }, "CEntityIOOutput::FireOutput": { "text": "Fires an entity I/O output so the inputs wired to it receive the value \u2014 the mechanism behind map-authored entity links. A prototype is derived, making this a solid hook point for observing or filtering output traffic; the activator, caller and delay semantics are not established here.", "source": "generated" }, "CEntityIdentity::AcceptInput": { "text": "Delivers a named input to the entity this identity belongs to, the entry point for driving entity inputs from code or from map I/O. A prototype is derived and the string anchor outputid sits with it; the neighbouring m_name and m_designerName fields identify the receiving entity.", "source": "generated" }, "CEntityInstance::AcceptInput": { "text": "Delivers a named entity-I/O input to the instance, the same kind of input a map trigger or another entity's output produces, so the entity reacts to it. Also shipped as CBaseEntity::AcceptInput, one function under both names; the roles of the individual arguments are a name-level reading.", "source": "generated" }, "CEntityInstance::GetDynamicBinding": { "text": "Returns the entity's dynamic binding \u2014 the runtime-resolved binding record the engine keeps for this instance. The CEntityInstance class here is implied by the name rather than established by the data, and what the binding object holds is unverified.", "source": "generated" }, "CEntityInstance::GetEntityIndex": { "text": "Returns the entity's index, the numeric slot that identifies it in the entity list and that index-based lookups take. Read from the name; the exact form and validity rules of the index are not established here.", "source": "generated" }, "CEntityInstance::GetOrCreatePrivateScriptScope": { "text": "Returns the entity's private VScript scope, creating it when the entity does not have one yet, giving script code a per-entity table other scopes are not meant to reach. Pairs with the m_iszPrivateVScripts and m_CScriptComponent fields; the create-on-miss reading comes from the name.", "source": "generated" }, "CEntityInstance::GetOrCreatePublicScriptScope": { "text": "Returns the entity's public VScript scope, creating it when absent, so scripts can publish state that other script code reads. Also shipped as ScriptGetOrCreatePublicScriptScope, one function under both names; the m_CScriptComponent field holds the entity's script component.", "source": "generated" }, "CEntityInstance::GetRefEHandle": { "text": "Returns the entity's reference handle, the serial-tagged reference that stays safe to hold after the entity is gone, unlike a raw pointer. Also shipped as ScriptGetEHandle, so script and native callers get the handle from one function; the handle's layout is not established here.", "source": "generated" }, "CEntityInstance::Kill": { "text": "Destroys the entity, marking it for removal from the entity system \u2014 the native equivalent of firing a kill input at it. Read from the name; whether removal happens immediately or is deferred is not established by this data.", "source": "generated" }, "CEntityInstance::Spawn": { "text": "Performs the entity's spawn-time initialisation, the point at which a freshly created entity becomes live in the world with its keyvalues applied. The class is implied by the name rather than established by the data, so the per-class work done here is a name-level reading.", "source": "generated" }, "CEntityKeyValues::AddConnectionDesc": { "text": "Adds an entity-I/O connection description to a keyvalues block, the output-to-input wiring that normally comes from a map's entity lump. Use it when assembling an entity's connections in code; the fields making up a connection description are not established here.", "source": "generated" }, "CEntityKeyValues::FindKeyValues": { "text": "Looks up a named entry in the keyvalues block and returns the existing one, so callers can read a value already set on the entity. Read from the name; how a miss is reported and how the key is specified are unverified.", "source": "generated" }, "CEntityKeyValues::FindOrCreateKeyValues": { "text": "Looks up a named entry in the keyvalues block and creates it when it is absent, so a caller can write a value without checking first. The create-on-miss reading comes from the name; CEntityKeyValues::FindKeyValues is the name-level lookup-only counterpart.", "source": "generated" }, "CEntityKeyValues::LoadFromContext": { "text": "Reads a serialised entity keyvalues block from a load context and checks a version stamp, reporting 'Invalid version! Expected %d, encountered %d!' when the stamp does not match. That anchor establishes versioned deserialisation; the context's source and the on-disk format are not established here.", "source": "generated" }, "CEntityKeyValues::RemoveKeyValues": { "text": "Removes a named entry from the keyvalues block, dropping a value previously set on the entity. Read from the name; whether removing an absent key is harmless or an error is not established.", "source": "generated" }, "CEntityKeyValues::SetString": { "text": "Stores a string value under a named key in the keyvalues block, the same assignment a map file's keyvalue pair produces for an entity. Read from the name; whether an existing entry is overwritten or a duplicate is added is unverified.", "source": "generated" }, "CEntityLumpRequest::Start": { "text": "Begins loading a named entity lump \u2014 the map's block of entity keyvalues \u2014 and logs 'LOAD START' with the lump name as it does. The anchor establishes that it starts a named lump load; whether the load continues asynchronously afterwards is not established.", "source": "generated" }, "CEntityReport::Add": { "text": "Records an entity being added into the report's per-entity accounting. The CEntityReport class is implied by the name rather than established by the data; what the report accumulates and where it is surfaced are name-level readings.", "source": "generated" }, "CEntityReport::DeleteEntity": { "text": "Notes an entity's deletion in the report so its accounting keeps step with entities disappearing from the world. The class is implied by the name rather than established by the data, and what the report stores per entity is unverified.", "source": "generated" }, "CEntityReport::LeavePVS": { "text": "Records that an entity left a client's PVS, the visibility set that governs whether the entity keeps being networked to that client. The class is implied by the name rather than established by the data; the report's consumer is unverified.", "source": "generated" }, "CEntityReport::NetworkPacketFinished": { "text": "Closes out the report's accounting for one network packet, the boundary at which per-packet entity statistics are complete. The class is implied by the name rather than established by the data, so the statistics kept are a name-level reading.", "source": "generated" }, "CEntityReport::Record": { "text": "Records an entity event into the report, the general-purpose entry point for the entity traffic statistics it accumulates. The class is implied by the name rather than established by the data, and the contents of a record are unverified.", "source": "generated" }, "CEntityReport::~CEntityReport": { "text": "Destroys the report object and releases what it accumulated. Beyond destructor cleanup no purpose is established, and the class is implied by the name rather than by the data.", "source": "generated" }, "CEntityResourceManifest::AddResource": { "text": "Adds a resource to an entity resource manifest, the list of assets an entity's class needs loaded before it can be used. The class is implied by the name rather than established by the data; how a resource is identified is not established here.", "source": "generated" }, "CEntityResourceManifest::AddResourceInternal": { "text": "Adds a resource to the entity resource manifest through the manifest's internal path, and lives in libengine2 rather than the server library. Read from the name; how it differs from CEntityResourceManifest::AddResource is not established by this data.", "source": "generated" }, "CEntitySaveRestoreBlockHandler::PreSave": { "text": "Runs the pre-save pass over the save/restore block's entities and warns 'entity identity is missing, may cause a crash' when an entity has no CEntityIdentity. The anchor establishes save-time entity validation; what the block eventually writes is not established here.", "source": "generated" }, "CEntityScriptFramework::DispatchActivate": { "text": "Delivers the activate notification to an entity's script code, the hook a script uses to do setup once its entity is active. The only anchor is the bare string 'DispatchActivate', which confirms the name and nothing more, so the hook's contract is unverified.", "source": "generated" }, "CEntityScriptFramework::DispatchInput": { "text": "Delivers an entity-I/O input to an entity's script code so a script can handle inputs aimed at its entity. The only anchor is the bare string 'DispatchInput', confirming the name alone; how the input and its value reach the script side is unverified.", "source": "generated" }, "CEntityScriptFramework::DispatchUpdateOnRemove": { "text": "Delivers the UpdateOnRemove notification to an entity's script code, the teardown hook a script uses to clean up as its entity goes away. The only anchor is the bare string 'DispatchUpdateOnRemove'; the timing relative to actual destruction is not established.", "source": "generated" }, "CEntitySubclassGameSystem::LoadSubclasses": { "text": "Loads the entity subclass definitions the game system holds \u2014 the named data-driven variants that let one entity class ship several configurations. The only anchor is the bare string 'LoadSubclasses', so the source of the definitions and when they load are name-level readings.", "source": "generated" }, "CEntitySubclassGameSystem::ParseVDataFile": { "text": "Parses a VData file, Source 2's data-driven entity definition format, into the subclass data the game system keeps. The only anchor is the bare string 'ParseVDataFile'; which files are read and how parse errors surface are not established here.", "source": "generated" }, "CEntitySubclassVDataBase::CEntitySubclassVDataBase": { "text": "Constructs the base VData object that entity subclass definitions build on, setting up its initial state. Beyond construction no purpose is established by this data.", "source": "generated" }, "CEntitySystem::PrecacheEntity": { "text": "Precaches the assets an entity's class needs and reports 'Classname missing from entity!' when the entity has no classname to precache from. The anchor establishes classname-driven precaching; which resources are pulled in and when is not established here.", "source": "generated" }, "CEntitySystem::RegisterAliasEntityClass": { "text": "Registers an alternate classname for an entity class so a map spawning the alias gets the same implementation \u2014 how legacy or renamed classnames keep working. The only anchor is the bare string 'RegisterAliasEntityClass', confirming the name; what the registration record holds is unverified.", "source": "generated" }, "CEntitySystem::RegisterComponentType": { "text": "Registers an entity component type with the entity system so components of that type can be created and attached to entities. The only anchor is the bare string 'RegisterComponentType'; CEntityComponentHelper is among the classes this batch's parameters reference, but the registration's contents are unverified.", "source": "generated" }, "CEntitySystem::RegisterEntityClass": { "text": "Registers an entity class with the entity system, binding a classname to the code that creates and runs entities of that type. The only anchor is the bare string 'RegisterEntityClass'; CEntitySystem::RegisterAliasEntityClass is, by name, the variant that adds an alternate classname.", "source": "generated" }, "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" }, "CEnvBeverage::InputActivate": { "text": "Handles the `Activate` entity-IO input on `CEnvBeverage`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CEnvCombinedLightProbeVolume::CEnvCombinedLightProbeVolume": { "text": "Constructs the light-probe volume entity that the anchor string `CEnvCombinedLightProbeVolumeAlias_func_combined_light_probe_volume` ties to that map class, bringing up its cubemap and light-probe texture handles, volume bounds (m_Entity_vBoxMins, m_Entity_vBoxMaxs) and m_Entity_bStartDisabled. Which defaults the constructor actually writes is not established by this data.", "source": "generated" }, "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" }, "CEnvEntityIgniter::InputIgnite": { "text": "Handles the `Ignite` entity-IO input on `CEnvEntityIgniter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CEnvEntityMaker::CheckSpawnThink": { "text": "Think routine that tests whether the entity maker may spawn its template (m_iszTemplate), weighing the tracked instance and blocker handles (m_hCurrentInstance, m_hCurrentBlocker) against the template bounds m_vecEntityMins and m_vecEntityMaxs. Read from the name and those fields; the exact blocking test and think interval are unverified.", "source": "generated" }, "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::DrawDebugTextOverlays": { "text": "Prints this explosion entity's debug text overlay; the anchored format string ` magnitude: %i` shows the configured blast magnitude (m_iMagnitude) is among the lines emitted. Handy for confirming radius, damage and ignore settings on a placed explosion while debug overlays are on.", "source": "generated" }, "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::DrawDebugTextOverlays": { "text": "Prints the fade entity's debug text overlay; the anchored format string ` hold time: %f` shows m_HoldDuration is among the values written, alongside m_Duration and m_fadeColor. Use it to verify a screen fade's timing against what the entity really holds.", "source": "generated" }, "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::DrawDebugTextOverlays": { "text": "Prints the global-state entity's debug text overlay; the anchor `Value: DEAD` shows it reports the current state of m_globalstate in readable form, with m_counter and m_initialstate also carried on the class. Useful for inspecting persistent global state while debugging a map.", "source": "generated" }, "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" }, "CEnvLaser::GetDataDescMap": { "text": "Supplies the datadesc field map describing the laser's saved and keyvalue fields, among them m_iszLaserTarget, m_iszSpriteName and m_firePosition. The owning class is implied by the name, not by the data, since the vtable slot is unbound.", "source": "generated" }, "CEnvLaser::InputToggle": { "text": "Handles the `Toggle` entity-IO input on `CEnvLaser`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CEnvLaser::InputTurnOff": { "text": "Handles the `TurnOff` entity-IO input on `CEnvLaser`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CEnvLaser::InputTurnOn": { "text": "Handles the `TurnOn` entity-IO input on `CEnvLaser`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CEnvLaser::StrikeThink": { "text": "Think routine that updates the laser beam for the current strike, working between m_firePosition and the entity named by m_iszLaserTarget and driving the sprite in m_pSprite. Read from the name and those fields; the damage applied and the striking cadence are unverified.", "source": "generated" }, "CEnvMuzzleFlash::InputFire": { "text": "Handles the `Fire` entity-IO input on `CEnvMuzzleFlash`. 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::DrawDebugTextOverlays": { "text": "Prints the shake entity's debug text overlay; the anchored format string ` frequency: %f` shows m_Frequency is among the values written, with m_Amplitude, m_Duration and m_Radius also configured on the class. Useful for checking a screen shake's tuning in-game.", "source": "generated" }, "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::CEnvSoundscape": { "text": "Constructs the soundscape entity, bringing up its playback state \u2014 m_soundscapeName, m_soundEventName, m_flRadius, the m_positionNames array and m_bDisabled. Read from the name and those fields; the specific defaults written at construction are unverified.", "source": "generated" }, "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" }, "CEnvSoundscapeProxy::CEnvSoundscapeProxy": { "text": "Constructs the soundscape proxy, whose one field m_MainSoundscapeName points at the soundscape it mirrors. Read from the name and that field; what the constructor initialises is unverified.", "source": "generated" }, "CEnvSoundscapeTriggerable::CEnvSoundscapeTriggerable": { "text": "Constructs the triggerable soundscape entity, a soundscape variant that carries no schema fields of its own and works from inherited soundscape state. Read from the name; what the constructor initialises is not established by this data.", "source": "generated" }, "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" }, "CEnvSpark::SparkThink": { "text": "Think routine that produces the entity's spark effect from its configured m_nMagnitude, m_nTrailLength and m_nType, with m_flDelay governing the gap between sparks and m_OnSpark available as its output. Read from the name and those fields; the effect detail and timing are unverified.", "source": "generated" }, "CEnvTilt::DrawDebugTextOverlays": { "text": "Prints the tilt entity's debug text overlay, exposing its configured m_Duration, m_Radius and m_TiltTime plus the running m_stopTime. The owning class is implied by the name; the slot is unbound and no anchor pins the exact lines printed.", "source": "generated" }, "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" }, "CEnvViewPunch::InputViewPunch": { "text": "Handles the `ViewPunch` entity-IO input on `CEnvViewPunch`. 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::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::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::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" }, "CEventQueue_SaveRestoreBlockHandler::GetBlockName": { "text": "Supplies the identifying block name under which this handler's event-queue data is written to and found in a save file. The owning class is implied by the name; the actual string it yields is not established by this data.", "source": "generated" }, "CExplosionTypeData::CExplosionTypeData": { "text": "Constructs an explosion-type data record \u2014 the anchor `CExplosionTypeData` names the type \u2014 holding the sound and particle to play (m_SoundName, m_ParticleEffect), m_DecalType, and the m_bIsIncindiary and m_bHasForces flags. Useful when reading or overriding per-explosion presentation data.", "source": "generated" }, "CFieldPath::Path_AddToTail": { "text": "Appends one element to the end of a field path's list of path components. Read from the name; the element type and how the list grows are unverified, and the class carries no schema fields.", "source": "generated" }, "CFieldPath::SetCount": { "text": "Sets how many components a field path holds, sizing its element list to that count. Read from the name; whether existing entries are preserved, cleared or default-filled is unverified.", "source": "generated" }, "CFieldPathHuffmanEncoder::InternalNode::IsLeafNode": { "text": "Answers the shared leaf test for an interior node of the field-path Huffman tree, marking it as a branch rather than a terminal. The owning class is implied by the name, not by the data, and the vtable slot is unbound.", "source": "generated" }, "CFieldPathHuffmanEncoder::InternalNode::~InternalNode": { "text": "Destroys an interior node of the field-path Huffman tree, releasing what that node owns. The owning class is implied by the name; what exactly is freed is not established by this data.", "source": "generated" }, "CFieldPathHuffmanEncoder::LeafNode::IsLeafNode": { "text": "Answers the shared leaf test for a terminal node of the field-path Huffman tree, marking it as the end of a walk down the tree. The owning class is implied by the name, not by the data, and the vtable slot is unbound.", "source": "generated" }, "CFieldPathHuffmanEncoder::LeafNode::~LeafNode": { "text": "Destroys a leaf node of the field-path Huffman tree, releasing what that node owns. The owning class is implied by the name; what exactly is freed is not established by this data.", "source": "generated" }, "CFileHandle::~CFileHandle": { "text": "Destroys a filesystem file-handle object, tearing down the open file it wraps. The owning class is implied by the name; whether it closes the underlying file or only frees bookkeeping is unverified.", "source": "generated" }, "CFileSystem_Stdio::ReadEx": { "text": "Reads bytes from an open file through the stdio-backed filesystem implementation, the extended read variant of the interface's plain read. The owning class is implied by the name; how short reads and end-of-file are reported is unverified.", "source": "generated" }, "CFilterClass::PassesFilterImpl": { "text": "Decides whether a candidate entity passes this filter by matching it against the class name held in m_iFilterClass. The owning class is implied by the name; hook it when you want to change which entities a class-based filter accepts.", "source": "generated" }, "CFilterContext::PassesFilterImpl": { "text": "Decides whether a candidate entity passes this filter by testing it against the context value in m_iFilterContext. The owning class is implied by the name; what the context is compared against, beyond that field, is not established here.", "source": "generated" }, "CFilterEnemy::PassesFilterImpl": { "text": "Decides whether a candidate entity qualifies as an enemy under this filter, weighing m_iszEnemyName, the m_flRadius and m_flOuterRadius bands, m_nMaxSquadmatesPerEnemy and m_iszPlayerName. The owning class is implied by the name; how the two radius bands combine is unverified.", "source": "generated" }, "CFilterMassGreater::PassesFilterImpl": { "text": "Decides whether a candidate entity passes by testing its mass against the threshold in m_fFilterMass. The owning class is implied by the name; the greater-than sense follows the name, and how the mass is obtained is unverified.", "source": "generated" }, "CFilterModel::PassesFilterImpl": { "text": "Decides whether a candidate entity passes by matching its model against the one named in m_iFilterModel. The owning class is implied by the name; whether the match is an exact model path or something looser is unverified.", "source": "generated" }, "CFilterMultiple::PassesDamageFilterImpl": { "text": "Decides whether a damage event passes this combining filter, evaluating the sub-filters it references (m_hFilter, m_iFilterName) under the mode held in m_nFilterType. The owning class is implied by the name; the exact combination rule is read from that field rather than verified.", "source": "generated" }, "CFilterMultiple::PassesFilterImpl": { "text": "Decides whether a candidate entity passes this combining filter by evaluating the sub-filters it references (m_hFilter, m_iFilterName) under the mode in m_nFilterType. The owning class is implied by the name; whether that mode means all-must-pass or any-may-pass is unverified.", "source": "generated" }, "CFilterName::PassesFilterImpl": { "text": "Decides whether a candidate entity passes by matching its targetname against the string in m_iFilterName. The owning class is implied by the name; whether wildcard matching is honoured is not established by this data.", "source": "generated" }, "CFioReadOnlyFile::FS_fread": { "text": "Reads bytes from a read-only file object, the fread-style entry point backing reads for that file type. The owning class is implied by the name; how short reads and end-of-file are signalled is unverified.", "source": "generated" }, "CFish::GetDataDescMap": { "text": "Supplies the datadesc field map for the fish entity, covering fields such as m_pool, m_speed, m_panicSpeed and the movement timers. The owning class is implied by the name; read it when you need the fish's keyvalue and save-field layout.", "source": "generated" }, "CFishPool::FireGameEvent": { "text": "Handles a game event delivered to the fish pool, letting the school react to world state changes rather than polling for them. The owning class is implied by the name rather than recovered from the slot data, and which events it accepts is unverified.", "source": "generated" }, "CFishPool::GetDataDescMap": { "text": "Returns the fish pool's data description map, the table its map keyvalues and save/restore fields resolve through, such as m_fishCount, m_maxRange and m_swimDepth. The class is implied by the name, so treat that association as a name-level reading.", "source": "generated" }, "CFishPool::Update": { "text": "Advances the fish pool's simulation, stepping the CFish entities it owns and the state in m_fishes, m_isDormant and m_visTimer. Located by signature in libserver and read from the name, so the tick cadence and dormancy rules are unverified.", "source": "generated" }, "CFlashbang::EmitGrenade": { "text": "Spawns and launches the thrown flashbang from the weapon, handing off to a live projectile in the world. The class is implied by the name and the reading comes from the name alone, so the throw parameters are unverified.", "source": "generated" }, "CFlashbangProjectile::EmitGrenade": { "text": "Creates and launches the in-flight flashbang entity, whose fuse is carried in m_flTimeToDetonate. Read from the name; m_numOpponentsHit and m_numTeammatesHit are the per-throw blind counters a modder reads alongside it, though this function's own inputs are unverified.", "source": "generated" }, "CFlattenedSerializer::ApplyOverrides_R": { "text": "Applies per-field overrides onto a flattened serializer's field tree, the _R suffix indicating it recurses into nested serializers. Read from the name and its home in libnetworksystem; which override sources it consults is unverified.", "source": "generated" }, "CFlattenedSerializer::BuildDeltaProperties": { "text": "Builds the property set the network layer uses to compute per-tick deltas for a flattened serializer's fields. Read from the name; the delta representation and the conditions under which it is rebuilt are unverified.", "source": "generated" }, "CFlattenedSerializer::BuildHierarchy_R": { "text": "Constructs the nested field hierarchy of a flattened serializer, recursing into embedded sub-serializers as the _R suffix suggests. Read from the name and matched with low confidence, so treat both the location and the behaviour as provisional.", "source": "generated" }, "CFlattenedSerializer::Encode": { "text": "Encodes an entity's field values into the wire form described by a flattened serializer. Read from the name; the entity representation it consumes and the buffer it fills are unverified.", "source": "generated" }, "CFlattenedSerializer::EncodeField": { "text": "Encodes one individual field of a flattened serializer into its network representation, the per-field counterpart of whole-entity encoding. Read from the name; how the field is addressed and what encoding is chosen are unverified.", "source": "generated" }, "CFlattenedSerializer::GatherSendProxyResults_R": { "text": "Collects send-proxy results across a serializer's field tree, recursing through nested serializers as the _R suffix suggests. Read from the name and matched with low confidence, so both the location and the described behaviour are provisional.", "source": "generated" }, "CFlattenedSerializer::MaybeWriteFlattenedSerializers_R": { "text": "Conditionally emits flattened serializer definitions, recursing into nested ones, with the Maybe prefix indicating it skips entries that need no writing. Read from the name; the skip condition and the write destination are unverified.", "source": "generated" }, "CFlattenedSerializer::RemoveFakeFields": { "text": "Strips fields marked fake from a flattened serializer so they are excluded from the network field layout. Read from the name; what marks a field fake, and whether removal is permanent for the serializer, are not established by this data.", "source": "generated" }, "CFlattenedSerializer::SetRecursiveProxyIndices_R": { "text": "Assigns proxy indices throughout a serializer's nested field tree so recursive sub-serializers can be referenced by index. Read from the name; the index space and what consumes it are unverified.", "source": "generated" }, "CFlattenedSerializer::ValidateSerializedEntity": { "text": "Checks a serialized entity against its flattened serializer, catching field or layout mismatches before the data is trusted. Read from the name and matched with low confidence, so the identification is provisional and the failure handling is unverified.", "source": "generated" }, "CFlattenedSerializer::WriteFieldList": { "text": "Writes out a flattened serializer's field list, the flat table describing how an entity class is laid out for transmission. Read from the name; the output target and its format are unverified.", "source": "generated" }, "CFlattenedSerializerSpewFunc_Log::Spew": { "text": "Emits a flattened-serializer diagnostic message through the log sink this type represents, the hook to watch when serializer construction misbehaves. The class is implied by the name, and the message content and log channel are unverified.", "source": "generated" }, "CFlattenedSerializerSpewFunc_Log::~CFlattenedSerializerSpewFunc_Log": { "text": "Tears down the flattened-serializer log spew sink and releases what it holds. The class is implied by the name; beyond ordinary destruction, no further purpose is established.", "source": "generated" }, "CFlattenedSerializers::BuildEntityClassNetworkSerializer": { "text": "Builds the network serializer for a single entity class, producing the flattened field layout that class is transmitted with. The class is implied by the name; the inputs it takes and whether results are cached are unverified.", "source": "generated" }, "CFlexSceneFileManager::FindSceneFile": { "text": "Resolves a facial-expression scene file, building the path from the anchor expressions/%s.vfe around a requested scene name. Read from that string and the name; whether it loads on a miss or only searches already-resident files is unverified.", "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" }, "CFogController::SetLerpValues": { "text": "Sets the target values a fog transition interpolates toward on the fog controller, working with m_fog for the current fog parameters and m_iChangedVariables for which of them are changing. Read from the name, so the specific values accepted and the transition duration are unverified.", "source": "generated" }, "CFogController::~CFogController": { "text": "Tears down the fog controller entity and releases its state, including the fog parameters in m_fog. The class is implied by the name; nothing beyond ordinary destruction is established.", "source": "generated" }, "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" }, "CFunFact_GenericEvalFunction::Evaluate": { "text": "Computes a fun-fact value through a generic evaluation function, producing this fun-fact type's candidate for end-of-round stat display. The class is implied by the name; what it evaluates over and how a candidate is scored are unverified.", "source": "generated" }, "CFunFact_StatSum::Evaluate": { "text": "Computes a fun fact by summing a player statistic into a single candidate value. The class is implied by the name; which statistic is summed and over which players are unverified.", "source": "generated" }, "CFuncBrush::CFuncBrush": { "text": "Constructs a func_brush entity and initialises its brush state, including m_iSolidity, m_iDisabled and m_iszExcludedClass, before map keyvalues are applied. Read from the name and the class's fields; the default values it writes are unverified.", "source": "generated" }, "CFuncBrush::DrawDebugTextOverlays": { "text": "Draws the developer debug text lines for a func_brush, the on-screen readout of its current state such as m_iSolidity and m_iDisabled. The class is implied by the name, and the exact lines drawn are unverified.", "source": "generated" }, "CFuncBrush::GetDataDescMap": { "text": "Returns the func_brush data description map, the table its keyvalues and save/restore fields such as m_iSolidity and m_iszExcludedClass are bound through. The class is implied by the name.", "source": "generated" }, "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" }, "CFuncLadder::InputDisable": { "text": "Handles the `Disable` entity-IO input on `CFuncLadder`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncLadder::InputEnable": { "text": "Handles the `Enable` entity-IO input on `CFuncLadder`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncMonitor::InputDisable": { "text": "Handles the `Disable` entity-IO input on `CFuncMonitor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncMonitor::InputEnable": { "text": "Handles the `Enable` entity-IO input on `CFuncMonitor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncMonitor::InputSetCamera": { "text": "Handles the `SetCamera` entity-IO input on `CFuncMonitor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncMonitor::InputToggle": { "text": "Handles the `Toggle` entity-IO input on `CFuncMonitor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncMoveLinear::GetDataDescMap": { "text": "Returns the data description map for the linearly moving brush entity, the table keyvalues such as m_flSpeed, m_flStartPosition and m_flBlockDamage resolve through. The class is implied by the name.", "source": "generated" }, "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" }, "CFuncMoverRouter::InputClearFollowMoverEntity": { "text": "Handles the `ClearFollowMoverEntity` entity-IO input on `CFuncMoverRouter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncMoverRouter::InputSetMoverIndex": { "text": "Handles the `SetMoverIndex` entity-IO input on `CFuncMoverRouter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncMoverRouter::InputStart": { "text": "Handles the `Start` entity-IO input on `CFuncMoverRouter`. 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::Blocked": { "text": "Handles the platform being obstructed mid-travel, producing the log line '%s Blocked by %s' naming the platform and the blocker. Read from that anchor and the name; m_flSpeed is the platform's travel rate, while what it does to the blocker is not established.", "source": "generated" }, "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::DrawDebugTextOverlays": { "text": "Draws developer debug text for the rotating brush, including the line 'Speed cur (target): %3.2f (%3.2f)' reporting current against commanded rotation speed, the pair held in m_flSpeed and m_flTargetSpeed. Useful when diagnosing a func_rotating that never reaches its target speed.", "source": "generated" }, "CFuncRotating::GetDataDescMap": { "text": "Returns the rotating brush's data description map, the table its keyvalues and save/restore fields such as m_flMaxSpeed, m_flFanFriction and m_flBlockDamage resolve through. The class is implied by the name.", "source": "generated" }, "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" }, "CFuncRotating::KeyValue": { "text": "Parses a map-authored keyvalue for the rotating brush, turning Hammer keys into fields such as m_flFanFriction, m_flVolume and m_flMaxSpeed. The class is implied by the name, and which keys are handled here rather than by the data description map is unverified.", "source": "generated" }, "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" }, "CFuncShatterglass::InputHit": { "text": "Handles the `Hit` entity-IO input on `CFuncShatterglass`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncShatterglass::InputRestore": { "text": "Handles the `Restore` entity-IO input on `CFuncShatterglass`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CFuncShatterglass::InputShatter": { "text": "Handles the `Shatter` entity-IO input on `CFuncShatterglass`. 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::CFuncTrackTrain": { "text": "Constructs a track-train entity and brings its movement state into a starting condition; the movement fields on this class include m_flSpeed, m_maxSpeed, m_dir and m_ppath. Read as a constructor from the name \u2014 which defaults it actually writes is not established here.", "source": "generated" }, "CFuncTrackTrain::DrawDebugTextOverlays": { "text": "Draws the train's debug text overlay, emitting lines such as `current speed (goal): %g (%g)` \u2014 its present speed against the speed it is working toward (compare m_flSpeed and m_flDesiredSpeed). Use it when diagnosing a train that will not reach or hold a commanded speed.", "source": "generated" }, "CFuncTrackTrain::GetDataDescMap": { "text": "Returns the entity's data description map, the table naming its data fields for save/restore and keyvalue handling. Both the purpose and the owning class are implied by the name; the entry is an unbound vtable slot.", "source": "generated" }, "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" }, "CFuncTrackTrain::NearestPath": { "text": "Finds the nearest track node to the train and reports it as `TRAIN: %s, Nearest track is %s`, naming the train and the node chosen. Read alongside m_ppath, the class's current path pointer (CPathTrack); useful when a train has been moved or teleported and must reacquire its path.", "source": "generated" }, "CFuncTrackTrain::SetSpeed": { "text": "Sets the train's travel speed, logging `TRAIN(%s), speed to %.2f` with the entity and the new value; the fields in play are m_flSpeed, m_oldSpeed and m_maxSpeed. Whether it clamps against m_maxSpeed or ramps via m_flAccelSpeed and m_bAccelToSpeed is not established here.", "source": "generated" }, "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" }, "CFuncTrainControls::Find": { "text": "Locates the train that a set of train controls belongs to, resolving the controls entity to its CFuncTrackTrain. Read from the name and the class pairing; no prototype is derived, so the search criteria and the result are unverified.", "source": "generated" }, "CGameConfiguration::PreservePlayerNetworkables": { "text": "Preserves player-associated networkable objects across a game configuration change, logging `SV: PreservePlayerNetworkables(%d)` with the count or flag involved. Confidence is low: beyond that anchor and the name, what is retained and under what conditions are not established.", "source": "generated" }, "CGameEntitySystem::AddEntityIOEvent": { "text": "Queues an entity I/O event with the game entity system \u2014 an input directed at a target entity, part of the entity input/output mechanism maps rely on. Use it to fire inputs on entities from code; the queued event's fields and timing are not established here.", "source": "generated" }, "CGameEntitySystem::AddListenerEntity": { "text": "Registers an entity as a listener with the game entity system so it is notified of entity-system activity such as creations and removals. Pair it with CGameEntitySystem::RemoveListenerEntity; the exact notifications delivered are read from the name and unverified.", "source": "generated" }, "CGameEntitySystem::AllocPooledString": { "text": "Interns a string in the entity system's string pool and hands back the pooled handle that entity name and classname fields use. Use it when an entity API expects a pooled string rather than a raw character pointer; the pool's lifetime rules are not established here.", "source": "generated" }, "CGameEntitySystem::AllocateEntity": { "text": "Allocates a new entity together with its identity record \u2014 the anchor `AllocateEntityIdentity` names the identity part of that allocation. Confidence is low: this reads as raw allocation from the name, and what it initialises beyond that is not established.", "source": "generated" }, "CGameEntitySystem::CreateEntityByName": { "text": "Creates an entity instance from a classname string, the code-side counterpart to an entity placed in a map. Also shipped as CBaseEntity::CreateEntityByName, CreateEntityByName and UTIL::CreateEntityByName \u2014 the same function under several names \u2014 and commonly used with CGameEntitySystem::DispatchSpawn.", "source": "generated" }, "CGameEntitySystem::DispatchSpawn": { "text": "Spawns an entity, running the spawn-time setup that makes a created entity active in the world. Used alongside CGameEntitySystem::CreateEntityByName when building entities from code, typically once the new entity's keyvalues have been set.", "source": "generated" }, "CGameEntitySystem::FindByClassname": { "text": "Searches the entity system for an entity of a given classname, a lookup for locating map entities at runtime. Shipped also as CGameEntitySystem::FindEntityByClassName \u2014 the same function \u2014 with CGameEntitySystem::FindByName covering targetname lookups instead.", "source": "generated" }, "CGameEntitySystem::FindByName": { "text": "Finds an entity by its targetname, the name a mapper gives an entity so others can address it. Shipped also as CGameEntitySystem::FindEntityByName \u2014 the same function; reach for CGameEntitySystem::FindByClassname when you have a classname instead.", "source": "generated" }, "CGameEntitySystem::FindEntityByClassName": { "text": "Looks up an entity by classname within the game entity system. Shipped also as CGameEntitySystem::FindByClassname \u2014 the same function under a second name, so a hook or detour placed on one affects both.", "source": "generated" }, "CGameEntitySystem::FindEntityByIndex": { "text": "Resolves an entity index \u2014 the slot number that appears in networking and console output \u2014 to the live entity occupying it. Handy for turning an index taken from a game event or a console command into a CEntityInstance you can work with.", "source": "generated" }, "CGameEntitySystem::FindEntityByName": { "text": "Finds an entity by its targetname string. Shipped also as CGameEntitySystem::FindByName \u2014 the same function under a second name, so hooking or detouring one covers both.", "source": "generated" }, "CGameEntitySystem::FindEntityClassByClassname": { "text": "Maps a designer-facing classname to the engine's entity class record; the anchor `GetScriptClassForDesignerName` describes that same designer-name-to-class lookup. Use it to confirm a classname is registered before trying to create an entity with it.", "source": "generated" }, "CGameEntitySystem::FindInSphere": { "text": "Finds entities within a spherical region of the world \u2014 a proximity query over the entity system. Useful for radius effects such as area damage, pickup ranges or proximity triggers; any filtering it applies is not established here.", "source": "generated" }, "CGameEntitySystem::GetSpawnOriginOffset": { "text": "Returns the offset applied to a spawn origin, the correction between a stored spawn position and where the entity is actually placed. Read from the name; what the offset is measured against, and which entities it covers, are not established here.", "source": "generated" }, "CGameEntitySystem::RemoveListenerEntity": { "text": "Unregisters an entity that was registered through CGameEntitySystem::AddListenerEntity, stopping further entity-system notifications to it. Call it when a listener is torn down so the system does not retain a stale registration.", "source": "generated" }, "CGameEntitySystem::SortEntities": { "text": "Sorts the entity system's entities into the \"entity islands\" named in its own assert \u2014 `Memory trash in SortEntities.. overran the number of entity islands supported!` fires when that island budget is exceeded. Relevant when a map builds very many separate entity groupings; the sort key is not established here.", "source": "generated" }, "CGameEvent::GetFloat": { "text": "Reads a named floating-point value out of a game event's payload, such as a coordinate or a duration. The owning class is implied by the name \u2014 the entry is an unbound vtable slot \u2014 and no prototype is derived, so the key lookup is unverified.", "source": "generated" }, "CGameEvent::GetInt": { "text": "Reads a named integer value out of a game event's payload, an accessor for fields like userids and entity indices. The owning class is implied by the name; the entry is an unbound vtable slot.", "source": "generated" }, "CGameEvent::GetPtr": { "text": "Reads a named pointer value out of a game event's payload, for fields carrying an object rather than a scalar. The owning class is implied by the name; the entry is an unbound vtable slot, so treat the pointee's type as unverified.", "source": "generated" }, "CGameEvent::GetUint64": { "text": "Reads a named 64-bit unsigned value out of a game event's payload \u2014 a width suited to identifier-sized fields such as account or Steam IDs. The owning class is implied by the name; the entry is an unbound vtable slot.", "source": "generated" }, "CGameEventManager::FireEvent": { "text": "Fires a game event into the event system so subscribers see it, a code-side way to raise events. The owning class is implied by the name; the entry is an unbound vtable slot, so ownership of the event object after firing is unverified.", "source": "generated" }, "CGameEventManager::OnSource1LegacyGameEventListenBitsReceived": { "text": "Handles the legacy Source 1 listen-bits message, by which a client declares the game events it wants using bit indices; unrecognised indices log `OnSource1LegacyGameEventListenBitsReceived: game event %i not found.`. Relevant to compatibility with older event subscription; beyond that anchor, confidence is low.", "source": "generated" }, "CGameEventManager_Init": { "text": "Brings up the game event manager, drawing event definitions from resource/core.gameevents so events can be fired and listened for by name. That resource string is the direct evidence; whether other event files are also taken in is not established.", "source": "generated" }, "CGameEventSystem::Connect": { "text": "Hooks the game-event system into the engine's system framework so it can begin operating, the standard connect step for an engine module. Read from the name; the CGameEventSystem class is implied by the name rather than derived, so what it acquires here is unverified.", "source": "generated" }, "CGameEventSystem::Disconnect": { "text": "Tears down the game-event system's links to the engine framework, releasing what a connect step established. Read from the name; the CGameEventSystem class is implied by the name rather than derived, so the exact teardown is unverified.", "source": "generated" }, "CGameEventSystem::GetBuildType": { "text": "Reports the build type the game-event system was compiled or configured for, which matters if a plugin must branch on debug versus release behaviour. Read from the name; the CGameEventSystem class is implied by the name, and the value's encoding is unverified.", "source": "generated" }, "CGameEventSystem::GetDependencies": { "text": "Reports which other engine systems the game-event system requires, the dependency information the engine's module machinery consumes. Read from the name; the CGameEventSystem class is implied by the name rather than derived, so the form of the result is unverified.", "source": "generated" }, "CGameEventSystem::GetEventSource": { "text": "Returns the event-source object the system publishes through, the handle to reach event plumbing directly instead of going via a wrapper. Read from the name; the CGameEventSystem class is implied by the name, and what the result points at is unverified.", "source": "generated" }, "CGameEventSystem::GetTier": { "text": "Reports the initialization tier the game-event system belongs to in the engine's layered system model. Read from the name; the CGameEventSystem class is implied by the name rather than derived, and the tier numbering is unverified.", "source": "generated" }, "CGameEventSystem::Init": { "text": "Purpose is not established beyond generic initialization of the game-event system. The CGameEventSystem class is implied by the name, not derived from the data.", "source": "generated" }, "CGameEventSystem::IsSingleton": { "text": "Reports whether the game-event system exists as one shared instance for the process rather than one per consumer. Read from the name; the CGameEventSystem class is implied by the name, and the exact condition it tests is unverified.", "source": "generated" }, "CGameEventSystem::PostEntityEventAbstract": { "text": "Posts a game event scoped to a particular entity, the entity-targeted form of event publication for effects and notifications tied to one object. Read from the name; the CGameEventSystem class is implied by the name, and the abstract payload form is unverified.", "source": "generated" }, "CGameEventSystem::PostEventAbstract": { "text": "Publishes a game event into the system in an untyped, abstract payload form, the general-purpose path for firing an event that listeners will receive. Read from the name; the CGameEventSystem class is implied by the name, and the payload encoding is unverified.", "source": "generated" }, "CGameEventSystem::PostEventAbstract_Local": { "text": "Publishes a game event confined to the local machine rather than propagated onward, the local-only variant of abstract event posting. Read from the name; the CGameEventSystem class is implied by the name, and the precise meaning of local here is unverified.", "source": "generated" }, "CGameEventSystem::PreShutdown": { "text": "Performs the early teardown pass on the game-event system, the stage for quiescing outstanding work while the rest of the engine is still alive. Read from the name; the CGameEventSystem class is implied by the name, and what it releases is unverified.", "source": "generated" }, "CGameEventSystem::ProcessQueuedEvents": { "text": "Works through the events accumulated in the system's queue so deferred events reach their listeners, the flush point for queued event traffic. Read from the name; the CGameEventSystem class is implied by the name, and the queue's ownership and timing are unverified.", "source": "generated" }, "CGameEventSystem::PurgeQueuedEvents": { "text": "Discards events still waiting in the system's queue without delivering them, useful for clearing stale event state around a level change or teardown. Read from the name; the CGameEventSystem class is implied by the name, and which events are affected is unverified.", "source": "generated" }, "CGameEventSystem::QueryInterface": { "text": "Looks up an interface exposed by the game-event system and hands back a usable pointer to it. Read from the name; the CGameEventSystem class is implied by the name rather than derived, and the lookup key is unverified.", "source": "generated" }, "CGameEventSystem::Reconnect": { "text": "Re-establishes the game-event system's links to engine services, the refresh path used when interfaces are swapped or reloaded. Read from the name; the CGameEventSystem class is implied by the name, and the conditions that require it are unverified.", "source": "generated" }, "CGameEventSystem::RegisterGameEvent": { "text": "Registers a game-event definition with the system so that event name becomes postable and listenable. Read from the name; the CGameEventSystem class is implied by the name rather than derived, and the descriptor it accepts is unverified.", "source": "generated" }, "CGameEventSystem::RegisterGameEventHandlerAbstract": { "text": "Registers a listener to receive posted game events, the subscription entry point a plugin uses to start hooking events. Read from the name; the CGameEventSystem class is implied by the name, and the handler representation is unverified.", "source": "generated" }, "CGameEventSystem::Shutdown": { "text": "Shuts the game-event system down as part of engine teardown. Read from the name; the CGameEventSystem class is implied by the name rather than derived, so what it releases is unverified.", "source": "generated" }, "CGameEventSystem::UnregisterGameEventHandlerAbstract": { "text": "Removes a previously registered game-event listener so it stops receiving events, the unsubscribe path a plugin needs when unloading to avoid a stale handler. Read from the name; the CGameEventSystem class is implied by the name, and the handle it matches on is unverified.", "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" }, "CGameParticleManager::SetParticleControlEnt": { "text": "Binds a particle effect's control point to an entity, optionally to a named attachment on that entity's model; its own error string reports being unable to look up an attachment on a model for an entity when that attachment is missing. Use it to make an effect follow a player, weapon, or prop.", "source": "generated" }, "CGamePhysicsQueryInterface::EntitiesAlongRay": { "text": "Gathers the entities a ray passes through in the world, the trace-style spatial query behind line-of-sight, hitscan, and area checks. Read from the name; no string anchor pins down the filtering or the output container, so those remain unverified.", "source": "generated" }, "CGamePlayerEquip::InputTriggerForActivatedPlayer": { "text": "Hands the configured equipment to the one player who activated CGamePlayerEquip, the map input a level designer fires to arm a specific player rather than a group. Read from the name; it also ships under the bare name InputTriggerForActivatedPlayer, and the item-selection rules are unverified.", "source": "generated" }, "CGamePlayerEquip::KeyValue": { "text": "Consumes one key/value pair from the map entity's properties, how CGamePlayerEquip picks up its authored equipment settings at spawn time. Read from the name; the class is implied by the name rather than derived, and which keys it accepts is unverified.", "source": "generated" }, "CGamePlayerZone::InputCountPlayersInZone": { "text": "Handles the `CountPlayersInZone` entity-IO input on `CGamePlayerZone`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGameResourceService::BuildResourceManifest": { "text": "Assembles the manifest of resources the current content requires, the enumeration side of resource loading. Read from the name; the CGameResourceService class is implied by the name rather than derived, and what it enumerates is unverified.", "source": "generated" }, "CGameResourceService::PrecacheEntitiesAndConfirmResourcesAreLoaded": { "text": "Precaches the assets referenced by a level's entities and confirms those resources actually finished loading, the guard against missing models and sounds appearing at spawn time. The CGameResourceService class is implied by the name rather than derived, and the behaviour on a failed confirmation is unverified.", "source": "generated" }, "CGameRulesGameSystem::FrameUpdatePostEntityThink": { "text": "Gives the game-rules system its per-frame update at the post-entity-think stage of the server frame. The class is implied by the name, and what it actually updates is a name-level reading only.", "source": "generated" }, "CGameRulesGameSystem::FrameUpdatePreEntityThink": { "text": "Gives the game-rules system its per-frame update at the pre-entity-think stage of the server frame. The class is implied by the name, and what it actually updates is a name-level reading only.", "source": "generated" }, "CGameRulesGameSystem::GameActivate": { "text": "Notifies the game-rules system that the level is going active, the stage where rules can set themselves up for the loaded map. The class is implied by the name, and the activation semantics are a name-level reading.", "source": "generated" }, "CGameRulesGameSystem::GameDeactivate": { "text": "Notifies the game-rules system that the active level is being deactivated, giving rules a place to release per-map state. The class is implied by the name, and the teardown semantics are a name-level reading.", "source": "generated" }, "CGameRulesGameSystem::GameInit": { "text": "Initialises the game-rules system at game start-up. The class is implied by the name, and beyond 'initialise the system' the name establishes no specific work.", "source": "generated" }, "CGameRulesGameSystem::GamePostInit": { "text": "Runs the game-rules system's post-initialisation stage, intended for set-up that needs the rest of initialisation already in place. The class is implied by the name, and the specific work is a name-level reading.", "source": "generated" }, "CGameRulesGameSystem::GamePreShutdown": { "text": "Runs the game-rules system's pre-shutdown stage, where rules can flush or release state while the game is still up. The class is implied by the name, and the specific work is read from the name only.", "source": "generated" }, "CGameRulesGameSystem::GameShutdown": { "text": "Shuts the game-rules system down, tearing down what it established at game start-up. The class is implied by the name, and the teardown detail is a name-level reading.", "source": "generated" }, "CGameRulesGameSystem::OnPostSpawnGroupLoad": { "text": "Notifies the game-rules system that a spawn group has finished loading, so rules can react to entities that came in with it. The class is implied by the name, and the notification's contents are unverified.", "source": "generated" }, "CGameRulesGameSystem::OnPrecacheResource": { "text": "Gives the game-rules system its opportunity to precache the resources the current rules need. The class is implied by the name, and what it precaches is a name-level reading.", "source": "generated" }, "CGameRulesProxy::CGameRulesProxy": { "text": "Constructs the game-rules proxy entity, initialising the instance's fields as it is created. The name establishes construction only; treat it as the creation point for that entity rather than evidence of what the proxy carries.", "source": "generated" }, "CGameSceneNode::BuildBoneMergeWork": { "text": "Builds the bone-merge work data for a scene node driven by another entity's skeleton, and rejects the setup with 'Invalid use of bonemerge-based hierarchy in non-skeleton instance based entity' when the target entity has no skeleton instance. Node state a modder would read alongside it includes m_bBoneMergeFlex, m_bDirtyBoneMergeInfo and m_bDirtyBoneMergeBoneToRoot.", "source": "generated" }, "CGameSceneNode::StartHierarchicalAttachment": { "text": "Begins attaching this scene node into a parent's hierarchy at a named attachment point, erroring with 'Cannot specify a skeleton instance that has no owner!' when the supplied skeleton instance has no owner entity. Fields to inspect alongside it are m_hParent, m_hierarchyAttachName and m_nParentAttachmentOrBone.", "source": "generated" }, "CGameSystemManager::SetGameSystemState": { "text": "Moves a game system to a new state, logging the change as \"SetGameSystemState( %d : '%s' to '%s' )\" with the system's index and its old and new state names. That log line is the strongest evidence here; the state values themselves are not enumerated in this data.", "source": "generated" }, "CGameText::InputDisplay": { "text": "Handles the `Display` entity-IO input on `CGameText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGameText::InputSetText": { "text": "Handles the `SetText` entity-IO input on `CGameText`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGameText::KeyValue": { "text": "Parses keyvalues for the game_text entity, including the secondary colour key anchored as 'color2', and applies them to the entity's text setup. The class is implied by the name; m_iszMessage and m_textParms hold the resulting message and its formatting.", "source": "generated" }, "CGameUIService::Init": { "text": "Initialises the game UI service; beyond initialisation 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" }, "CGenericConstraint::UpdateThink": { "text": "Services the generic constraint on its periodic think, the stage where its per-axis break timers and force notification tracking are maintained. Read from the name plus fields such as m_flBreakAfterTimeX, m_flNotifyForceLastTimeX and m_bAxisNotifiedX; the exact per-tick work is unverified.", "source": "generated" }, "CGlobalThreadPool::Start": { "text": "Starts the global thread pool, bringing its worker threads up so queued jobs can run. The class is implied by the name, and what it configures at start-up is a name-level reading.", "source": "generated" }, "CGradientFog::InputDisable": { "text": "Handles the `Disable` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputEnable": { "text": "Handles the `Enable` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFarZ": { "text": "Handles the `SetFarZ` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFogColor": { "text": "Handles the `SetFogColor` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFogEndHeight": { "text": "Handles the `SetFogEndHeight` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFogFalloffExponent": { "text": "Handles the `SetFogFalloffExponent` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFogMaxOpacity": { "text": "Handles the `SetFogMaxOpacity` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFogStartHeight": { "text": "Handles the `SetFogStartHeight` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFogStrength": { "text": "Handles the `SetFogStrength` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CGradientFog::InputSetFogVerticalExponent": { "text": "Handles the `SetFogVerticalExponent` entity-IO input on `CGradientFog`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "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" }, "CHEGrenade::EmitGrenade": { "text": "Emits the HE grenade from the weapon, creating and launching the thrown projectile. The class is implied by the name, and the launch details are read from the name only.", "source": "generated" }, "CHEGrenadeProjectile::EmitGrenade": { "text": "Creates and launches the in-flight HE grenade, with the string anchor 'hegrenade_projectile' naming the entity it produces. Use it as the point where an HE projectile enters the world; its inputs and initial velocity handling are unverified.", "source": "generated" }, "CHLTVClient::ActivatePlayer": { "text": "Activates an HLTV spectator client, moving it from merely connected into the state where it participates in the broadcast. The class is implied by the name, and the activation steps are a name-level reading.", "source": "generated" }, "CHLTVClient::Connect": { "text": "Handles an HLTV client connecting to the server, establishing the spectator connection and its identifying details. The class is implied by the name; whether it can reject a connection, and on what grounds, is unverified.", "source": "generated" }, "CHLTVDirector::OnHLTVUncompressedSnapshot": { "text": "Handles an uncompressed HLTV snapshot reaching the director, the event at which it can inspect broadcast world state for shot and camera decisions. Read from the name; what the director records or changes on that event is unverified.", "source": "generated" }, "CHLTVFrame::IsMemPoolAllocated": { "text": "Reports whether this HLTV frame was allocated from a memory pool rather than general heap memory, which determines how it must be released. The class is implied by the name.", "source": "generated" }, "CHLTVFrame::~CHLTVFrame": { "text": "Destroys an HLTV frame, releasing the snapshot data it holds. The class is implied by the name, and which buffers it frees is not established here.", "source": "generated" }, "CHostStateMgr::QueueNewRequest": { "text": "Queues a new host-state request \u2014 a pending change to what the host is doing, such as loading a level \u2014 on the host state manager. The class is implied by the name, and the request's contents are unverified.", "source": "generated" }, "CHostStateMgr::StartNewRequest": { "text": "Starts a new host-state request on the manager, putting the requested host transition into motion. It also ships under the name HostStateRequest, which is the same function; the transition kinds it handles are not established here.", "source": "generated" }, "CHostStateRequest::Start": { "text": "Starts the host-state request this object represents, beginning the host transition it was created for. Read from the name; what the request carries and how completion is signalled are unverified.", "source": "generated" }, "CHostage::CHostage": { "text": "Constructs the hostage entity; a string anchor associates the class with the info_hostage_spawn entity alias. Initial state a modder would inspect includes m_nHostageState, m_isRescued and m_leader, though the constructor's own work is unverified.", "source": "generated" }, "CHostage::Pickup": { "text": "Handles a player picking the hostage up, refusing the grab with the notice '#SFUI_Notice_Hostage_Pickup_Must_Be_On_Ground' when that condition is not satisfied. Related state includes m_hHostageGrabber, m_flGrabSuccessTime and m_nPickupEventCount.", "source": "generated" }, "CHostageRescueZone::HostageRescueTouch": { "text": "Handles a touch on the hostage rescue zone, the point at which a hostage in the zone volume is treated as rescued. Read from the name; the rescue conditions are unverified, and m_isRescued and m_flRescueStartTime are the hostage-side fields to watch.", "source": "generated" }, "CIODelayAlarmThread::~CIODelayAlarmThread": { "text": "Destroys the I/O delay alarm thread helper, shutting it down and releasing what it held. The class is implied by the name, and the shutdown detail is not established here.", "source": "generated" }, "CInferno::CheckExpired": { "text": "Checks whether the inferno's fire has outlived its lifetime and should stop burning. Read from the name and the class's timing fields \u2014 m_nFireLifetime, m_nFireEffectTickBegin and m_bInPostEffectTime \u2014 so the exact expiry test is unverified.", "source": "generated" }, "CInferno::FadeOut": { "text": "Fades the inferno out, winding its flames down rather than cutting the fire off instantly. Read from the name alongside m_bFireIsBurning, m_fireCount and m_bInPostEffectTime; the fade's timing and what it clears are unverified.", "source": "generated" }, "CInfernoLOSTraceFilter::ShouldHitEntity": { "text": "Decides whether a candidate entity counts as a hit while tracing line of sight for an inferno, so fire spread ignores entities that should not block it. The CInfernoLOSTraceFilter class is implied by the name, and the acceptance criteria it applies are 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::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" }, "CInfoSpawnGroupLoadUnload::InputActivateSpawnGroup": { "text": "Entity input that makes the targeted spawn group the active one; when the reference is bad it logs 'InputActivateSpawnGroup called with invalid spawn group, ignoring!!!' and does nothing. The group it acts on comes from m_iszSpawnGroupName, with m_bQueueActiveSpawnGroupChange holding the pending switch.", "source": "generated" }, "CInfoSpawnGroupLoadUnload::InputStartSpawnGroupLoad": { "text": "Entity input that begins loading a spawn group, logging 'InputStartSpawnGroupLoad(%s)' with the group name as it starts. Drive it from map I/O using m_iszSpawnGroupName and m_iszLandmarkName, and hook m_OnSpawnGroupLoadStarted and m_OnSpawnGroupLoadFinished to observe progress.", "source": "generated" }, "CInfoSpawnGroupLoadUnload::InputStartSpawnGroupUnload": { "text": "Entity input that begins unloading a spawn group, logging 'InputStartSpawnGroupUnload(%s)' with the group name. The related state is m_bUnloadingStarted, the m_OnSpawnGroupUnloadStarted and m_OnSpawnGroupUnloadFinished outputs, and m_flTimeoutInterval for bounding how long the operation may take.", "source": "generated" }, "CInfoTarget::~CInfoTarget": { "text": "Destructor that tears down a CInfoTarget instance when the entity is removed. The class is implied by the name, and beyond instance teardown no specific behaviour is established.", "source": "generated" }, "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": "Handles the moment profile storage becomes usable by the input service, the point at which stored input and binding preferences can be applied. The class is implied by the name, and what it reads out of the profile is not established here.", "source": "generated" }, "CInventoryManager::BuildCacheSubscribed": { "text": "Builds the subscribed inventory cache, populating the server-side view of a player's Econ items from the item records named in the 'BuildCacheSubscribed(CEconItem)' anchor. When and for whom the cache is rebuilt is unverified.", "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" }, "CItemGenericTriggerHelper::CItemGenericTriggerHelper": { "text": "Constructor for the trigger-volume helper that a CItemGeneric uses to notice nearby players, setting up the instance including its m_hParentItem back-reference to the owning item. The initial values it writes are not established by this data.", "source": "generated" }, "CItemGenericTriggerHelper::ItemGenericTriggerHelperTouch": { "text": "Touch handler for the helper's trigger volume: it runs when another entity enters the volume and acts on the owning CItemGeneric through m_hParentItem. Read from the name and that field; which touchers it accepts or rejects is unverified.", "source": "generated" }, "CItemKevlar::EquipArmor": { "text": "Applies the Kevlar item's armor to the player equipping it. The class is implied by the name, so the recipient, the amount granted, and any accompanying flags are read from the name rather than verified.", "source": "generated" }, "CItemSodaCan::ItemSodaCanThink": { "text": "Per-think update for the soda can item entity, advancing whatever timed state that pickup maintains. Read from the name alone; the think interval and the state it touches are unverified.", "source": "generated" }, "CJob::BYield": { "text": "Yields the running job so other work can proceed, suspending it until something wakes it again. Read from the name and the 'BYield' anchor; the conditions under which it resumes are not established.", "source": "generated" }, "CJob::DelayedStart": { "text": "Starts a job on a delay instead of running it immediately, deferring its first execution. Read from the name and the 'DelayedStart' anchor; the delay's source and units are unverified.", "source": "generated" }, "CJobMgr::BRouteMsgToJob": { "text": "Routes an inbound message to the job it is addressed to, discarding it when the job's context is wrong and logging 'Encountered message for job %s (message ID %d) sent by %s called within an invalid context of %d. Dropping the message.' Check that log when job messages disappear.", "source": "generated" }, "CJobMgr::CJobMgr": { "text": "Constructs the job manager, bringing up its state including the worker pool identified by the 'CJobMgr::m_WorkThreadPool' anchor. How many threads it stands up and with what settings is not established here.", "source": "generated" }, "CJobMgr::CheckThreadID": { "text": "Verifies that job manager work is happening on the thread it expects, guarding the job system against cross-thread misuse. Read from the name and the 'CheckThreadID' anchor; what it does on a mismatch is unverified.", "source": "generated" }, "CJobMgr::PassMsgToJob": { "text": "Hands a message to a specific job, warning 'CJobMgr::PassMsgToJob() job %s received unexpected message %s when paused for %s' when the job is paused waiting on something else. That warning is the signal that a job is getting traffic outside the state it is waiting in.", "source": "generated" }, "CJobMgr::WakeDependentJobFinished": { "text": "Wakes a job that was sleeping on a dependency, recording that the dependency has finished so the waiter can continue. Read from the name; the bookkeeping it keeps for dependents is not established by this data.", "source": "generated" }, "CKV3Interface_LoadGame::ReadTick": { "text": "Reads a tick value out of a KeyValues3-backed load-game stream, recovering the saved simulation tick. The CKV3Interface_LoadGame class is implied by the name, and the on-disk representation it expects is 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" }, "CKeepUpright::Simulate": { "text": "Runs the per-tick correction that torques the attached object so its m_localTestAxis lines up with m_worldGoalAxis, bounded by m_angularLimit and affected by m_bDampAllRotation while m_bActive is set. The class is implied by the name, so the solver's exact behaviour is unverified.", "source": "generated" }, "CKeepUpright::~CKeepUpright": { "text": "Destructor for the keep-upright constraint entity, tearing down the instance along with the motion controller it holds in m_pController. The class is implied by the name; cleanup beyond instance teardown is not established.", "source": "generated" }, "CKeyValues3Array::EnsureElementCapacity": { "text": "Grows a KeyValues3 array's backing storage so it can hold at least a requested number of elements, reallocating when the current capacity is too small. Read from the name and the 'EnsureElementCapacity' anchor; the growth policy is unverified.", "source": "generated" }, "CKeyValues3Table::EnsureMemberCapacity": { "text": "Grows a KeyValues3 table's storage so it can hold at least a requested number of members, reallocating when existing capacity falls short. Read from the name and the 'EnsureMemberCapacity' anchor; the growth policy is unverified.", "source": "generated" }, "CKickIssue::GetDisplayString": { "text": "Produces the display text for a kick vote using the localization token '#SFUI_vote_kick_player_other'. Hook it when you want a kick vote to read differently in the vote UI.", "source": "generated" }, "CKickIssue::GetOtherTeamDisplayString": { "text": "Produces the kick-vote display text shown to the team that did not call the vote, using the localization token '#SFUI_otherteam_vote_kick_player'. Pairs with CKickIssue::GetDisplayString when customizing how kick votes are announced.", "source": "generated" }, "CKnife::PrimaryAttack": { "text": "Performs the knife's primary attack, the fast slash swing, and is the natural hook point for changing knife damage or swing timing. The class is implied by the name; m_bFirstAttack tracks the opening swing, though its exact use here is unverified.", "source": "generated" }, "CKnife::SecondaryAttack": { "text": "Performs the knife's secondary attack, the slower heavy stab. The class is implied by the name, so the damage, reach and cooldown it applies are read from the name rather than verified.", "source": "generated" }, "CLagCompensationManager::BacktrackPlayer": { "text": "Rewinds a player to the recorded position and pose they held at a shooter's command time, so hit registration matches what the shooter saw. With no usable history it logs 'No valid positions in history for BacktrackPlayer entity %d', a useful signal when lag compensation misbehaves.", "source": "generated" }, "CLagCompensationManager::CalcRestorePos": { "text": "Computes the position a lag-compensated player should be put back to once compensation ends, so rewinding does not leave the entity displaced. Read from the name and the 'CalcRestorePos' anchor; the interpolation it uses is unverified.", "source": "generated" }, "CLagCompensationManager::RecordDataIntoTrack": { "text": "Records a player's current per-tick state into the lag compensation history track used for rewinding. Read from the name and the 'RecordDataIntoTrack' anchor; which fields are captured and how deep the track runs are not established.", "source": "generated" }, "CLeaderboardRequestQueue::OnStartNewQuery": { "text": "Handles the start of a new leaderboard query in the matchmaking library's request queue, setting up the state for that outstanding request. Read from the name; the query parameters and the queue's policy are not established by this data.", "source": "generated" }, "CLightDirectionalEntity::CLightDirectionalEntity": { "text": "Constructor for the directional light entity, initializing an instance of the sun-style light used by map lighting. Read from the name; the defaults it writes are not established here.", "source": "generated" }, "CLightQueryGameSystem::OnPostSimulate": { "text": "Game-system hook for the post-simulate phase that refreshes the light query system's cached results, the lighting samples gameplay code asks for at an entity's position. Anchored verbatim as 'CLightQueryGameSystem::OnPostSimulate' in libserver; exactly what it recomputes each tick is not established.", "source": "generated" }, "CLineBatchLayoutInfo::GetCopy": { "text": "Hands back a duplicate of a batched line's layout information so a caller can keep or mutate it independently of the original. Class is implied by the name; the slot is unbound, so how deep the copy goes and who owns it are unverified.", "source": "generated" }, "CLineBatchLayoutInfo::Render": { "text": "Draws the batched line layout, emitting its laid-out text run for display. Class is implied by the name, and with no bound owner the draw target and coordinate space are unverified.", "source": "generated" }, "CLineBatchLayoutInfo::~CLineBatchLayoutInfo": { "text": "Destroys a CLineBatchLayoutInfo, releasing the batched layout state it holds. Class is implied by the name; ordinary destructor duties are the reading, and exactly what gets freed is unverified.", "source": "generated" }, "CLineLayoutInfo::GetCopy": { "text": "Hands back a duplicate of a single line's layout information, giving the caller an independent instance to hold or modify. Class is implied by the name; with the slot unbound, copy depth and ownership are unverified.", "source": "generated" }, "CLineLayoutInfo::Render": { "text": "Draws the line layout it describes, emitting that line's laid-out text for display. Class is implied by the name; the slot is unbound, so the draw target and coordinate space are unverified.", "source": "generated" }, "CLineLayoutInfo::~CLineLayoutInfo": { "text": "Destroys a CLineLayoutInfo, releasing the per-line layout state it holds. Class is implied by the name; destructor behaviour is the reading and what it frees is unverified.", "source": "generated" }, "CLoadBackupIssue::GetDetailsString": { "text": "Builds the explanatory text for a problem hit while loading a match backup; the anchor `callvote %s ` shows it hands back the callvote syntax that names a backup file. Useful when telling players why a backup restore was not accepted.", "source": "generated" }, "CLocalize::AddFile": { "text": "Loads a localization token file into the localization system so its string keys resolve on lookup. Read from the name and its home in liblocalize; the accepted path form and language handling are not established here.", "source": "generated" }, "CLoggingSystem::LogDirect": { "text": "Writes a message straight into tier0's logging system rather than through a convenience wrapper. The binary ships this same code under CLoggingSystem::RegisterLoggingChannel as well, so one of the two names is misattributed and the real behaviour should be confirmed before hooking.", "source": "generated" }, "CLoggingSystem::RegisterLoggingChannel": { "text": "Registers a named logging channel with tier0's logging system so output can be filtered by channel. This name resolves to the same shipped code as CLoggingSystem::LogDirect, so treat the pairing as unresolved and verify which behaviour you actually get.", "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" }, "CLogicActiveAutosave::SaveThink": { "text": "Runs the recurring check behind the active autosave, taking a save once the watched health condition in m_TriggerHitPoints has held for m_flTimeToTrigger from m_flStartTime. Read from the name and those fields, so the precise test and cadence are unverified.", "source": "generated" }, "CLogicActiveAutosave::~CLogicActiveAutosave": { "text": "Tears down a CLogicActiveAutosave, releasing the autosave-tracking state held in fields such as m_flStartTime and m_flDangerousTime. Class is implied by the name; destructor duties are the reading and what it frees is unverified.", "source": "generated" }, "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" }, "CLogicAutosave::~CLogicAutosave": { "text": "Tears down a CLogicAutosave, releasing its configured save state including m_bForceNewLevelUnit and m_minHitPoints. Class is implied by the name; destructor behaviour is the reading and the exact cleanup is unverified.", "source": "generated" }, "CLogicBranch::DrawDebugTextOverlays": { "text": "Adds the branch entity's state to its on-screen debug overlay text, printing `Branch value: %s` for the stored m_bInValue. Reach for it when inspecting why a branch reads true or false through entity debug overlays.", "source": "generated" }, "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::DrawDebugTextOverlays": { "text": "Prints each watched branch's name and value into the entity's debug overlay text using `Branch (%s): %s`, covering the entries in m_nLogicBranchNames. Handy for spotting which member branch is holding the list in the mixed state recorded by m_eLastState.", "source": "generated" }, "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" }, "CLogicCollisionPair::~CLogicCollisionPair": { "text": "Destroys a CLogicCollisionPair, dropping the paired-entity collision state described by m_nameAttach1 and m_nameAttach2. Class is implied by the name; whether it restores collisions the pair had disabled is unverified.", "source": "generated" }, "CLogicCompare::DrawDebugTextOverlays": { "text": "Adds the comparison entity's numbers to its debug overlay text, printing ` Compare Value: %f` for m_flCompareValue next to the input in m_flInValue. Useful when a compare entity's result does not match what you expect.", "source": "generated" }, "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" }, "CLogicDistanceAutosave::SaveThink": { "text": "Runs the recurring check behind the distance-based autosave, weighing the entity named in m_iszTargetEntity against m_flDistanceToPlayer and saving when the player is near enough. Read from the name and fields at low confidence, so the exact trigger test and interval are unverified.", "source": "generated" }, "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" }, "CLogicEventListener::FireGameEvent": { "text": "Handles a fired game event, matching it against m_strEventName while m_bIsEnabled is set and driving the m_OnEventFired output. Class is implied by the name; the slot is unbound, so the matching rule and the team filter in m_nTeam are unverified.", "source": "generated" }, "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" }, "CLogicGameStateReport::SetGameStateReportThink": { "text": "Sets up the recurring think that produces the entity's game-state report, subject to m_bDisabled. Read from the name at low confidence; the report's contents, destination and interval are not established here.", "source": "generated" }, "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" }, "CLogicMeasureMovement::~CLogicMeasureMovement": { "text": "Destroys a CLogicMeasureMovement, releasing the measure and target handles m_hMeasureTarget, m_hMeasureReference, m_hTarget and m_hTargetReference. Class is implied by the name; whether the driven target is detached rather than merely dropped is unverified.", "source": "generated" }, "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" }, "CLogicNavigation::~CLogicNavigation": { "text": "Destroys a CLogicNavigation, dropping the navigation state kept in m_isOn and m_navProperty. Class is implied by the name; whether the property it toggled is restored on teardown is unverified.", "source": "generated" }, "CLoopModeFactory::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::DestroyLoopMode": { "text": "Tears down a console loop-mode instance this factory produced, freeing it when the engine no longer needs that mode. Class is implied by the name; the slot is unbound, so ownership and any reuse of the freed instance are unverified.", "source": "generated" }, "CLoopModeFactory::GetLoopModeType": { "text": "Reports the loop-mode type tag this factory produces, identifying it as the console loop mode. Class is implied by the name; with the slot unbound, the exact identifier it yields is unverified.", "source": "generated" }, "CLoopModeFactory::Init": { "text": "Brings the console loop-mode factory into a usable state; beyond that, the purpose is not established. Class is implied by the name.", "source": "generated" }, "CLoopModeFactory::Shutdown": { "text": "Shuts the console loop-mode factory down, releasing whatever it holds. Class is implied by the name, and what it actually tears down is not established.", "source": "generated" }, "CLoopModeFactory::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::DestroyLoopMode": { "text": "Tears down an in-game UI loop-mode instance this factory produced, freeing it when that mode is finished with. Class is implied by the name; the slot is unbound, so ownership and reuse of the freed instance are unverified.", "source": "generated" }, "CLoopModeFactory::GetLoopModeType": { "text": "Reports the loop-mode type tag this factory produces, identifying it as the in-game UI loop mode. Class is implied by the name; with the slot unbound, the exact identifier it yields is unverified.", "source": "generated" }, "CLoopModeFactory::Init": { "text": "Brings the in-game UI loop-mode factory into a usable state; beyond that, the purpose is not established. Class is implied by the name.", "source": "generated" }, "CLoopModeFactory::Shutdown": { "text": "Shuts the in-game UI loop-mode factory down, releasing whatever it holds. Class is implied by the name, and what it actually tears down is not established.", "source": "generated" }, "CLoopModeFactory::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::DestroyLoopMode": { "text": "Tears down a level-load loop-mode instance this factory produced, freeing it once loading no longer needs that mode. Class is implied by the name; the slot is unbound, so ownership and reuse of the freed instance are unverified.", "source": "generated" }, "CLoopModeFactory::GetLoopModeType": { "text": "Reports the loop-mode type tag this factory produces, identifying it as the level-load loop mode. Class is implied by the name; with the slot unbound, the exact identifier it yields is unverified.", "source": "generated" }, "CLoopModeFactory::Init": { "text": "Brings the level-load loop-mode factory into a usable state; beyond that, the purpose is not established. Class is implied by the name.", "source": "generated" }, "CLoopModeFactory::Shutdown": { "text": "Shuts the level-load loop-mode factory down, releasing whatever it holds. Class is implied by the name, and what it actually tears down is not established.", "source": "generated" }, "CLoopModeFactory::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::DestroyLoopMode": { "text": "Tears down and releases a main-menu loop mode instance the factory produced, pairing with CLoopModeFactory::CreateLoopMode. The owning class is implied by the name rather than established by the data, so the concrete teardown steps are unverified.", "source": "generated" }, "CLoopModeFactory::GetLoopModeType": { "text": "Reports the loop-mode type tag this factory produces, identifying it as the main-menu loop as distinct from other loop modes. The owning class is implied by the name, and how the type is expressed is unverified.", "source": "generated" }, "CLoopModeFactory::Init": { "text": "Startup initialization for the main-menu loop mode factory; beyond generic setup, purpose is not established. The owning class is implied by the name rather than by the data.", "source": "generated" }, "CLoopModeFactory::Shutdown": { "text": "Shuts the main-menu loop mode factory down and releases what it holds, pairing with CLoopModeFactory::Init. The owning class is implied by the name, and the actual teardown work is unverified.", "source": "generated" }, "CLoopModeFactory::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::DestroyLoopMode": { "text": "Tears down and releases a remote-connect loop mode instance the factory produced, pairing with CLoopModeFactory::CreateLoopMode. The owning class is implied by the name rather than established by the data, so the concrete teardown steps are unverified.", "source": "generated" }, "CLoopModeFactory::GetLoopModeType": { "text": "Reports the loop-mode type tag this factory produces, identifying the remote-connect loop as distinct from other loop modes. The owning class is implied by the name, and how the type is expressed is unverified.", "source": "generated" }, "CLoopModeFactory::Init": { "text": "Startup initialization for the remote-connect loop mode factory; beyond generic setup, purpose is not established. The owning class is implied by the name rather than by the data.", "source": "generated" }, "CLoopModeFactory::Shutdown": { "text": "Shuts the remote-connect loop mode factory down and releases what it holds, pairing with CLoopModeFactory::Init. The owning class is implied by the name, and the actual teardown work is unverified.", "source": "generated" }, "CLoopModeFactory::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::DestroyLoopMode": { "text": "Tears down and releases a SourceTV relay loop mode instance the factory produced, pairing with CLoopModeFactory::CreateLoopMode. The owning class is implied by the name rather than established by the data, so the concrete teardown steps are unverified.", "source": "generated" }, "CLoopModeFactory::GetLoopModeType": { "text": "Reports the loop-mode type tag this factory produces, identifying the SourceTV relay loop as distinct from other loop modes. The owning class is implied by the name, and how the type is expressed is unverified.", "source": "generated" }, "CLoopModeFactory::Init": { "text": "Startup initialization for the SourceTV relay loop mode factory; beyond generic setup, purpose is not established. The owning class is implied by the name rather than by the data.", "source": "generated" }, "CLoopModeFactory::Shutdown": { "text": "Shuts the SourceTV relay loop mode factory down and releases what it holds, pairing with CLoopModeFactory::Init. The owning class is implied by the name, and the actual teardown work is unverified.", "source": "generated" }, "CLoopModeGame::AddViewsToSceneSystem": { "text": "Submits the game loop mode's views to the scene system for rendering, anchored by the literal string 'AddViewsToSceneSystem' in libserver. Read from that anchor and the name; which views it contributes, and under what conditions, is unverified.", "source": "generated" }, "CLoopModeGame::CLoopModeGame": { "text": "Constructs the game loop mode object and logs '%s: CLoopModeGame constructed' while doing so, making that line a usable marker for when a game loop mode comes into existence. The setup the constructor performs on the object is unverified.", "source": "generated" }, "CLoopModeGame::OnFirstMapLoaded": { "text": "Handles the game loop mode's first-map-load event, logging '%s: CLoopModeGame::OnFirstMapLoaded'. Read from that anchor and the name, so the one-time work it performs when the first map finishes loading is unverified.", "source": "generated" }, "CLoopModeGame::StaticInit": { "text": "Performs class-level, one-time initialization for the game loop mode, emitting the marker string 'CLoopModeGame::StaticInit-start'. Read from that anchor and the name; the specific state it prepares is unverified.", "source": "generated" }, "CLoopModeGame::~CLoopModeGame": { "text": "Destructor for the game loop mode, releasing the object's resources when the in-game loop is torn down. The owning class is implied by the name; the cleanup it performs is unverified.", "source": "generated" }, "CLoopModeLevelLoad::MaybeSwitchToGameLoop": { "text": "Tests whether the level-load loop mode should leave loading behind for the in-game loop and performs that switch when the test holds \u2014 'Maybe' marks it conditional. The owning class is implied by the name, and the condition it evaluates is unverified.", "source": "generated" }, "CLoopModeLevelLoad::OnLoopActivate": { "text": "Handles the level-load loop mode becoming the active loop, the hook where loading-screen-time state would be prepared. The owning class is implied by the name, and what it actually initializes on activation is unverified.", "source": "generated" }, "CLoopTypeClientServer::AllocateLoopMode": { "text": "Allocates a loop mode object for the combined client/server loop type, the allocation side of loop mode lifetime management. The owning class is implied by the name, and which loop mode it produces for a given request is unverified.", "source": "generated" }, "CLoopTypeClientServer::PollAndProcessInput": { "text": "Polls pending input for the client/server loop type and processes the events it finds. Read from the name and its presence in libengine2; the input sources it drains and the handling it applies are unverified.", "source": "generated" }, "CLuaVM::AddSearchPath": { "text": "Registers an extra filesystem search path the VM consults when resolving script files to load. The class is implied by the name, and no prototype is derived, so the accepted path form and its scope are unverified.", "source": "generated" }, "CLuaVM::AreHandlesEqual": { "text": "Compares two script-value handles and reports whether they refer to the same underlying script object, letting native code test identity rather than contents. The class is implied by the name, and no prototype is derived, so the comparison's exact semantics are unverified.", "source": "generated" }, "CLuaVM::ArrayAddToTail": { "text": "Appends a value to the end of a script array, the usual way native code grows a script-visible list. The class is implied by the name; a prototype is derived, but the behavior itself is still a name-level reading.", "source": "generated" }, "CLuaVM::ClearValue": { "text": "Clears a stored script value, resetting or releasing whatever the target slot held. The class is implied by the name, and no prototype is derived, so which slot is targeted and whether anything is freed are unverified.", "source": "generated" }, "CLuaVM::CollectGarbage": { "text": "Triggers a garbage-collection pass in the script VM to reclaim unreferenced script objects, useful for controlling when collection cost lands. The class is implied by the name; a prototype is derived, though whether the pass is full or incremental is unverified.", "source": "generated" }, "CLuaVM::CompileScript": { "text": "Compiles script source into an executable form held by the VM, separate from running it. The class is implied by the name, and no prototype is derived, so the input form and how compile errors surface are unverified.", "source": "generated" }, "CLuaVM::ConvertFromScriptTable": { "text": "Converts a script table into a native representation that engine-side code can consume. The class is implied by the name, and no prototype is derived, so the destination type and the conversion rules are unverified.", "source": "generated" }, "CLuaVM::CopyHandle": { "text": "Duplicates a script-value handle so a second reference to the same script object exists. The class is implied by the name, and no prototype is derived, so whether a reference count is taken is unverified.", "source": "generated" }, "CLuaVM::CopyValue": { "text": "Copies a script value from one location into another. The class is implied by the name, and no prototype is derived, so whether the copy is deep or shallow, and what the endpoints are, remain unverified.", "source": "generated" }, "CLuaVM::CreateArray": { "text": "Creates a new script array object inside the VM for the caller to populate. The class is implied by the name, and no prototype is derived, so initial sizing and who owns the result are unverified.", "source": "generated" }, "CLuaVM::CreateFromScriptTableInternal": { "text": "Constructs a native object from a script table, in the internal (non-public) form of that conversion. The class is implied by the name, and no prototype is derived, so the object type produced and its lifetime are unverified.", "source": "generated" }, "CLuaVM::CreateKeyValuesFromTable": { "text": "Builds a KeyValues structure from a script table, letting script-authored data feed engine systems that expect KeyValues. The class is implied by the name, and no prototype is derived, so nesting rules and ownership of the result are unverified.", "source": "generated" }, "CLuaVM::CreateScope": { "text": "Creates a script scope, an isolated environment scripts execute within so separate scripts do not collide in shared globals. The class is implied by the name; a prototype is derived, but the isolation guarantees are unverified.", "source": "generated" }, "CLuaVM::CreateTable": { "text": "Creates a new script table object inside the VM for the caller to fill in. The class is implied by the name, and no prototype is derived, so ownership and lifetime of the result are unverified.", "source": "generated" }, "CLuaVM::DumpState": { "text": "Dumps the VM's current state for inspection, the kind of thing reached for when debugging misbehaving scripts. The class is implied by the name, and no prototype is derived, so the output destination and level of detail are unverified.", "source": "generated" }, "CLuaVM::EnableLocalDiskAccess": { "text": "Concerns whether the VM may read scripts and data from local disk rather than only from packaged content, which matters during local development. The class is implied by the name; a prototype is derived, but whether it sets or merely reports the setting is unverified.", "source": "generated" }, "CLuaVM::ExecuteFunction": { "text": "Runs a script function inside the VM and yields its result to native code. The class is implied by the name, and no prototype is derived, so the scope it runs in and how errors are reported are unverified.", "source": "generated" }, "CLuaVM::ForwardConsoleCommand": { "text": "Forwards a console command into the script layer so scripts can react to console input. The class is implied by the name, and no prototype is derived, so which commands qualify and how they are matched are unverified.", "source": "generated" }, "CLuaVM::Frame": { "text": "Gives the script VM its periodic per-frame update slice, letting time-based script work advance. The class is implied by the name, and no prototype is derived, so what work is performed each frame is unverified.", "source": "generated" }, "CLuaVM::GenerateUniqueKey": { "text": "Produces a key that will not collide with keys already in use, for naming generated script entries. The class is implied by the name, and no prototype is derived, so the key format and its uniqueness domain are unverified.", "source": "generated" }, "CLuaVM::GetArrayCount": { "text": "Reports how many elements a script array currently holds. The class is implied by the name, and no prototype is derived, so behavior when handed a non-array value is unverified.", "source": "generated" }, "CLuaVM::GetId": { "text": "Retrieves an identifier for the VM or for a script object it holds; the name does not settle which. The class is implied by the name, and no prototype is derived, so what the identifier denotes is unverified.", "source": "generated" }, "CLuaVM::GetInstanceValue": { "text": "Reads a value out of a registered script instance, letting native code pull a field from a script-side object. The class is implied by the name; a prototype is derived, though the lookup key and the failure behavior are unverified.", "source": "generated" }, "CLuaVM::GetInternalVM": { "text": "Exposes the underlying interpreter state that CLuaVM wraps, for callers that need the raw VM rather than the wrapper. The class is implied by the name; a prototype is derived, but the exact object handed back is unverified.", "source": "generated" }, "CLuaVM::GetKeyValue": { "text": "Reads the value stored under a key in a script table. The class is implied by the name, and no prototype is derived, so key typing and what happens on a missing key are unverified.", "source": "generated" }, "CLuaVM::GetLanguage": { "text": "Reports which scripting language this VM instance runs, as an identifier rather than display text. The class is implied by the name, and no prototype is derived, so the enumeration used is unverified.", "source": "generated" }, "CLuaVM::GetLanguageName": { "text": "Returns the scripting language's name as text, handy for logging and diagnostic banners. The class is implied by the name; a prototype is derived, but the exact string produced is unverified.", "source": "generated" }, "CLuaVM::GetNumElements": { "text": "Reports how many elements a script container holds. The class is implied by the name, and no prototype is derived, so which container kinds it accepts, and how it differs from CLuaVM::GetArrayCount, are unverified.", "source": "generated" }, "CLuaVM::GetNumTableEntries": { "text": "Counts the entries present in a script table. The class is implied by the name, and no prototype is derived, so whether inherited or nil-valued keys are counted is unverified.", "source": "generated" }, "CLuaVM::GetRootTable": { "text": "Retrieves the VM's root table, the top-level environment where globals live, so callers can read or install global bindings. The class is implied by the name, and no prototype is derived, so whether the result is scope-relative is unverified.", "source": "generated" }, "CLuaVM::GetScalarValue": { "text": "Reads a scalar, non-container script value out of the VM into native form. The class is implied by the name; a prototype is derived, though which scalar types are handled is unverified.", "source": "generated" }, "CLuaVM::GetValue": { "text": "Reads a script value generally, the broad counterpart to the narrower CLuaVM::GetScalarValue. The class is implied by the name, and no prototype is derived, so what it accepts and what it yields are unverified.", "source": "generated" }, "CLuaVM::Init": { "text": "Initializes the CLuaVM instance; beyond that, purpose is not established by this data. The class is implied by the name, and although a prototype is derived, nothing here specifies what the initialization sets up.", "source": "generated" }, "CLuaVM::IsArray": { "text": "Tests whether a script value is an array. The class is implied by the name, and no prototype is derived, so how it distinguishes arrays from ordinary tables is unverified.", "source": "generated" }, "CLuaVM::IsTable": { "text": "Tests whether a script value is a Lua table, so native code can check a handle's kind before treating it as one. The CLuaVM class is implied by the name; no prototype is derived, so the input it accepts and the meaning of a negative answer are unverified.", "source": "generated" }, "CLuaVM::LoadAndCompileScriptFile": { "text": "Loads a Lua source file and compiles it into the VM in one step, the usual way a mod brings a script off disk and makes it runnable. The CLuaVM class is implied by the name; no prototype is derived, so the path form expected and the handling of compile errors are unverified.", "source": "generated" }, "CLuaVM::LookupFunction": { "text": "Finds a named Lua function in the VM so native code can hold a reference to it and call it later. A prototype is verified for this entry, but the CLuaVM class is implied by the name, so the scope it searches remains a name-level reading.", "source": "generated" }, "CLuaVM::NuggetManager": { "text": "Purpose is not established by the name, which reads as an accessor for some manager object rather than a described operation. The CLuaVM class is implied by the name.", "source": "generated" }, "CLuaVM::RaiseException": { "text": "Raises a script-level error inside the VM, surfacing a failure to the running Lua code rather than reporting it natively. The CLuaVM class is implied by the name; no prototype is derived, so the message it carries and how the error is reported are unverified.", "source": "generated" }, "CLuaVM::ReadState": { "text": "Restores the VM's script state from a serialized buffer, the load side of script-state persistence and the counterpart to CLuaVM::WriteState. A prototype is verified, but the CLuaVM class is implied by the name, so the state format and what it covers stay a name-level reading.", "source": "generated" }, "CLuaVM::ReferenceScope": { "text": "Takes a reference on a script scope, keeping that scope alive while native code holds it. A prototype is verified for this entry, but the CLuaVM class is implied by the name, so the ownership semantics are a name-level reading.", "source": "generated" }, "CLuaVM::RegisterFunction": { "text": "Exposes a native function to Lua under a script-visible name, the main way a mod adds new callable API inside the VM. A prototype is verified, but the CLuaVM class is implied by the name, so the binding conventions it expects are unverified.", "source": "generated" }, "CLuaVM::RegisterInstance": { "text": "Binds a native object instance into the script environment so Lua code can reach it and call methods on it. The CLuaVM class is implied by the name; no prototype is derived, so the class registration it requires and the lifetime of the binding are unverified.", "source": "generated" }, "CLuaVM::RegisterScriptClass": { "text": "Declares a native class to the VM so its instances can be exposed to Lua with methods and members visible from script. A prototype is verified, but the CLuaVM class is implied by the name, so the descriptor it expects is a name-level reading.", "source": "generated" }, "CLuaVM::ReleaseFunction": { "text": "Drops a held function reference, freeing the VM's hold on that Lua function. A prototype is verified, but the CLuaVM class is implied by the name, so whether it also invalidates handles duplicated via CLuaVM::CopyHandle is unverified.", "source": "generated" }, "CLuaVM::ReleaseScope": { "text": "Releases a script scope, dropping the VM-side reference so the scope's contents can be collected. The CLuaVM class is implied by the name; no prototype is derived, so its relationship to scopes made by CLuaVM::CreateScope is unverified.", "source": "generated" }, "CLuaVM::ReleaseScript": { "text": "Frees a compiled script, discarding the VM's compiled chunk and the resources kept for it. The CLuaVM class is implied by the name; no prototype is derived, so what identifies the script and what happens to code already running from it are unverified.", "source": "generated" }, "CLuaVM::ReleaseValue": { "text": "Releases a script value reference so the VM can reclaim the underlying Lua value. The CLuaVM class is implied by the name; no prototype is derived, so which value kinds it accepts and its behaviour on an already-released value are unverified.", "source": "generated" }, "CLuaVM::RemoveInstance": { "text": "Unregisters a native object instance from the script environment so Lua no longer resolves it. The CLuaVM class is implied by the name; no prototype is derived, so whether it clears script-side references or only the native binding is unverified.", "source": "generated" }, "CLuaVM::Run": { "text": "Executes a script in the VM, the step that makes a loaded chunk actually do something. The CLuaVM class is implied by the name; no prototype is derived, so what identifies the script, the scope it executes in, and how failures are reported are unverified.", "source": "generated" }, "CLuaVM::SetEnumValue": { "text": "Defines a named constant in the script environment, giving Lua a symbolic name for a native enumerated value. The CLuaVM class is implied by the name; no prototype is derived, so the table it writes into and the value forms accepted are unverified.", "source": "generated" }, "CLuaVM::SetErrorCallback": { "text": "Installs a handler the VM uses when script errors occur, letting a mod route Lua failures into its own logging instead of the default output. The CLuaVM class is implied by the name; no prototype is derived, so what the handler receives and which errors reach it are unverified.", "source": "generated" }, "CLuaVM::SetInstanceUniqueId": { "text": "Assigns a unique identifier to a registered script instance so bound objects can be told apart and found again. A prototype is verified, but the CLuaVM class is implied by the name, so the scope over which the identifier is unique is a name-level reading.", "source": "generated" }, "CLuaVM::SetOutputCallback": { "text": "Installs a handler for the VM's script output, so print-style writes from Lua can be captured into a mod's own logging. The CLuaVM class is implied by the name; no prototype is derived, so which output it covers and what the handler receives are unverified.", "source": "generated" }, "CLuaVM::SetValue": { "text": "Writes a value into a script table or scope under a key, the general way native code pushes data into Lua. A prototype is verified, but the CLuaVM class is implied by the name, so the accepted key and value forms remain a name-level reading.", "source": "generated" }, "CLuaVM::Shutdown": { "text": "Shuts the VM down, tearing down its script state and releasing what it holds. A prototype is verified, but the CLuaVM class is implied by the name, and the name supports only this general teardown reading; what it frees is unverified.", "source": "generated" }, "CLuaVM::ValueExists": { "text": "Checks whether a key is present in a script table or scope, so native code can test before reading. A prototype is verified, but the CLuaVM class is implied by the name, so which containers it accepts is a name-level reading.", "source": "generated" }, "CLuaVM::WriteState": { "text": "Serializes the VM's script state into a buffer for persistence, the save side of the pairing with CLuaVM::ReadState. The CLuaVM class is implied by the name; no prototype is derived, so the format produced and which state is included are unverified.", "source": "generated" }, "CLuaVM::~CLuaVM": { "text": "Destroys the VM object and cleans up what it owns. The CLuaVM class is implied by the name, and beyond ordinary destruction no further purpose is established by this data.", "source": "generated" }, "CMD_ShowTriggers": { "text": "Backs the showtriggers console command, which makes trigger volumes visible for debugging map logic. Also shipped as ConCommand::showtriggers at medium confidence; expect it to be cheat-gated on a normal server.", "source": "generated" }, "CMapInfo::KeyValue": { "text": "Parses keyvalues authored on the map's info entity, with 'bombradius' among the keys it recognises, feeding fields such as m_flBombRadius, m_iHostageCount and m_flEnvWetnessCoverage. Useful when tracing which map-level settings arrive from the map file rather than from convars; the full key set is unverified.", "source": "generated" }, "CMapLoadEntityFilter::ShouldCreateEntity": { "text": "Decides whether a given map entity is created during load, acting as a per-entity gate so entries can be suppressed before spawning. The owning class is implied by the name, and the criteria it applies are unverified.", "source": "generated" }, "CMapSharedEnvironment::CMapSharedEnvironment": { "text": "Constructs the shared-environment map entity, which carries m_targetMapName naming the map whose environment settings are shared. Read from the name and the 'CMapSharedEnvironment' anchor in libserver; what the constructor initializes is unverified.", "source": "generated" }, "CMapSpawnGroup::OnPostSpawnGroupLoad": { "text": "Runs the map spawn group's post-load handling and warns 'Misconfigured CInfoSpawnGroupLoadUnload(%d), couldn't find landmark named %s' when the referenced landmark does not resolve. Useful when debugging sub-map spawn groups that load without appearing where expected; the rest of its post-load work is unverified.", "source": "generated" }, "CMapVetoPickController::VoteControllerThink": { "text": "Drives the periodic update of the map veto/pick draft, working with the phase state m_nCurrentPhase, m_nPhaseStartTick and m_nPhaseDurationTicks alongside outputs m_OnMapVetoed, m_OnMapPicked and m_OnSidesPicked. Read from the name and those fields; the timing rules it applies are unverified.", "source": "generated" }, "CMarkupVolume::CMarkupVolume": { "text": "Constructs a markup volume \u2014 a world volume that tags a region for gameplay or tooling queries \u2014 whose m_bDisabled field gates whether the volume counts. Read from the name, so the constructor's initialization work is unverified.", "source": "generated" }, "CMarkupVolumeTagged::CMarkupVolumeTagged": { "text": "Constructs the tagged markup volume variant, which carries m_Tags and m_GroupNames plus the grouping flags m_bIsGroup, m_bGroupByPrefab, m_bGroupByVolume and m_bIsInGroup. Read from the name and those fields; what the constructor sets up is unverified.", "source": "generated" }, "CMarkupVolumeWithRef::CMarkupVolumeWithRef": { "text": "Constructs the reference-point markup volume variant, whose m_bUseRef, m_vRefPosEntitySpace, m_vRefPosWorldSpace and m_flRefDot fields define a reference position and a dot-product threshold for directional tests. Read from the name and the 'CMarkupVolumeWithRef' anchor; the constructor's own work is unverified.", "source": "generated" }, "CMatchFramework::OnMatchSessionUpdate": { "text": "Handles a match session state update inside the matchmaking framework, the notification point for session changes such as players joining or session settings changing. The owning class is implied by the name, and what it does with the update is unverified.", "source": "generated" }, "CMaterialSystem2::FrameUpdate": { "text": "Advances the material system by one frame, performing its per-frame material bookkeeping. The owning class is implied by the name, and the work carried out each frame is unverified.", "source": "generated" }, "CMaterialTypeManager::GetErrorMaterial": { "text": "Supplies the fallback error material the material type manager uses when a requested material is missing or fails to load \u2014 the source of the familiar missing-material look. The owning class is implied by the name; whether it creates or caches that material is unverified.", "source": "generated" }, "CMaterialTypeManager::Init": { "text": "Startup initialization for the material type manager; beyond generic setup, purpose is not established. The owning class is implied by the name rather than by the data.", "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::DrawDebugTextOverlays": { "text": "Draws the counter entity's debug text overlay, printing lines including ' max value: %f' from m_flMax alongside m_flMin. Useful when inspecting a counter's clamp range through the in-game entity debug overlays; the remaining overlay contents are unverified.", "source": "generated" }, "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": "Increments the reference count on a mesh ray-trace object so it stays alive while a caller holds it. The CMeshRayTrace class is implied by the name, and the refcount reading comes from the name alone.", "source": "generated" }, "CMeshRayTrace::GetMeshTraceData": { "text": "Returns the mesh trace data a ray query is run against \u2014 the geometry payload the tracer consumes. The CMeshRayTrace class is implied by the name, and what the returned data actually contains is a name-level reading.", "source": "generated" }, "CMeshRayTrace::GetRayTracingEnvironment": { "text": "Returns the ray-tracing environment the object traces into, the accelerated structure holding traceable geometry. The CMeshRayTrace class is implied by the name, and the shape of that environment is not established here.", "source": "generated" }, "CMeshRayTrace::IsOutOfDate": { "text": "Reports whether the cached ray-trace data has gone stale against its source mesh, so a caller can rebuild before tracing. The CMeshRayTrace class is implied by the name, and the staleness criterion is a name-level reading.", "source": "generated" }, "CMeshRayTrace::Release": { "text": "Drops a reference to the mesh ray-trace object, freeing it once the last holder lets go. The CMeshRayTrace class is implied by the name, and the release semantics are read from the name.", "source": "generated" }, "CMeshRayTrace::~CMeshRayTrace": { "text": "Destroys a mesh ray-trace object, tearing down the trace data and acceleration state it owns. The CMeshRayTrace class is implied by the name, and what the teardown frees is not established here.", "source": "generated" }, "CMeshUtils::Connect": { "text": "Hands the mesh-utilities module its interface factory so it can bind the engine interfaces it depends on. The CMeshUtils class is implied by the name, and which interfaces get bound is a name-level reading.", "source": "generated" }, "CMeshUtils::CreateSkeletonSceneObject": { "text": "Creates a scene object for a skeleton \u2014 the renderable pairing of mesh data with a CSkeletonInstance. The CMeshUtils class is implied by the name; reach for it when building mesh-side render state for an animated model, though what the created object holds is unverified.", "source": "generated" }, "CMeshUtils::Disconnect": { "text": "Releases the engine interfaces the mesh-utilities module had bound, undoing its connection to the rest of the system. The CMeshUtils class is implied by the name, and the reading comes from the name.", "source": "generated" }, "CMeshUtils::GetBuildType": { "text": "Reports the build type the mesh-utilities module identifies itself as. The CMeshUtils class is implied by the name, and what the build-type value encodes is not established here.", "source": "generated" }, "CMeshUtils::GetDependencies": { "text": "Reports the modules or interfaces the mesh-utilities module requires to be present. The CMeshUtils class is implied by the name, and the form of that dependency listing is a name-level reading.", "source": "generated" }, "CMeshUtils::GetTier": { "text": "Reports which engine tier the mesh-utilities module belongs to, the layering rank the module system uses. The CMeshUtils class is implied by the name, and the tier values themselves are not established here.", "source": "generated" }, "CMeshUtils::Init": { "text": "Initializes the mesh-utilities module; beyond that the name does not establish what it sets up. The CMeshUtils class is implied by the name.", "source": "generated" }, "CMeshUtils::IsSingleton": { "text": "Reports whether the mesh-utilities module is a singleton \u2014 whether one shared instance serves every caller. The CMeshUtils class is implied by the name, and the answer's meaning is read from the name.", "source": "generated" }, "CMeshUtils::PreShutdown": { "text": "Runs the mesh-utilities module's early teardown stage, the pass that lets it wind work down while the system is still up. The CMeshUtils class is implied by the name, and what this stage releases is a name-level reading.", "source": "generated" }, "CMeshUtils::QueryInterface": { "text": "Looks up and returns an interface exposed by the mesh-utilities module, the standard way engine modules publish functionality to callers. The CMeshUtils class is implied by the name, and the lookup key and result are name-level readings.", "source": "generated" }, "CMeshUtils::Reconnect": { "text": "Rebinds an engine interface the mesh-utilities module uses, letting it pick up a replacement without a full teardown. The CMeshUtils class is implied by the name, and the rebinding details are read from the name.", "source": "generated" }, "CMeshUtils::Shutdown": { "text": "Shuts the mesh-utilities module down, releasing the resources it holds. The CMeshUtils class is implied by the name, and what gets torn down is not established here.", "source": "generated" }, "CMessage::GetDataDescMap": { "text": "Returns the data-description map for the message entity, the table tying its keyvalues and inputs to fields such as m_iszMessage, m_MessageVolume and m_Radius. The CMessage class is implied by the name, and the map's exact contents are a name-level reading.", "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" }, "CModelPointEntity::CModelPointEntity": { "text": "Constructs a CModelPointEntity, the point-entity base that carries a model. Read from the name; what the constructor initialises is not established here.", "source": "generated" }, "CModelState::DoSetupPhysics": { "text": "Sets up the physics representation for a model's state \u2014 the collision and aggregate side of a renderable model. The name appears verbatim as a string anchor in the binary; m_hModel and m_pVPhysicsAggregate are the fields a reader would pair with it, though the exact work done stays a name-level reading.", "source": "generated" }, "CModelTypeManager::FinalizeResource": { "text": "Finalizes a loaded model resource so the manager can hand it out as usable. The CModelTypeManager class is implied by the name, and what finalization involves is a name-level reading.", "source": "generated" }, "CModelTypeManager::GetErrorModel": { "text": "Returns the fallback error model the manager substitutes when a requested model is missing or fails to load \u2014 the stand-in geometry you see instead of the real asset. The CModelTypeManager class is implied by the name, and the substitution behaviour is read from the name.", "source": "generated" }, "CMolotovGrenade::EmitGrenade": { "text": "Emits the molotov's thrown projectile from the weapon, the point at which the held grenade becomes a world entity. The CMolotovGrenade class is implied by the name, and the emission details are a name-level reading.", "source": "generated" }, "CMolotovProjectile::BounceSound": { "text": "Plays the projectile's bounce sound; the sound-event name \"IncGrenade.Bounce\" is anchored inside this function, so the incendiary-flavoured bounce audio is what it emits. Pair it with m_bIsIncGrenade if you need to tell the incendiary and molotov variants apart.", "source": "generated" }, "CMolotovProjectile::EmitGrenade": { "text": "Creates and emits the molotov projectile as a world entity, a reading taken from the name. The same function also ships under the name CMolotovProjectile_CreateFunc, so hooking either one hooks a single target; m_bIsIncGrenade, m_bDetonated and m_stillTimer hold the projectile's own state.", "source": "generated" }, "CMolotovProjectile_CreateFunc": { "text": "Creates and launches a molotov projectile into the world. Shipped also as CMolotovProjectile::EmitGrenade at medium confidence; hook it to change how incendiaries spawn or to detect thrown molotovs server-side.", "source": "generated" }, "CMomentaryRotButton::DrawDebugTextOverlays": { "text": "Draws debug text overlays for the rotating button, emitting formatted lines such as \"AVelocity: %.2f %.2f %.2f\" for its angular velocity. Enable it when debugging the button's motion against m_Position, m_IdealYaw and m_direction; the anchor confirms the angular-velocity readout, the rest is read from the name.", "source": "generated" }, "CMomentaryRotButton::InputSetPosition": { "text": "Handles the map input that commands the rotating button to a position, driving it toward the value tracked in m_Position. The anchored string \"_DisableUpdateTarget\" points at the m_bUpdateTarget flag this path manipulates, with m_start, m_end and m_returnSpeed shaping the travel; anything beyond that is a name-level reading.", "source": "generated" }, "CMoverEntitySpawner::SpawnThink": { "text": "Runs the spawner's periodic think, the tick on which it spawns mover entities. Read from the name; the spawn interval, the conditions, and what exactly gets spawned are not established here.", "source": "generated" }, "CMoverPathNode::ParentedMoveThink": { "text": "Runs the path node's think while the node is parented to a moving object, keeping it in step with that parent. Read from the name; the node's outputs m_OnPassThrough, m_OnPassThroughForward and m_OnPassThroughReverse are what map logic hangs off, though this function's exact role in firing them is 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" }, "CMultiLightProxy::RestoreFlashlightThink": { "text": "Runs a think that restores lights the proxy had altered back toward their original brightness. Read from the name; m_flCurrentBrightnessMultiplier and m_flTargetBrightnessMultiplier track that restore, and m_vecLights holds the CLightEntity handles it acts on.", "source": "generated" }, "CMultiplayRules::CMultiplayRules": { "text": "Constructs the multiplayer rules object, the gamerules base that multiplayer modes build on. Read from the name; what the constructor sets up is not established here.", "source": "generated" }, "CMultiplayRules::~CMultiplayRules": { "text": "Destroys the multiplayer rules object, tearing down the gamerules state it owns. The CMultiplayRules class is implied by the name, and what the teardown releases is not established here.", "source": "generated" }, "CNameIndex::AcquirePreindexedName": { "text": "Acquires a name already present in the index, handing back its existing entry instead of interning the string afresh \u2014 the cheap path for names the engine has seen. The CNameIndex class is implied by the name, and the acquire semantics are read from the name.", "source": "generated" }, "CNavArea::UpdateBlocked": { "text": "Recomputes a nav area's blocked state and the team it is blocked for, warning when the area is already blocked with a different team id \u2014 which its own text calls a cause of flow bugs. Read from that anchor and the name; exact triggers and timing are unverified.", "source": "generated" }, "CNavArea::~CNavArea": { "text": "Destroys a nav area object and releases what it owns. The CNavArea class is implied by the name, not by the data, and the specific teardown work is unverified.", "source": "generated" }, "CNavBreadthFirstSearch::BreadthFirstSearchCore": { "text": "Runs the core breadth-first traversal over nav connectivity, expanding outward from a starting area one frontier at a time. Read from the name; what it visits, how it terminates, and how results are reported are unverified.", "source": "generated" }, "CNavGameSystem::ActiveSpawnGroupChanged": { "text": "Switches the active nav mesh when the active spawn group changes, naming the group in its log text. Relevant on maps where multiple spawn groups swap nav data underneath bot pathing; the swap mechanics themselves are unverified.", "source": "generated" }, "CNavGameSystem::PostSpawnGroupLoad": { "text": "Performs the nav-side work after a spawn group finishes loading, logging the group name. Read from that anchor and the name \u2014 plausibly bringing the group's nav data into use \u2014 with the specific work unverified.", "source": "generated" }, "CNavGameSystem::PostSpawnGroupUnload": { "text": "Performs the nav-side work after a spawn group is unloaded, logging the group name. Read from that anchor and the name \u2014 plausibly dropping that group's nav data \u2014 with the specific work unverified.", "source": "generated" }, "CNavLadder::ConnectGeneratedLadder": { "text": "Connects a generated ladder to the nav areas at its ends, and reports the world position when a ladder bottom is left unconnected. Useful when nav generation produces ladders bots will not use; the connection rules are unverified.", "source": "generated" }, "CNavMarkerData::CreateArea": { "text": "Creates a nav area from marker data. Read from the name and a bare CreateArea anchor, so what the marker data supplies and how the new area is registered are unverified.", "source": "generated" }, "CNavMarkupManager::AddAttributeForMarkupVolume_Blocks": { "text": "Applies a blocking attribute to the nav space covered by a markup volume; its own text reports that flood fill is not yet supported on nav space here. Useful when authoring markup volumes meant to mark regions unwalkable, though the attribute encoding is unverified.", "source": "generated" }, "CNavMesh::BuildPath": { "text": "Builds a path across the nav mesh between areas, carrying the anchor string PathFind_NavAreaBuildPath. Read from the name and that anchor; the cost function, goal handling, and the form the path takes are unverified.", "source": "generated" }, "CNavMesh::CommandNavEndArea": { "text": "Handles the nav-editing command that ends the current area operation, in the family of in-game nav edit commands. Read from the name alone, so the command's exact effect on the mesh is unverified.", "source": "generated" }, "CNavMesh::GetGroundHeight": { "text": "Resolves the ground height at a queried world position for nav purposes. Read from the name and a self-named anchor; how it probes the world and which surfaces qualify are unverified.", "source": "generated" }, "CNavMesh::IslandRemoval": { "text": "Strips disconnected islands out of the generated nav mesh, and reports when no polygon can be found near a navlink location. Useful when generation leaves unreachable pockets or dangling navlinks; the connectivity criteria are unverified.", "source": "generated" }, "CNavMesh::LoadNavMesh": { "text": "Loads a map's nav mesh, logging the name it loads. Read from that anchor and the name; the file handling and what happens on a missing or stale mesh are unverified.", "source": "generated" }, "CNavMesh::LoadPlaceDatabase": { "text": "Loads the database of nav place names used to label areas, with scripts/population.txt appearing among its referenced strings. Read from the name and that anchor, so the parse format and where entries are stored are unverified.", "source": "generated" }, "CNavMesh::NameToPlace": { "text": "Looks up a place name string against the loaded place database, warning that a NavMesh place is undefined when no entry matches. Handy when scripts or entities reference place names that the current map's database lacks; the lookup's internals are unverified.", "source": "generated" }, "CNavMesh::PathfindGeneric": { "text": "Runs a general-purpose pathfinding search over the nav mesh rather than one caller's specialised variant. Read from the name alone, so the search strategy, goal test, and result form are unverified.", "source": "generated" }, "CNavMesh::UpdateVolumes": { "text": "Refreshes the nav mesh's volumes so their current state is reflected in the mesh. Read from the name and a bare UpdateVolumes anchor; which volumes participate and what they change are unverified.", "source": "generated" }, "CNavObstacleSplitMgr::AddOverlaps": { "text": "Registers where obstacles overlap nav areas, the bookkeeping that drives obstacle-based area splitting. Read from the name and a bare AddOverlaps anchor, so what counts as an overlap and how it is stored are unverified.", "source": "generated" }, "CNavObstacleSplitMgr::DebugDraw": { "text": "Draws debug visuals for obstacle splitting and prints a removed count alongside them. Useful when checking how dynamic obstacles are carving up nav areas; the primitives drawn and the exact meaning of the count are unverified.", "source": "generated" }, "CNavObstacleSplitMgr::RemoveObstacle": { "text": "Removes a registered obstacle from the split manager, undoing the nav splitting attributed to it. Read from the name alone, so the cleanup and any re-merging of split areas are unverified.", "source": "generated" }, "CNavPhysicsInterface::TraceShape": { "text": "Traces a shape against the world on behalf of nav code \u2014 the physics query nav generation and runtime nav tests rely on. The CNavPhysicsInterface class is implied by the name, not by the data, and the supported shapes and filtering are unverified.", "source": "generated" }, "CNavQuery::FindRandomConnectedPoint": { "text": "Picks a random point reachable through nav connectivity from a given start point. Useful for roam, wander, or scatter destinations that need to be reachable rather than merely nearby; the sampling and reachability rules are unverified.", "source": "generated" }, "CNavSpaceBuilder::CNavSpaceBuilder": { "text": "Constructs the nav space builder used to assemble nav space during mesh generation. Read from the name; what it initialises and what inputs it is handed are unverified.", "source": "generated" }, "CNetChan::CanPacket": { "text": "Reports whether the net channel is allowed to send a packet at this moment, the bandwidth and rate gate on outgoing traffic. The CNetChan class is implied by the name, not by the data, and the throttling rules behind the answer are unverified.", "source": "generated" }, "CNetChan::ParseMessagesSNP": { "text": "Parses incoming net messages out of the channel's SNP transport framing, on the networksystem side rather than in game code. Read from the name; the framing details and malformed-data handling are unverified.", "source": "generated" }, "CNetChan::ProcessMessages": { "text": "Processes the net messages that have arrived on the channel. The CNetChan class is implied by the name, not by the data; what the processing entails and which messages it covers are unverified.", "source": "generated" }, "CNetChan::RegisterNetMessageHandlerAbstract": { "text": "Registers a handler for net messages on the channel \u2014 the hook point for observing or handling custom message traffic. The CNetChan class is implied by the name, not by the data, and how handlers are keyed or replaced is unverified.", "source": "generated" }, "CNetChan::SendData": { "text": "Sends a raw data payload over the net channel, as opposed to a structured message. The CNetChan class is implied by the name, not by the data; buffer form, reliability, and fragmentation behaviour are unverified.", "source": "generated" }, "CNetChan::SendNetMessage": { "text": "Sends a structured net message over the channel, the usual path for pushing a message to the peer on the other end. The CNetChan class is implied by the name, not by the data, and reliability or channel selection is unverified.", "source": "generated" }, "CNetChan::Setup": { "text": "Sets up a net channel for use, preparing it before traffic flows. Read from the name alone; what it configures is not established.", "source": "generated" }, "CNetChan::Transmit": { "text": "Transmits the channel's pending outgoing data onto the wire. The CNetChan class is implied by the name, not by the data; what it flushes and any per-call size or rate limits are unverified.", "source": "generated" }, "CNetConsoleMgr::OnSocketAccepted": { "text": "Handles a remote-console socket that has just been accepted, letting the manager take ownership of the new connection. Read from the name; the owning class is implied by the name rather than established by the data, so the per-socket bookkeeping is unverified.", "source": "generated" }, "CNetConsoleMgr::OnSocketClosed": { "text": "Handles a remote-console socket that has closed, so the manager can drop its bookkeeping for that connection. Read from the name; the owning class is implied by the name rather than established by the data, so the cleanup it performs is unverified.", "source": "generated" }, "CNetConsoleMgr::ShouldAcceptSocket": { "text": "Decides whether an incoming remote-console connection is allowed, the natural gate for netconsole access. Read from the name; the owning class is implied by the name, so the criteria it applies are unverified.", "source": "generated" }, "CNetworkClientService::OnClientFrameSimulate": { "text": "Runs the client service's work for a simulated client frame, a per-frame networking hook point. Read from the name; the owning class is implied by the name, and which frame it refers to is not established by the data.", "source": "generated" }, "CNetworkEncodingStats::Clear": { "text": "Clears accumulated network encoding statistics, resetting the collector to an empty state. Read from the name; the owning class is implied by the name, so exactly which counters are reset is unverified.", "source": "generated" }, "CNetworkEncodingStats::Flush": { "text": "Flushes buffered network encoding statistics, committing or emitting what has accumulated. Read from the name; the owning class is implied by the name, and whether it also clears the accumulators afterwards is not established.", "source": "generated" }, "CNetworkEncodingStats::HookDeltaBits": { "text": "Records the bit cost of a delta encoding into the statistics, attributing those bits to whatever produced them. Read from the name; the owning class is implied by the name, so what the bits are attributed to is unverified.", "source": "generated" }, "CNetworkEncodingStats::Init": { "text": "Sets up the network encoding-statistics collector; beyond initialisation no more specific purpose is established. The owning class is implied by the name rather than by the data.", "source": "generated" }, "CNetworkEncodingStats::MessageData": { "text": "Feeds message payload information into the encoding statistics so per-message network cost can be tallied. Read from the name; the owning class is implied by the name, so the exact quantities recorded are unverified.", "source": "generated" }, "CNetworkEncodingStats::Shutdown": { "text": "Tears down the network encoding-statistics collector; beyond teardown no more specific purpose is established. The owning class is implied by the name rather than by the data.", "source": "generated" }, "CNetworkEncodingStats::Update": { "text": "Advances the network encoding statistics, rolling accumulated counters forward for the current sampling period. Read from the name; the owning class is implied by the name, so the period and what it recomputes are unverified.", "source": "generated" }, "CNetworkFieldScratchData::Alloc": { "text": "Allocates a scratch buffer for network field data; the shipped string \"CNetworkFieldScratchData::Alloc created buffer %s of size %s\" shows it logs the buffer's name and size on creation. Useful when tracing where per-field networking scratch memory comes from and how large it grows.", "source": "generated" }, "CNetworkFieldSerializerAllocator::FindOrAddField": { "text": "Looks up a network field in the serializer allocator and adds it when absent, returning the shared entry so equivalent fields are not duplicated. Read from the name; the owning class is implied by the name, so the identity used for matching is unverified.", "source": "generated" }, "CNetworkFieldSerializerAllocator::Purge": { "text": "Releases the field-serializer storage the allocator holds. Read from the name; the owning class is implied by the name, so how much it frees and whether the allocator stays usable are unverified.", "source": "generated" }, "CNetworkFieldSerializerAllocator::PurgeTemporaryData": { "text": "Frees only the allocator's temporary field-serializer data, leaving the durable entries in place. Read from the name; the owning class is implied by the name, so which data counts as temporary is unverified.", "source": "generated" }, "CNetworkFieldSerializerAllocator::Report": { "text": "Reports on the field-serializer allocator's contents or memory use, handy when diagnosing serializer growth. Read from the name; the owning class is implied by the name, so the report's destination and format are unverified.", "source": "generated" }, "CNetworkGameServer::ActivateServer": { "text": "Brings the network game server into its active, playable state once a level is ready. Read from the name; the owning class is implied by the name, so the preconditions it expects are unverified.", "source": "generated" }, "CNetworkGameServer::ActiveServer": { "text": "Activates the network game server; this spelling is recorded at the same vtable slot as CNetworkGameServer::ActivateServer, so treat the two as one activation entry point. The owning class is implied by the name, and which spelling a given build carries is unverified.", "source": "generated" }, "CNetworkGameServer::ChangeLevel": { "text": "Switches the running server to a different level. Read from the name; nothing in the data establishes how the target map is specified or what happens to connected clients across the change.", "source": "generated" }, "CNetworkGameServer::CheckTimeouts": { "text": "Checks connected clients for network timeouts so unresponsive ones can be dropped. Read from the name; the thresholds it uses and the action it takes on a timed-out client are not established by the data.", "source": "generated" }, "CNetworkGameServer::ConnectClient": { "text": "Brings a new client onto the server, establishing its slot and networking state. Read from the name; the owning class is implied by the name, so the connection data it consumes and how it rejects clients are unverified.", "source": "generated" }, "CNetworkGameServer::DeactivateSteamGameServer": { "text": "Shuts down the server's Steam game-server presence, dropping its Steam session and listing. Read from the name; the owning class is implied by the name, so what stays live afterwards is unverified.", "source": "generated" }, "CNetworkGameServer::DisconnectClient": { "text": "Removes a client from the server, tearing down its slot and networking state. Read from the name; the owning class is implied by the name, so how a disconnect reason is carried is unverified.", "source": "generated" }, "CNetworkGameServer::GetAddonName": { "text": "Returns the addon (workshop content) name the server is running with, the value a plugin reads to learn the active addon. Read from the name; the owning class is implied by the name, so the exact form of the returned value is unverified.", "source": "generated" }, "CNetworkGameServer::GetClassBaseline": { "text": "Fetches the networking baseline for an entity class \u2014 the default state that deltas are encoded against. Read from the name; the owning class is implied by the name, so the lookup key and the shape of the baseline data are unverified.", "source": "generated" }, "CNetworkGameServer::GetGlobalVars": { "text": "Returns the server's global variables block, the shared per-frame state and timing struct gameplay code reads. Read from the name; the owning class is implied by the name, so the block's contents are not established by the data.", "source": "generated" }, "CNetworkGameServer::GetMapName": { "text": "Returns the name of the map the server currently has loaded. Read from the name; the owning class is implied by the name, so whether the value is a short name or a fuller path is unverified.", "source": "generated" }, "CNetworkGameServer::Inactivate": { "text": "Takes the network game server out of its active state, the counterpart to CNetworkGameServer::ActivateServer and a natural part of level teardown. Read from the name; what it releases, and whether clients are retained, is not established by the data.", "source": "generated" }, "CNetworkGameServer::OnValidateAuthTicketResponse": { "text": "Handles the Steam auth-ticket validation result for a player, where authentication and ban outcomes surface. Read from the name; the response contents and how the server reacts to a failure are not established by the data.", "source": "generated" }, "CNetworkGameServer::PrepareForAssetLoad": { "text": "Puts the server into a state suitable for loading assets, ahead of map or resource loading. Read from the name; the owning class is implied by the name, so what it quiesces or releases first is unverified.", "source": "generated" }, "CNetworkGameServer::SendClientMessages": { "text": "Sends the server's pending per-client network messages out to connected clients. Read from the name; the data does not establish which queues it drains or how often it runs.", "source": "generated" }, "CNetworkGameServer::SpawnServer": { "text": "Stands up the server for a map, creating the world and networking state for a new session. Read from the name; the owning class is implied by the name, so its inputs and what it initialises are unverified.", "source": "generated" }, "CNetworkGameServer::SpawnServer_Unknown": { "text": "Performs server-spawn work under a name the tooling could not fully resolve, as the \"_Unknown\" suffix marks. The reading comes from the name; how it relates to or differs from CNetworkGameServer::SpawnServer is not established by the data.", "source": "generated" }, "CNetworkGameServer::WriteClassInfosAndSerializesToBuffer": { "text": "Writes entity class information and their field serializers into a buffer \u2014 the description a receiver needs to decode networked entities. Read from the name; the buffer format and the conditions under which it is produced are not established by the data.", "source": "generated" }, "CNetworkGameServerBase::BroadcastMessage": { "text": "Sends a network message out from the engine's game server to connected clients. The class is implied by the name, and the reading is name-level: which message forms it accepts and which recipients it covers are not established here.", "source": "generated" }, "CNetworkGameServerBase::CNetworkGameServerBase": { "text": "Constructs the engine-side network game server object and sets up its initial state. Beyond construction, no more specific purpose is established.", "source": "generated" }, "CNetworkGameServerBase::FinishChangeLevel": { "text": "Completes a level change on the server, finishing the transition into the newly loaded map. The class is implied by the name; the reading comes from the name alone, so the exact end-of-transition work is unverified.", "source": "generated" }, "CNetworkGameServerBase::ReplyConnection": { "text": "Produces the server's reply to a client connection attempt, the response that accepts or rejects the incoming connection. Read from the name; what the reply carries and which connection states it covers are not established.", "source": "generated" }, "CNetworkGameServerBase::ReserveServerForQueuedGame": { "text": "Reserves the server for a queued matchmaking game, marking it as held for that pending match. The class is implied by the name; what the reservation records and how long it persists are not established.", "source": "generated" }, "CNetworkGameServerBase::SetServerState": { "text": "Sets the network game server's current state, moving it between the lifecycle states the engine tracks for a server. The class is implied by the name; which state values exist and what changing state affects are not established.", "source": "generated" }, "CNetworkGameServerBase::StartChangeLevel": { "text": "Begins a level change on the server, initiating the transition to a different map. The class is implied by the name, and the reading is name-level, so exactly what the start of the transition does is unverified.", "source": "generated" }, "CNetworkGameServerBase::WriteBaselines": { "text": "Writes entity baseline state into the server's outgoing network data, the reference snapshot against which later updates are expressed. Read from the name; the encoding, the destination, and when baselines are produced are not established.", "source": "generated" }, "CNetworkGameServerBase::WriteDeltaEntity_Internal": { "text": "Writes an entity's delta update \u2014 the state that differs from a prior reference \u2014 into the outgoing network data. Read from the name; the _Internal suffix marks it as an inner helper rather than a public entry point, and the encoding is unverified.", "source": "generated" }, "CNetworkMessages::AssociateNetMessageGroupIdWithChannelCategory": { "text": "Associates a network-message group id with a channel category, so messages belonging to that group are carried under the category's channel settings. The class is implied by the name, and the effect of the association on delivery is a name-level reading.", "source": "generated" }, "CNetworkMessages::AssociateNetMessageWithChannelCategoryAbstract": { "text": "Associates an individual network message with a channel category, tagging that message so it travels under the category's channel. The class is implied by the name, and what distinguishes the Abstract variant is not established.", "source": "generated" }, "CNetworkMessages::ComputeOrderForPriority": { "text": "Derives an ordering value from a priority level, converting a priority into the rank used when arranging networked work. The class is implied by the name; what is ordered and how priorities map to order are not established.", "source": "generated" }, "CNetworkMessages::FindOrCreateGroupId": { "text": "Looks up a network-message group id and creates it if no matching group exists yet. Read from the name; the lookup key and the id's lifetime are not established.", "source": "generated" }, "CNetworkMessages::FindOrCreateNetMessage": { "text": "Looks up a registered network message and registers a new entry if none matches, giving callers a stable handle for a message type. The class is implied by the name; the lookup key and what the resulting message binding holds are not established.", "source": "generated" }, "CNetworkMessages::RegisterFieldChangeCallbackPriority": { "text": "Registers the priority for a field-change callback, so change notifications carry an explicit relative ranking. The class is implied by the name; the callback identity and the priority scale are not established.", "source": "generated" }, "CNetworkMessages::RegisterNetworkCategory": { "text": "Registers a network channel category with the messaging system, creating the category that messages and message groups can be associated with. The class is implied by the name, and the category's properties are a name-level reading.", "source": "generated" }, "CNetworkMessages::RegisterNetworkFieldSerializer": { "text": "Registers a field serializer with the networking system, making that serializer available for encoding networked entity fields. The class is implied by the name; the registration key and what the serializer record contains are not established.", "source": "generated" }, "CNetworkP2PService::BroadcastP2PNetMessageAbstract": { "text": "Sends a peer-to-peer network message out to the peers the service tracks, taking the message in its abstract, type-erased form. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::Connect": { "text": "Brings the peer-to-peer service into its connected, usable state, the counterpart to CNetworkP2PService::Disconnect. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::Disconnect": { "text": "Tears the service back out of its connected state, the counterpart to CNetworkP2PService::Connect. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::GetAllPeersEventDispatcher": { "text": "Exposes the event dispatcher covering all peers, the hook point for a mod that wants to observe peer-wide P2P events. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::GetBuildType": { "text": "Reports the build type label the service reports for itself. What that label distinguishes is not established here, and the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::GetDependencies": { "text": "Reports what the service depends on, useful when reasoning about what must exist alongside CNetworkP2PService. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::GetName": { "text": "Purpose is not established beyond retrieving the service's name. The owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::GetServiceDependencies": { "text": "Reports the other engine services this one requires, a service-scoped view distinct from CNetworkP2PService::GetDependencies. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::GetServiceIndex": { "text": "Reports the service's index slot, the value CNetworkP2PService::SetServiceIndex assigns. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::GetTier": { "text": "Reports the tier the service classifies itself into. What the tier governs is not established here, and the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::Init": { "text": "Purpose is not established beyond initialising the service. The owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::IsActive": { "text": "Reports whether the service is currently active, the state CNetworkP2PService::SetActive controls. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::IsKnownPeer": { "text": "Tests whether a peer is one the service already knows about, handy for filtering unrecognised P2P traffic. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::IsSingleton": { "text": "Reports whether the service is a singleton, meaning one instance per process rather than many. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::OnLoopActivate": { "text": "Handles the service becoming active within its engine loop, a notification point for loop entry where per-loop P2P state can be set up. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::OnLoopDeactivate": { "text": "Handles the service going inactive as its engine loop is torn down, where per-loop P2P state can be released. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::OnPeerToPeerNetChannelCreated": { "text": "Handles notification that a peer-to-peer net channel has been created, the moment a new peer link becomes visible to the service. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::OnShutdownChannel": { "text": "Handles a channel shutting down, letting the service drop the state tied to that peer link. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::PeerGroupChanged": { "text": "Handles a change in the peer group's membership or composition, the kind of change relevant to handlers added through CNetworkP2PService::RegisterPeerGroupHandler. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::PreShutdown": { "text": "Performs early teardown work while the service is still usable, ahead of its resources being released. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::QueryInterface": { "text": "Purpose is not established beyond obtaining an interface from the service. The owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::Reconnect": { "text": "Re-establishes the service's connection after it has been dropped, rather than doing first-time setup. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::RegisterEventMap": { "text": "Registers the service's event map, wiring its event handlers into the engine's event system. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::RegisterP2PNetMessageAbstract": { "text": "Registers a peer-to-peer network message type in its abstract, type-erased form so the service recognises it, the registration counterpart to CNetworkP2PService::BroadcastP2PNetMessageAbstract. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::RegisterPeerGroupHandler": { "text": "Registers a handler to receive peer-group notifications, the way a mod subscribes to group membership activity. Read from the name; the owning class is implied by the name, and CNetworkP2PService::UnregisterPeerGroupHandler removes such a handler.", "source": "generated" }, "CNetworkP2PService::SetActive": { "text": "Sets whether the service is active, the state CNetworkP2PService::IsActive reports. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::SetName": { "text": "Sets the service's name, the value CNetworkP2PService::GetName reports. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::SetServiceIndex": { "text": "Assigns the service's index slot, the value CNetworkP2PService::GetServiceIndex reports. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::ShouldActivate": { "text": "Reports whether the service ought to be activated at all, a gating predicate on activation. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::Shutdown": { "text": "Shuts the service down, releasing the peer-to-peer state and resources it holds. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::SteamIDAllowedToP2PConnect": { "text": "Decides whether a given Steam ID is permitted to open a peer-to-peer connection, an access-control gate on peers and an obvious interception point for a mod. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::UnregisterPeerGroupHandler": { "text": "Removes a peer-group handler that was added with CNetworkP2PService::RegisterPeerGroupHandler, stopping further group notifications to it. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkP2PService::UpdatePeerConnectionStatus": { "text": "Refreshes the service's recorded connection status for a peer, keeping its view of that link current. Read from the name; located by byte signature in libengine2, so the exact inputs and the conditions under which it runs are unverified.", "source": "generated" }, "CNetworkP2PService::~CNetworkP2PService": { "text": "Destroys the service instance and releases what it still holds. Read from the name; the owning class is implied by the name, not bound in this data.", "source": "generated" }, "CNetworkSerializerBindingBuildFilter::GetFieldPriority": { "text": "Reports the priority a build filter assigns to a field while a network serializer binding is being constructed, the value used to rank that field. The class is implied by the name; the priority scale and how the filter chooses it are not established.", "source": "generated" }, "CNetworkSerializerFieldInfo::InitCodeGenTypes": { "text": "Resolves code-generated type information for networked fields, binding each field to its declaring class; its shipped diagnostic reads 'unable to find class %s for field %s %s::%s' when that class cannot be located. Useful when a custom or modded networked field fails to resolve its class during serializer setup.", "source": "generated" }, "CNetworkServerService::OnWriteNetworkingMetaFile": { "text": "Handles writing the networking meta file, emitting the server's networking metadata out to a file. The class is implied by the name; the file's contents and location are not established.", "source": "generated" }, "CNetworkServerService::StartupServer": { "text": "Starts up the game server owned by the network server service, bringing it into a running state for a session. The class is implied by the name; what the startup configures is not established.", "source": "generated" }, "CNetworkServerSpawnGroup::LoadEntities": { "text": "Loads the entities belonging to a server-side spawn group, creating them as that group is brought into the world. The class is implied by the name; the source the entities are read from and the failure behaviour are not established.", "source": "generated" }, "CNetworkService::ConfigureSockets": { "text": "Configures the network sockets the service communicates over. The class CNetworkService is implied by the name; which addresses or ports it applies, and when the configuration takes effect, are not established.", "source": "generated" }, "CNetworkService::Connect": { "text": "Brings the service online by establishing the links it needs to the rest of the engine, the counterpart to CNetworkService::Disconnect. The class is implied by the name; what it attaches to and how failure is reported are unverified.", "source": "generated" }, "CNetworkService::Disconnect": { "text": "Tears down what CNetworkService::Connect established, detaching the service from the engine resources it was using. The class is implied by the name; the exact resources released are read from the name only.", "source": "generated" }, "CNetworkService::GetBuildType": { "text": "Reports the build flavour this service was compiled or configured for, useful when a mod needs to branch on debug versus release engine behaviour. The class is implied by the name; the encoding of the value and which build types it distinguishes are not established.", "source": "generated" }, "CNetworkService::GetDependencies": { "text": "Reports the modules this service requires in order to run. The class is implied by the name; a separate CNetworkService::GetServiceDependencies also exists, and which of the two covers which kind of dependency is not established.", "source": "generated" }, "CNetworkService::GetName": { "text": "Retrieves the service's name; beyond that, purpose is not established. The class CNetworkService is implied by the name, and CNetworkService::SetName writes the same value.", "source": "generated" }, "CNetworkService::GetServiceDependencies": { "text": "Reports the other services this one depends on, as distinct from the broader CNetworkService::GetDependencies. The class is implied by the name; how the dependency list is represented and what consumes it are unverified.", "source": "generated" }, "CNetworkService::GetServiceIndex": { "text": "Reports the registry index this service occupies, the value written through CNetworkService::SetServiceIndex. The class is implied by the name; what the index addresses and whether it is stable across a session are not established.", "source": "generated" }, "CNetworkService::GetTier": { "text": "Reports the service's tier classification, a grouping label the engine attaches to each service. The class is implied by the name; what the tier value means in practice is read from the name only.", "source": "generated" }, "CNetworkService::Init": { "text": "Initialises the service; the name alone does not establish what state it prepares or what it allocates. The class CNetworkService is implied by the name.", "source": "generated" }, "CNetworkService::IsActive": { "text": "Reports whether the service is currently active, the flag CNetworkService::SetActive writes. The class is implied by the name; what an inactive service stops doing is not established.", "source": "generated" }, "CNetworkService::IsSingleton": { "text": "Reports whether the engine may hold only one instance of this service. The class is implied by the name; how the engine acts on the answer is unverified.", "source": "generated" }, "CNetworkService::OnLoopActivate": { "text": "Hook that runs when the engine loop the service belongs to becomes active, letting the service pick up per-loop work. The class is implied by the name; paired with CNetworkService::OnLoopDeactivate, though what a loop activation entails is unverified.", "source": "generated" }, "CNetworkService::OnLoopDeactivate": { "text": "Hook that runs when the engine loop the service belongs to goes inactive, letting it drop per-loop work set up by CNetworkService::OnLoopActivate. The class is implied by the name; what state survives deactivation is not established.", "source": "generated" }, "CNetworkService::PreShutdown": { "text": "Gives the service an early chance to wind down before teardown proper, a hook a mod can use to release its own hooks while the service still functions. The class is implied by the name; how responsibilities split against CNetworkService::Shutdown is not established.", "source": "generated" }, "CNetworkService::QueryInterface": { "text": "Looks up an interface the service exposes and hands it back to the caller. The class is implied by the name; which interfaces can be requested and how an unknown request is answered are unverified.", "source": "generated" }, "CNetworkService::Reconnect": { "text": "Re-establishes the service's connections after they have been dropped, covering the case CNetworkService::Connect handles at startup. The class is implied by the name; whether existing state survives a reconnect is unverified.", "source": "generated" }, "CNetworkService::RegisterEventMap": { "text": "Registers the service's map of event handlers so the engine can deliver the events it subscribes to. The class is implied by the name; the map's format and which events it covers are unverified.", "source": "generated" }, "CNetworkService::SetActive": { "text": "Sets the service's active state, the flag CNetworkService::IsActive reports. The class is implied by the name; the side effects of toggling it are not established.", "source": "generated" }, "CNetworkService::SetName": { "text": "Assigns the service's name, the value read back through CNetworkService::GetName. The class is implied by the name; whether renaming is permitted once the service is running is unverified.", "source": "generated" }, "CNetworkService::SetServiceIndex": { "text": "Assigns the registry index for this service, read back through CNetworkService::GetServiceIndex. The class is implied by the name; who normally assigns the index, and whether it may change later, are not established.", "source": "generated" }, "CNetworkService::ShouldActivate": { "text": "Reports whether the service wants to be activated under the current conditions, a predicate distinct from the CNetworkService::SetActive flag. The class is implied by the name; what it examines to decide is unverified.", "source": "generated" }, "CNetworkService::Shutdown": { "text": "Shuts the service down and releases what it holds. The class is implied by the name; how the work divides against CNetworkService::PreShutdown is not established.", "source": "generated" }, "CNetworkService::~CNetworkService": { "text": "Destroys the service object and frees its storage. The class is implied by the name; what it tears down beyond the object itself is not established.", "source": "generated" }, "CNetworkStringDict::Count": { "text": "Reports how many entries the dictionary holds, giving the bound for index-based walks with CNetworkStringDict::Element. The class is implied by the name; whether removed slots are counted is unverified.", "source": "generated" }, "CNetworkStringDict::Element": { "text": "Returns the entry stored at a given position in the dictionary, for walking it by index. The class is implied by the name; how it differs from CNetworkStringDict::String is not established.", "source": "generated" }, "CNetworkStringDict::Find": { "text": "Looks up a string already in the dictionary and reports the index it occupies, the read-only counterpart to CNetworkStringDict::Insert. The class is implied by the name; how a miss is signalled is unverified, so test the result with CNetworkStringDict::IsValidIndex.", "source": "generated" }, "CNetworkStringDict::Insert": { "text": "Adds a string to the dictionary and yields the index it is stored under, interning it so later code can refer to it cheaply. The class is implied by the name; whether inserting a duplicate yields the existing index is unverified.", "source": "generated" }, "CNetworkStringDict::IsValidIndex": { "text": "Reports whether an index refers to a real entry, the guard to apply to anything CNetworkStringDict::Find returns. The class is implied by the name; what makes an index invalid is not established.", "source": "generated" }, "CNetworkStringDict::Purge": { "text": "Empties the dictionary, dropping its strings and invalidating indices handed out earlier. The class is implied by the name; whether the backing storage is released as well as cleared is unverified.", "source": "generated" }, "CNetworkStringDict::String": { "text": "Returns the string text held at a given index, the direction opposite to CNetworkStringDict::Find. The class is implied by the name; how it differs from CNetworkStringDict::Element is not established.", "source": "generated" }, "CNetworkStringDict::~CNetworkStringDict": { "text": "Destroys the dictionary and releases its entries and storage. The class is implied by the name; whether the stored strings are owned and freed here is unverified.", "source": "generated" }, "CNetworkStringTable::AddString": { "text": "Adds a string entry to a network string table, giving it a slot in the table's replicated contents. The class is implied by the name; a prototype is derived, but the duplicate handling and the effect on existing entries are unverified.", "source": "generated" }, "CNetworkStringTable::SetStringUserData": { "text": "Attaches or replaces the user-data blob carried alongside an existing string in the table. The class is implied by the name; a prototype is derived, though how the target string is addressed and whether the data is copied are unverified.", "source": "generated" }, "CNetworkStringTable::UpdateMirrorTable": { "text": "Brings a mirrored copy of the string table back in step with the live table's contents. Read from the name only, so the mirroring direction, the granularity of the update and when a mirror exists at all are unverified.", "source": "generated" }, "CNetworkStringTableContainer::Connect": { "text": "Hooks the string-table container up to the interfaces it needs, the Connect step of a system-lifecycle interface. The class is implied by the name and the reading is name-level, so what it acquires is unverified.", "source": "generated" }, "CNetworkStringTableContainer::CreateStringTable": { "text": "Creates a new named string table inside the container so it can later be looked up and replicated. The class is implied by the name; the reading is name-level, so the naming, sizing and option flags it accepts are unverified.", "source": "generated" }, "CNetworkStringTableContainer::DirectUpdate": { "text": "Applies string-table changes immediately rather than through the container's deferred update path. Read from the name only, so which tables it touches and when the direct path is safe to use are unverified.", "source": "generated" }, "CNetworkStringTableContainer::Disconnect": { "text": "Releases the interfaces the string-table container acquired, the Disconnect counterpart of its lifecycle. The class is implied by the name and the reading is name-level, so exactly what is torn down is unverified.", "source": "generated" }, "CNetworkStringTableContainer::FindTable": { "text": "Looks up one of the container's string tables by name and yields the matching table. The class is implied by the name; a prototype is derived, but the match rules (exact versus case-insensitive) and the miss behaviour are unverified.", "source": "generated" }, "CNetworkStringTableContainer::GetBuildType": { "text": "Reports the build type the string-table container identifies itself with. The class is implied by the name, and beyond that label the purpose is not established.", "source": "generated" }, "CNetworkStringTableContainer::GetDependencies": { "text": "Reports the other systems this string-table container declares a dependency on. The class is implied by the name; the form and contents of the dependency list are unverified.", "source": "generated" }, "CNetworkStringTableContainer::GetNumTables": { "text": "Reports how many string tables the container currently holds, the bound you need when walking them with CNetworkStringTableContainer::GetTable. The class is implied by the name; a prototype is derived, though whether removed tables leave gaps in the range is unverified.", "source": "generated" }, "CNetworkStringTableContainer::GetTable": { "text": "Fetches one of the container's string tables by index, the companion to CNetworkStringTableContainer::GetNumTables when enumerating them. The class is implied by the name; a prototype is derived, but index validity and out-of-range behaviour are unverified.", "source": "generated" }, "CNetworkStringTableContainer::GetTier": { "text": "Reports the tier the string-table container registers itself under. The class is implied by the name, and beyond that label the purpose is not established.", "source": "generated" }, "CNetworkStringTableContainer::Init": { "text": "Initialises the string-table container. Purpose beyond that generic lifecycle label is not established, and the class is implied by the name.", "source": "generated" }, "CNetworkStringTableContainer::IsSingleton": { "text": "Reports whether the string-table container exists as a single shared instance rather than one per user. The class is implied by the name; the reading is name-level, so what the answer changes is unverified.", "source": "generated" }, "CNetworkStringTableContainer::PreShutdown": { "text": "Performs the container's pre-shutdown cleanup phase, the work done ahead of a full shutdown. The class is implied by the name, and what it releases is not established.", "source": "generated" }, "CNetworkStringTableContainer::QueryInterface": { "text": "Hands back one of the interfaces the string-table container exposes, selected by an interface identifier. The class is implied by the name, and purpose beyond generic interface lookup is not established.", "source": "generated" }, "CNetworkStringTableContainer::Reconnect": { "text": "Re-binds an interface the container previously connected to, so a replaced system can be swapped in without a full teardown. The class is implied by the name; the reading is name-level, so what it re-acquires is unverified.", "source": "generated" }, "CNetworkStringTableContainer::RemoveAllTables": { "text": "Clears the container, discarding the string tables it currently holds. The class is implied by the name; a prototype is derived, though whether table storage is freed or merely emptied is unverified.", "source": "generated" }, "CNetworkStringTableContainer::SetAllowClientSideAddString": { "text": "Toggles whether client-side additions to string tables are permitted rather than server-authored entries only. The class is implied by the name; the reading is name-level, so whether the switch is container-wide or per-table is unverified.", "source": "generated" }, "CNetworkStringTableContainer::Shutdown": { "text": "Shuts the string-table container down, tearing down the state it established. The class is implied by the name, and what specifically is released is not established.", "source": "generated" }, "CNetworkStringTableContainer::WriteBaselines": { "text": "Serialises the baseline contents of the container's string tables \u2014 the full-state form rather than incremental changes. Read from the name only, so the wire encoding and which tables contribute a baseline are unverified.", "source": "generated" }, "CNetworkStringTableContainer::WriteUpdateMessageAtTick": { "text": "Serialises string-table changes into an update message associated with a particular tick. Read from the name at low confidence, so the tick semantics, the delta window and the message contents are unverified.", "source": "generated" }, "CNetworkStringTableContainer::~CNetworkStringTableContainer": { "text": "Destroys the string-table container and releases the tables and buffers it owns. The class is implied by the name; a prototype is derived, but the teardown order and what survives destruction are unverified.", "source": "generated" }, "CNetworkStringTableItem::SetUserData": { "text": "Stores the user-data payload carried by a single string-table entry. Read from the name only, so whether the payload is copied or referenced, and any size limit, are unverified.", "source": "generated" }, "CNetworkSystem::CloseSocket": { "text": "Closes a network socket the network system holds open. Read from the name only, so which socket is targeted, and whether queued traffic is flushed or dropped, are unverified.", "source": "generated" }, "CNetworkSystem::InitGameServer": { "text": "Brings up the network system's game-server side so it can host and accept client connections. The class is implied by the name; a prototype is derived, though the ports and configuration it applies are unverified.", "source": "generated" }, "CNetworkSystem::Shutdown": { "text": "Shuts the network system down. Purpose beyond that generic lifecycle label is not established, and the class is implied by the name.", "source": "generated" }, "CNetworkSystem::ShutdownGameServer": { "text": "Tears down the game-server side of the network system, the counterpart to CNetworkSystem::InitGameServer. The class is implied by the name; a prototype is derived, but what happens to live client connections is unverified.", "source": "generated" }, "CNetworkTransmitComponent::FireEvent": { "text": "Raises an event on an entity's network-transmit component, the component whose m_nTransmitStateOwnedCounter tracks owned transmit state. The class is implied by the name; a prototype is derived, though the event identifiers it accepts and their effects are unverified.", "source": "generated" }, "CNetworkTransmitComponent::StateChangedBranch": { "text": "Handles a transmit-state change on the component through shared change-info storage; the embedded text \"CNetworkTransmitComponent::StateChangedBranch( overflowed shared changeinfos )\" marks the path taken when that shared storage is exhausted. Beyond the overflow case the behaviour is unverified, so treat that message as a signal you are churning networked state too hard.", "source": "generated" }, "CNextLevelIssue::GetDetailsString": { "text": "Supplies the detail text for the next-level vote issue, the supporting line shown under the vote's headline. The class is implied by the name; the reading is name-level, so the string's source and any substitution it performs are unverified.", "source": "generated" }, "CNextLevelIssue::GetDisplayString": { "text": "Supplies the display text for the next-level vote, carrying the localisation token #SFUI_vote_nextlevel_choices for the map choices shown to voters. Useful when adding or relabelling a custom next-level vote; the surrounding formatting is unverified at this confidence.", "source": "generated" }, "CNmGraphDefinition::KV3TransferPostLoadFn": { "text": "Fixes up an animation-graph definition once its KV3 data has been read in, resolving the stored index and slot arrays such as m_nodePaths, m_referencedGraphSlots and m_externalGraphSlots. Read from the name at low confidence, so exactly what the post-load pass patches is unverified.", "source": "generated" }, "CNmGraphInstance::EvaluateGraph": { "text": "Evaluates an animation graph instance for the current frame, running its nodes to produce the resulting pose. Read from the name and the function's presence in libanimationsystem; no prototype is derived, so the inputs it consumes and when it runs are unverified.", "source": "generated" }, "CNmGraphInstance::ExecutePostPhysicsPoseTasks": { "text": "Runs the graph instance's pose tasks belonging to the post-physics phase of the frame, matching the ExecutePostPhysicsPoseTasks string anchor. Useful as a landmark when hooking animation work that needs to see simulated physics state; which tasks are involved is not derived.", "source": "generated" }, "CNmGraphInstance::ExecutePrePhysicsPoseTasks": { "text": "Runs the graph instance's pose tasks belonging to the pre-physics phase of the frame, matching the ExecutePrePhysicsPoseTasks string anchor. Relevant when you need animation evaluation that happens before physics simulation for that frame; the task contents and timing are not derived here.", "source": "generated" }, "CNmGraphInstance::GetCurrentGraphTimingInfo": { "text": "Retrieves timing information describing where the graph instance currently sits in its animation, matching the GetCurrentGraphTimingInfo string anchor. Handy for reading playback position or duration off a live graph; the exact fields reported are not derived from this data.", "source": "generated" }, "CNmSampledEvent::GetPercentageThrough": { "text": "Reports how far through a sampled animation event the current sample lies, as a proportion of the event's span. Read from the name; no anchor or prototype is derived, so the value's range and the window it is measured against are unverified.", "source": "generated" }, "CNmTaskSystem::SerializeTasks": { "text": "Serializes the animation task system's tasks into or out of a buffer, matching the SerializeTasks string anchor. Relevant if you are replicating, recording, or inspecting animation task state; the wire format and direction are not derived here.", "source": "generated" }, "CNmTaskSystem::UpdatePostPhysics": { "text": "Advances the animation task system's work for the post-physics portion of the frame, matching the UpdatePostPhysics string anchor. A useful hook point for animation state that must reflect physics results; what it reads and writes is not derived.", "source": "generated" }, "CNmTaskSystem::UpdatePrePhysics": { "text": "Advances the animation task system's work for the pre-physics portion of the frame, matching the UpdatePrePhysics string anchor. Use it when animation must be settled before physics simulation runs; the specific task processing is not derived from this data.", "source": "generated" }, "CNotReadyForMatchIssue::GetVotePassedString": { "text": "Supplies the text shown to players when a vote on the not-ready-for-match issue passes, so the vote UI can announce the result. The CNotReadyForMatchIssue class is implied by the name rather than by the data, and the string's exact wording or localization token is unverified.", "source": "generated" }, "CNullShaderCreateCallbacks::OnCreateBlendState": { "text": "Handles a blend-state creation request in a null render-callback set, standing in where no real graphics device exists \u2014 as on a dedicated server. CNullShaderCreateCallbacks is implied by the name rather than the data, so whether it stubs, records, or validates the request is unverified.", "source": "generated" }, "CNullShaderCreateCallbacks::OnCreateDepthStencilState": { "text": "Handles a depth-stencil-state creation request in a null render-callback set, standing in where no real graphics device exists. CNullShaderCreateCallbacks is implied by the name rather than the data, so the stub's actual behaviour on such a request is unverified.", "source": "generated" }, "CNullShaderCreateCallbacks::OnCreateRasterizerState": { "text": "Handles a rasterizer-state creation request in a null render-callback set, standing in where no real graphics device exists. CNullShaderCreateCallbacks is implied by the name rather than the data, so what it does with the request is unverified.", "source": "generated" }, "CNullShaderCreateCallbacks::OnCreateShader": { "text": "Handles a shader creation request in a null render-callback set, absorbing the request where no real graphics device is present. CNullShaderCreateCallbacks is implied by the name rather than the data, so whether any object is produced is unverified.", "source": "generated" }, "CNullShaderCreateCallbacks::~CNullShaderCreateCallbacks": { "text": "Destroys a null shader-creation callback object and releases whatever it holds. CNullShaderCreateCallbacks is implied by the name rather than the data; beyond cleanup of that object, no further purpose is 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" }, "CPASAttenuationFilter::~CPASAttenuationFilter": { "text": "Tears down a recipient filter that selects players by audible-set membership and sound attenuation, typically after a sound has been emitted to nearby clients. CPASAttenuationFilter is implied by the name rather than the data; only the cleanup role is established here.", "source": "generated" }, "CPASFilter::~CPASFilter": { "text": "Tears down a recipient filter that selects players by potentially-audible-set membership, once the message or sound using it has been sent. CPASFilter is implied by the name rather than the data; only the cleanup role is established here.", "source": "generated" }, "CPackedStore::Find": { "text": "Looks up an entry inside a packed archive store so the file system can resolve a request against it. Read from the name and the function's presence in libfilesystem_stdio; no prototype is derived, so the lookup key and miss behaviour are unverified.", "source": "generated" }, "CPackedStore::GrowCount": { "text": "Grows the packed store's internal capacity so more entries can be held. Read from the name and its presence in libfilesystem_stdio; the container it resizes and the growth policy are not derived from this data.", "source": "generated" }, "CParticleSystem::InputStop": { "text": "Handles the entity's Stop input, ending a running particle effect; m_bActive tracks whether the effect is live, and m_nStopType with m_flFreezeTransitionDuration govern how abruptly it ends. Read from the name and those fields \u2014 the behaviour of each stop type is not derived.", "source": "generated" }, "CPath::AssemblePrecomputedPath": { "text": "Builds a usable path from already-computed path data instead of running a fresh search, matching the CPath::AssemblePrecomputedPath string anchor. Relevant when working with cached or authored routes; the stored form it consumes is not derived here.", "source": "generated" }, "CPath::ComputePathCore": { "text": "Performs the core path computation that fills in a path's route. Read from the name; no anchor or prototype is derived, so the goal representation, search settings, and failure handling are unverified.", "source": "generated" }, "CPath::ComputePathDetails": { "text": "Fills in the finer detail of a path beyond its coarse route, matching the CPath::ComputePathDetails string anchor. Useful when investigating why an NPC's movement along a path looks the way it does; the detail data produced is not derived.", "source": "generated" }, "CPath::ComputePathPosToPosCore": { "text": "Computes a path between two explicit world positions rather than toward an entity or goal object. Read from the name; no anchor or prototype is derived, so the coordinate handling and options are unverified.", "source": "generated" }, "CPath::GetNearestNavAreaAndGravityOrientedGoalPos": { "text": "Finds the nav area closest to a goal together with a goal position adjusted for the local gravity orientation, matching the CPath::GetNearestNavAreaAndGravityOrientedGoalPos string anchor. Useful where goals sit off the mesh or on surfaces whose up direction is not world up; the adjustment rule is not derived.", "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" }, "CPathCorner::~CPathCorner": { "text": "Destroys a path corner waypoint entity \u2014 the node carrying m_flSpeed, m_flWait and m_flRadius for whatever travels the path, plus its m_OnPass output. CPathCorner is implied by the name rather than the data; only the cleanup role is established here.", "source": "generated" }, "CPathCornerCrash::~CPathCornerCrash": { "text": "Destroys a crash-variant path corner waypoint entity. CPathCornerCrash is implied by the name rather than the data; beyond cleanup, what distinguishes this variant is not established.", "source": "generated" }, "CPathMover::Pause": { "text": "Pauses the path mover, holding the CFuncMover entities listed in m_vecMovers where they are. Read from the name and the class's fields; what state is preserved across the pause is not derived.", "source": "generated" }, "CPathMover::SetDistanceToReachMaxSpeed": { "text": "Sets the distance over which movers on the path accelerate up to full speed, logged through the anchor \"SetDistanceToReachMaxSpeed [distance=%.2f time=%.2f]\" which reports both the distance and its equivalent time. Use it to shape acceleration along a mover path; units and clamping are not derived.", "source": "generated" }, "CPathMover::SetDistanceToReachZeroSpeed": { "text": "Sets the distance over which movers on the path decelerate to a stop, logged through the anchor \"SetDistanceToReachZeroSpeed [distance=%.2f time=%.2f]\" which reports both the distance and its equivalent time. The braking counterpart to the max-speed distance; units and clamping are not derived.", "source": "generated" }, "CPathMover::SetTimeToReachMaxSpeed": { "text": "Sets how long movers on the path take to accelerate up to full speed, logged through the anchor \"SetTimeToReachMaxSpeed [time=%.2f]\". The time-expressed form of the same acceleration control; units and any clamping are not derived here.", "source": "generated" }, "CPathMover::SetTimeToReachZeroSpeed": { "text": "Sets how long movers on the path take to decelerate to a stop, logged through the anchor \"SetTimeToReachZeroSpeed [time=%.2f]\". The time-expressed form of the braking control; units and any clamping are not derived here.", "source": "generated" }, "CPathMover::Unpause": { "text": "Resumes a paused path mover so the CFuncMover entities in m_vecMovers travel again. Read from the name and the class's fields; whether speed ramps back up or resumes instantly is not derived.", "source": "generated" }, "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::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" }, "CPathParticleRopeAlias_path_particle_rope_clientside::CPathParticleRopeAlias_path_particle_rope_clientside": { "text": "Constructs a clientside alias entity for path_particle_rope, the map-placed rope that draws a particle effect along a series of path points, matching its own name as a string anchor. What the constructor initialises is not derived from this data.", "source": "generated" }, "CPathQueryComponent::CPathQueryComponent": { "text": "Constructs a path query component, the object an entity uses to issue pathfinding queries. Read from the name; no anchor or prototype is derived, so what it initialises and which owner it attaches to are unverified.", "source": "generated" }, "CPathQueryUtil::CPathQueryUtil": { "text": "Constructs the path-query helper that holds a sampled path \u2014 m_vecPathSamplePositions, m_vecPathSampleParameters and m_vecPathSampleDistances, plus m_bIsClosedLoop \u2014 for looking up positions along that path. Read from the name and those fields; the string anchor repeats the class name, so what the constructor actually initializes is unverified.", "source": "generated" }, "CPathTrack::GetDataDescMap": { "text": "Returns the entity's data-description map, the table that drives keyvalue handling and save/restore for a path node. It sits in an unbound vtable slot, so the owning class is implied by the name rather than recorded in the data.", "source": "generated" }, "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" }, "CPathTrack::ValidPath": { "text": "Validates a path node's links, emitting \"Bad sequence of path_tracks from %s\" when the chain is malformed. Useful when debugging paths assembled from m_pnext, m_pprevious and m_paltpath connections.", "source": "generated" }, "CPathfindMulti::FindBestGoal": { "text": "Picks the best goal from among several candidates for a multi-destination pathfinding query. Read from the name; the string anchor repeats the function's own name, so the scoring criteria and inputs are unverified.", "source": "generated" }, "CPathfindMulti::MultiPathfind_Core": { "text": "Runs the core of a multi-destination pathfinding search \u2014 the shared solver work behind querying several goals at once. Read from the name; the string anchor repeats the function's own name, so the algorithm and its results are unverified.", "source": "generated" }, "CPauseMatchIssue::GetVotePassedString": { "text": "Supplies the text shown when a vote to pause the match succeeds. The class owning this unbound vtable slot is implied by the name, and the exact string or localization token is not present in the data.", "source": "generated" }, "CPhysBallSocket::~CPhysBallSocket": { "text": "Destroys a ball-socket constraint entity, releasing the joint whose behaviour is configured by m_flJointFriction, m_bEnableSwingLimit and m_bEnableTwistLimit. The owning class is implied by the name; nothing in the data binds this slot to a class.", "source": "generated" }, "CPhysBox::DrawDebugTextOverlays": { "text": "Draws the on-screen debug text for a physics box, printing lines such as \"Nav ignore = %s\". Turn on entity debug overlays to inspect a box's navigation and motion state, alongside fields like m_bNotSolidToWorld and m_damageToEnableMotion.", "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::GetConstraintObjects": { "text": "Resolves the entities a constraint attaches, warning \"Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s)\" when a named target cannot be found. Read it alongside m_nameAttach1, m_nameAttach2, m_hAttach1 and m_hAttach2 when debugging constraints whose endpoints fail to bind.", "source": "generated" }, "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" }, "CPhysConstraint::~CPhysConstraint": { "text": "Destroys a physics constraint entity, releasing the joint referenced by m_hJoint together with its attachment bookkeeping. The owning class is implied by the name, since the entry is an unbound vtable slot.", "source": "generated" }, "CPhysExplosion::DrawDebugTextOverlays": { "text": "Prints the physics-explosion debug overlay, including a \" magnitude: %.2f damage %.2f\" line reflecting m_flMagnitude and m_flDamage. Use it with entity debug overlays to check an explosion's configured force, damage and m_radius before it fires.", "source": "generated" }, "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" }, "CPhysFixed::~CPhysFixed": { "text": "Destroys a fixed (weld-style) constraint, releasing the spring-like joint configured by m_flLinearFrequency, m_flLinearDampingRatio, m_flAngularFrequency and m_flAngularDampingRatio. The owning class is implied by the name; the data binds no class to this slot.", "source": "generated" }, "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" }, "CPhysHinge::~CPhysHinge": { "text": "Destroys a hinge constraint, releasing the axis and motor state held in m_hinge, m_hingeFriction, m_flMotorFrequency and m_flMotorDampingRatio. The owning class is implied by the name rather than recorded in the data.", "source": "generated" }, "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" }, "CPhysLength::~CPhysLength": { "text": "Destroys a length constraint \u2014 the fixed-distance link described by m_vecAttach, m_addLength, m_minLength and m_totalLength. The owning class is implied by the name, not established by the data.", "source": "generated" }, "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" }, "CPhysPulley::~CPhysPulley": { "text": "Destroys a pulley constraint, releasing the two-point rig described by m_position2, m_offset, m_addLength and m_gearRatio. The owning class is implied by the name rather than bound in the data.", "source": "generated" }, "CPhysSaveRestoreBlockHandler::GetBlockName": { "text": "Supplies the name identifying the physics block inside a save file, the tag under which physics state is written and later located. The handler class is implied by the name, and the block string itself is not present in the data.", "source": "generated" }, "CPhysSaveRestoreBlockHandler::ReadRestoreHeaders": { "text": "Reads the header records at the front of the save file's physics block \u2014 the metadata a restore needs before the block body can be interpreted. The owning handler class is implied by the name; the header layout is not derived here.", "source": "generated" }, "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" }, "CPhysSlideConstraint::~CPhysSlideConstraint": { "text": "Destroys a sliding constraint, releasing the travel axis and motor state in m_axisEnd, m_slideFriction, m_initialOffset and m_flMotorFrequency. The owning class is implied by the name rather than recorded in the data.", "source": "generated" }, "CPhysThruster::~CPhysThruster": { "text": "Destroys a thruster entity, releasing the directed-force setup anchored at m_localOrigin. The owning class is implied by the name, and the data does not record what the teardown touches.", "source": "generated" }, "CPhysTorque::~CPhysTorque": { "text": "Destroys a torque entity, releasing the rotational-force setup whose spin axis is m_axis. The owning class is implied by the name rather than bound in the data.", "source": "generated" }, "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" }, "CPhysicsBodyGameMarkupData::CPhysicsBodyGameMarkupData": { "text": "Constructs the container for per-bone physics body markup, held in m_PhysicsBodyMarkupByBoneName and keyed by bone name. Read from the name and that field; the string anchor repeats the class name, so what the constructor populates is unverified.", "source": "generated" }, "CPhysicsGameSystem::GameActivate": { "text": "Brings the server's physics game system into its active state for a running map, logging \"%s: CPhysicsGameSystem::GameActivate\". This is the subsystem's activation hook \u2014 a useful trace point when diagnosing a map whose physics never begins simulating.", "source": "generated" }, "CPhysicsGameSystem::GameDeactivate": { "text": "Takes the physics game system out of its active state, logging \"%s: CPhysicsGameSystem::GameDeactivate\". Read from the name and that anchor; the specific teardown it performs is not derived.", "source": "generated" }, "CPhysicsGameSystem::GameInit": { "text": "Performs one-time initialization of the server physics game system, under the \"SV GameInit\" label. Read from the name and that anchor; what it allocates or configures is not established by the data.", "source": "generated" }, "CPhysicsGameSystem::GameShutdown": { "text": "Shuts the physics game system down, logging \"%s: CPhysicsGameSystem::GameShutdown\". Read from the name and that anchor; which resources it releases is not derived.", "source": "generated" }, "CPhysicsGameSystem::OnSimulate": { "text": "Advances the physics game system for a simulation tick \u2014 the server-side per-tick physics update. Read from the name; no string anchor or prototype is derived, so the exact work it does and its timing are unverified.", "source": "generated" }, "CPhysicsGameSystem::PostSpawnGroupUnload": { "text": "Handles physics-side cleanup for a spawn group that has been unloaded, logging \"%s: CPhysicsGameSystem::PostSpawnGroupUnload(%s: %s)\" with the group's identity. Relevant on streamed maps when physics objects from a removed group appear to linger.", "source": "generated" }, "CPhysicsGameSystem::PreSpawnGroupLoad": { "text": "Prepares the physics system for a spawn group that is about to load, logging \"%s: CPhysicsGameSystem::PreSpawnGroupLoad(%s: %s)\" with the group's identity. Read from the name and that anchor; what it actually prepares is unverified.", "source": "generated" }, "CPhysicsGameSystem::PullKinematicTransformsWorker": { "text": "Pulls current transforms for kinematic, animation-driven bodies into the physics world, as one worker unit of that job. Read from the name and the \"PullKinematicTransformsWorker\" anchor; which bodies it covers and how the work is divided are not derived.", "source": "generated" }, "CPhysicsGameSystemFrameBoundary": { "text": "Handles the physics game system's per-frame boundary work, the frame-edge hook named directly by the anchor CPhysicsGameSystem::FrameBoundary. Worth knowing when timing custom physics work against the frame; what it actually performs at that boundary is not spelled out by this data.", "source": "generated" }, "CPhysicsProp::CreateVPhysics": { "text": "Creates the physics body for a physics prop, failing with \"Cannot create physics for %s \\\"%s\\\" (%s) @{%g,%g,%g}\" when the model offers no usable collision data. That message is the thing to look for when a prop spawns but never simulates; m_massScale and m_buoyancyScale are the related tuning fields.", "source": "generated" }, "CPhysicsProp::DrawDebugTextOverlays": { "text": "Draws the debug text overlay for a physics prop, printing \"Health: %d, collision group: %d, motion: %s %s\". Use it with entity debug overlays to read a prop's health, collision group and motion state alongside m_MotionEnabled and m_bAwake.", "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" }, "CPlantedC4::ShootSatchelCharge": { "text": "Places the planted charge by tracing for a valid surface, reporting \"plant_bomb trace did not find a location to plant the bomb.\" when none is found. Relevant to bomb-plant handling and the resulting state in m_nBombSite and m_bBombTicking; beyond the anchor, its behaviour is read from the name.", "source": "generated" }, "CPlatformFont::GetCharABCWidths": { "text": "Retrieves the A, B and C spacing widths of a single character in a platform font, the per-glyph advance and side-bearing metrics used to lay text out. The class is implied by the name and the reading comes from the name alone, so the units and the font backend behind it are unverified.", "source": "generated" }, "CPlatformFont::GetKernedCharWidth": { "text": "Returns a character's advance width with kerning applied against its neighbour, giving tighter text measurement than a raw glyph width. The class is implied by the name, so the kerning source and any rounding it applies are unverified.", "source": "generated" }, "CPlatformFont::~CPlatformFont": { "text": "Destroys a platform font object, releasing the typeface and glyph resources it holds. The class is implied by the name; beyond teardown no further purpose is established.", "source": "generated" }, "CPlayerInventory::SendInventoryUpdateEvent": { "text": "Sends an event announcing that a player's inventory contents changed, so listeners can refresh loadout state. It also ships as CCSPlayerInventory::SendInventoryUpdateEvent and is the same function; the event payload and its recipients are read from the name, not verified.", "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::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" }, "CPlayerVoiceListener::PostSpawnGroupUnload": { "text": "Performs voice-listener bookkeeping after a spawn group is unloaded, dropping per-player voice tracking tied to entities that no longer exist. The string anchor CPlayerVoiceListener::PostSpawnGroupUnload() only repeats the name, so exactly which state is cleared remains unverified.", "source": "generated" }, "CPlayer_ItemServices::CPlayer_ItemServices": { "text": "Constructs the player's item-services component, the pawn-side object that owns item granting. Being a constructor, no purpose beyond initialising the object is established.", "source": "generated" }, "CPlayer_ItemServices::GiveNamedItem": { "text": "Gives a player an item looked up by name, creating the entity and handing it to the pawn; the anchor NULL Ent in GiveNamedItem: %s! shows it logs the requested name when creation yields no entity. This is the usual server-side entry point for granting weapons or gear.", "source": "generated" }, "CPlayer_MovementServices::RunCmds": { "text": "Processes user commands into the movement services' input state: the button masks in m_nButtons and the move axes m_flForwardMove, m_flLeftMove and m_flUpMove, with m_nLastCommandNumberProcessed tracking progress. It ships identically as CPlayer_MovementServices::RunCommand and CCSPlayer_MovementServices::RunCommand; the field mapping is read from names rather than verified.", "source": "generated" }, "CPlayer_MovementServices::RunCommand": { "text": "Applies a user command to the pawn's movement state, updating button state and the command move axes m_flCmdForwardMove, m_flCmdLeftMove and m_flCmdUpMove. It is the same function as CPlayer_MovementServices::RunCmds and CCSPlayer_MovementServices::RunCommand, so a hook placed here also catches those names.", "source": "generated" }, "CPointAngleSensor::DrawDebugTextOverlays": { "text": "Prints the angle sensor's live state as debug text on the entity; the anchor delta ang (dot) : %.2f (%f) shows it reports the angular delta together with the dot product compared against m_flDotTolerance. Useful when tuning m_hLookAtEntity facing checks in a map.", "source": "generated" }, "CPointAngleSensor::InputDisable": { "text": "Handles the `Disable` entity-IO input on `CPointAngleSensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointAngleSensor::InputEnable": { "text": "Handles the `Enable` entity-IO input on `CPointAngleSensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointAngleSensor::InputSetTargetEntity": { "text": "Handles the `SetTargetEntity` entity-IO input on `CPointAngleSensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointAngleSensor::InputTest": { "text": "Handles the `Test` entity-IO input on `CPointAngleSensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointAngleSensor::InputToggle": { "text": "Handles the `Toggle` entity-IO input on `CPointAngleSensor`. 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::CPointCamera": { "text": "Constructs a point camera entity, setting up its view and post-processing fields such as m_FOV, m_bActive and the depth-of-field values m_flDofNearBlurry and m_flDofFarBlurry. As a constructor only initialisation is indicated; the defaults it writes are not established here.", "source": "generated" }, "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" }, "CPointCamera::~CPointCamera": { "text": "Destroys a point camera entity and releases its per-camera state, including its position in the m_pNext camera chain. The class is implied by the name, and the chain cleanup is inferred rather than verified.", "source": "generated" }, "CPointClientUIDialog::OnDialogActivatorChanged": { "text": "Reacts when the entity that activated the client UI dialog changes, re-targeting the dialog at the new activator held in m_hActivator. The anchor OnDialogActivatorChanged restates the name, so what it pushes to the panel is unverified.", "source": "generated" }, "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::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" }, "CPointEntity::CPointEntity": { "text": "Constructs the base point entity, the origin-only entity type that map logic entities build on. Being a constructor, no purpose beyond initialising the object is established.", "source": "generated" }, "CPointEntity::~CPointEntity": { "text": "Destroys a base point entity instance, tearing down the origin-only entity that map logic entities build on. The class is implied by the name; nothing beyond teardown is established.", "source": "generated" }, "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" }, "CPointGamestatsCounter::InputDisable": { "text": "Handles the `Disable` entity-IO input on `CPointGamestatsCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointGamestatsCounter::InputEnable": { "text": "Handles the `Enable` entity-IO input on `CPointGamestatsCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointGamestatsCounter::InputIncrement": { "text": "Handles the `Increment` entity-IO input on `CPointGamestatsCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointGamestatsCounter::InputSetName": { "text": "Handles the `SetName` entity-IO input on `CPointGamestatsCounter`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointHurt::InputHurt": { "text": "Handles the `Hurt` entity-IO input on `CPointHurt`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointHurt::InputToggle": { "text": "Handles the `Toggle` entity-IO input on `CPointHurt`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointHurt::InputTurnOff": { "text": "Handles the `TurnOff` entity-IO input on `CPointHurt`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointHurt::InputTurnOn": { "text": "Handles the `TurnOn` entity-IO input on `CPointHurt`. 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" }, "CPointOrient::ReorientThink": { "text": "Periodic think that turns the CPointOrient entity toward the entity in m_hTarget, honouring m_flMaxTurnRate and the axis limit in m_nConstraint while m_bActive is set. Read from the name and fields; the rotation maths and think interval are unverified.", "source": "generated" }, "CPointProximitySensor::InputDisable": { "text": "Handles the `Disable` entity-IO input on `CPointProximitySensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointProximitySensor::InputEnable": { "text": "Handles the `Enable` entity-IO input on `CPointProximitySensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointProximitySensor::InputSetTargetEntity": { "text": "Handles the `SetTargetEntity` entity-IO input on `CPointProximitySensor`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPointProximitySensor::InputToggle": { "text": "Handles the `Toggle` entity-IO input on `CPointProximitySensor`. 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" }, "CPointTemplate::~CPointTemplate": { "text": "Destroys a point template entity, dropping the bookkeeping it keeps for its spawns in m_SpawnedEntityHandles and m_createdSpawnGroupHandles. The class is implied by the name, and whether it also destroys those spawned entities is unverified.", "source": "generated" }, "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" }, "CPreloaderGameSystem::ActivateSpawnGroup": { "text": "Activates a preloaded spawn group so its content becomes live; the anchor %s: CPreloaderGameSystem::ActivateSpawnGroup activating %u %s shows it logs a numeric group handle and a name as it does so. Relevant when working with streamed map content or preloading.", "source": "generated" }, "CPropDoorRotating::DrawDebugTextOverlays": { "text": "Adds rotating-door state to the entity's on-screen debug text, the natural place to inspect m_eCurrentOpenDirection, m_angGoal and m_flDistance while debugging a door. The class is implied by the name, and which fields it actually prints is unverified.", "source": "generated" }, "CPropDoorRotating::InputSetRotationDistance": { "text": "Handles the `SetRotationDistance` entity-IO input on `CPropDoorRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPropDoorRotating::InputSetSpeed": { "text": "Handles the `SetSpeed` entity-IO input on `CPropDoorRotating`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CPropDoorRotatingBreakable::DrawDebugTextOverlays": { "text": "Adds the breakable door's condition to the debug text overlay, the place to read m_bBreakable and m_currentDamageState in-game. The class is implied by the name, and the exact lines it emits are unverified.", "source": "generated" }, "CPulseCell_PlaySequence::OnEntityOutputListen": { "text": "Handles an entity output that the play-sequence pulse cell is listening for; the anchor OnEntityOutputListen( %s, %s ) shows it logs an output-and-entity pair by name. Useful alongside m_SequenceName and the m_OnFinished output when scripting animation cells.", "source": "generated" }, "CPulseExecCursor::CPulseExecCursor": { "text": "Constructs a pulse execution cursor, the object carrying a running pulse graph's execution state; the anchor Cursor[ ptr:%p | id:%d | graph:%p ]: CPulseExecCursor() shows construction is traced with the cursor's pointer, id and owning graph. Handy when instrumenting pulse graph execution.", "source": "generated" }, "CPulseGraphInstance::GetEntityBelowEntity": { "text": "Pulse graph helper that finds the entity positioned below a given entity, a downward query for ground or stacking checks in graph logic. The anchor GetEntityBelowEntity restates the name, so the query shape and any filtering are unverified.", "source": "generated" }, "CPulseGraphInstance::GetEntityHeightAboveWorldCollision": { "text": "Pulse graph helper reporting how far an entity sits above the world collision beneath it, that is, its height over the ground surface. The anchor GetEntityHeightAboveWorldCollision restates the name, so the trace extent and what counts as world collision are unverified.", "source": "generated" }, "CPulseGraphInstance::SetEntityOrigin": { "text": "Pulse graph helper that repositions an entity by writing its origin, the graph-side way to move something. The anchor SetEntityOrigin restates the name, so whether collision, parenting or network state are refreshed is unverified.", "source": "generated" }, "CPulseGraphInstance_GameBlackboard::ResolveDomainValue": { "text": "Resolves a blackboard domain reference into a concrete value by looking up the named target; the anchor ResolveDomainValue entity not found: %s shows the lookup can be by entity name and that it warns when nothing matches. Check for that log when blackboard values come back empty.", "source": "generated" }, "CPulseGraphInstance_ServerEntity::Think": { "text": "Per-think update for a pulse graph instance bound to a server entity, advancing graph work for the owner in m_hOwner while m_bActivated is set. The anchor CPulseGraphInstance_ServerEntity::Think repeats the name, so the cadence and what it advances are unverified.", "source": "generated" }, "CPulseServerCursor::Yield": { "text": "Yields a running pulse cursor, suspending execution so it can resume later rather than finishing in one pass; m_hActivator and m_hCaller are the context it carries across the pause. The class is implied by the name, so the resume condition is unverified.", "source": "generated" }, "CQuantizedFloatEncoder::AssignRangeMultiplier": { "text": "Computes the multiplier that maps a float's declared value range onto its quantized bit count for network encoding, fixing the precision step of a quantized field. It lives in libnetworksystem and matters when reasoning about netprop precision loss; the reading comes from the name.", "source": "generated" }, "CQueuedTextRenderable::GetCopy": { "text": "Produces a copy of a queued text renderable so the item can be handed off or retained independently of the queue. The class is implied by the name; whether the copy is deep and who owns it are unverified.", "source": "generated" }, "CQueuedTextRenderable::Render": { "text": "Draws a queued text renderable, emitting its text when the queue is flushed. The class is implied by the name, and the target surface and text source are unverified.", "source": "generated" }, "CQueuedTextRenderable::~CQueuedTextRenderable": { "text": "Destroys a queued text renderable and frees the text and resources it held. The class is implied by the name; nothing beyond teardown is established.", "source": "generated" }, "CRConClient::OnSocketAccepted": { "text": "Handles a socket the RCON client side has just accepted, performing whatever per-connection setup that link needs. The class is implied by the name and the reading comes from the name alone, so the state it establishes is unverified.", "source": "generated" }, "CRConClient::OnSocketClosed": { "text": "Cleans up when an RCON client socket closes, dropping the bookkeeping tied to that connection. The class is implied by the name; what exactly is torn down is not established by this data.", "source": "generated" }, "CRConClient::ShouldAcceptSocket": { "text": "Gates whether an incoming socket is accepted on the RCON client side, the admission check made before a connection is put to use. The class is implied by the name, and the criteria it applies are not established here.", "source": "generated" }, "CRConServer::OnSocketAccepted": { "text": "Handles a socket the RCON server has just accepted, bringing a new remote-console connection into service. The class is implied by the name; it reads as the natural hook point for tracking RCON sessions, though the per-connection setup is unverified.", "source": "generated" }, "CRConServer::OnSocketClosed": { "text": "Handles an RCON server socket closing, releasing the bookkeeping held for that remote-console session. The class is implied by the name; a hook here observes RCON disconnects, but the state it clears is unverified.", "source": "generated" }, "CRConServer::ShouldAcceptSocket": { "text": "Decides whether the RCON server accepts an incoming socket, the point at which a connection can be refused before any console command is processed. The class is implied by the name, and the acceptance criteria are not established by this data.", "source": "generated" }, "CRagdollConstraint::~CRagdollConstraint": { "text": "Destroys a ragdoll constraint entity and releases what it holds; the joint's per-axis limits and damping live in fields from m_xmin and m_xmax through m_zfriction. The class is implied by the name, and the cleanup role is read from the destructor name.", "source": "generated" }, "CRagdollMagnet::GetDataDescMap": { "text": "Returns the data description map for the ragdoll magnet, the table binding its editable keyvalues such as m_radius, m_force, m_axis and m_bDisabled. The class is implied by the name, and the accessor role is a name-level reading.", "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::InitRagdoll": { "text": "Builds a prop's ragdoll physics representation, setting up m_ragdoll together with the per-bone m_ragPos and m_ragAngles state, and complaining 'Ragdoll_Prop with %d bones != %d shapes (%s)' when a model's bone count disagrees with its collision shapes. Treat it as the point where a prop becomes a simulating ragdoll.", "source": "generated" }, "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" }, "CRagdollProp::SettleThink": { "text": "Runs the ragdoll's periodic settle check, the think that watches a simulating prop come to rest; m_allAsleep, m_flAwakeTime and m_vecLastOrigin are the state such a check works from. The class is implied by the name, so the sleep thresholds and interval are unverified.", "source": "generated" }, "CReadyForMatchIssue::ExecuteCommand": { "text": "Applies a passed ready-for-match vote by executing 'mp_warmup_pausetimer 0;', releasing the paused warmup timer so play can begin. Hook or replace this to change what a successful ready-up vote actually does on the server.", "source": "generated" }, "CReadyForMatchIssue::GetVotePassedString": { "text": "Supplies the localization token '#SFUI_vote_passed_ready_for_match' shown to players once the ready-for-match vote succeeds. Override it to change the passed-vote text presented for this vote issue.", "source": "generated" }, "CRecipientFilter::AddAllPlayers": { "text": "Populates a recipient filter with the players currently on the server so a network message reaches them, warning 'no recipients for this message, but %d player in process of connecting was not included' when the filter ends up empty while someone is still connecting. Use it when broadcasting a user message server-wide.", "source": "generated" }, "CRefreshRateGetter::OnDeviceCreated": { "text": "Responds to a render device being created, the moment this refresh-rate getter can pick up the new device's display timing. The class is implied by the name, and the reading is name-level only.", "source": "generated" }, "CRefreshRateGetter::OnDeviceLost": { "text": "Responds to a render device being lost, letting the refresh-rate getter discard the rate it held for the departed device. The class is implied by the name, so the exact response is unverified.", "source": "generated" }, "CRefreshRateGetter::OnDeviceRestored": { "text": "Responds to a render device being restored, the point at which a cached refresh rate would be re-read. The class is implied by the name, and what it refreshes is not established by this data.", "source": "generated" }, "CRefreshRateGetter::OnModeChanged": { "text": "Responds to a display mode change, the event that can alter the refresh rate this getter reports. The class is implied by the name, and the response is read from the name alone.", "source": "generated" }, "CRenderDeviceBase::CreateConstantBufferInternal": { "text": "Allocates a constant buffer on the render device, the block of uniform values shaders read from. This copy lives in librendersystemempty, so what the routine does in a dedicated-server build is not established here.", "source": "generated" }, "CRenderDeviceBase::FindOrCreateTexture": { "text": "Looks up a texture on the render device and creates it when none matching exists, handing back the shared object either way. The class is implied by the name; the lookup key and creation parameters are unverified.", "source": "generated" }, "CRenderUtils::BeginOcclusionQueryDrawing": { "text": "Opens an occlusion-query drawing region, so that pixels rasterized inside the region are accumulated into the query's count. The CRenderUtils class is implied by the name; the query object it operates on and the state it changes are unverified.", "source": "generated" }, "CRenderUtils::Connect": { "text": "Performs the app-system connect step for the render-utility module, wiring it to the engine interfaces it needs before use. The CRenderUtils class is implied by the name, and which interfaces it acquires is not established by this data.", "source": "generated" }, "CRenderUtils::CreateOcclusionQueryObject": { "text": "Allocates a new occlusion query object that can later measure how many pixels of drawn geometry survive depth testing. The CRenderUtils class is implied by the name; the handle's form and its lifetime rules are unverified.", "source": "generated" }, "CRenderUtils::DestroyOcclusionQueryObject": { "text": "Releases an occlusion query object previously allocated for pixel-visibility measurement, freeing whatever GPU-side resource backs it. The CRenderUtils class is implied by the name, and the handle form it expects is not established here.", "source": "generated" }, "CRenderUtils::Disconnect": { "text": "Drops the engine interface links the render-utility module holds, the app-system disconnect step. The CRenderUtils class is implied by the name, and the specific teardown it performs is not established.", "source": "generated" }, "CRenderUtils::EndOcclusionQueryDrawing": { "text": "Ends an occlusion-query drawing region so the query stops accumulating pixel counts and its result becomes readable. The CRenderUtils class is implied by the name, and which query object it closes is unverified.", "source": "generated" }, "CRenderUtils::GetBuildType": { "text": "Reports the build flavour the module was compiled as, the value app-system modules advertise for compatibility checks. The CRenderUtils class is implied by the name, and the enumeration behind the value is not established here.", "source": "generated" }, "CRenderUtils::GetDependencies": { "text": "Reports the other engine systems this module needs present before it can operate. The CRenderUtils class is implied by the name, and the contents of that dependency list are unverified.", "source": "generated" }, "CRenderUtils::GetTier": { "text": "Reports which engine tier the module belongs to, the layering value app-system modules expose. The CRenderUtils class is implied by the name, and the tier this build reports is not established.", "source": "generated" }, "CRenderUtils::Init": { "text": "Initialization entry point for the render-utility module; the specific setup it performs is not established. The CRenderUtils class is implied by the name.", "source": "generated" }, "CRenderUtils::IsSingleton": { "text": "Reports whether the module exists as one global instance rather than being created per consumer. The CRenderUtils class is implied by the name, and the answer this build gives is not established.", "source": "generated" }, "CRenderUtils::OcclusionQuery_GetNumPixelsRendered": { "text": "Reads back the pixel count an occlusion query recorded, i.e. how much of the tested geometry was actually rasterized, which visibility-driven effects use to fade or skip work. The CRenderUtils class is implied by the name, and the counting units and readback timing are unverified.", "source": "generated" }, "CRenderUtils::PreShutdown": { "text": "Runs the pre-shutdown pass for the render-utility module, releasing work it holds ahead of full teardown. The CRenderUtils class is implied by the name, and what it actually releases is not established.", "source": "generated" }, "CRenderUtils::QueryInterface": { "text": "Looks up a named interface the module implements, the standard app-system interface query. The CRenderUtils class is implied by the name, and which interface names it accepts is not established here.", "source": "generated" }, "CRenderUtils::Reconnect": { "text": "Rebinds one of the module's interface links, as used when a dependency is swapped or reloaded at runtime. The CRenderUtils class is implied by the name, and the exact rebinding behaviour is unverified.", "source": "generated" }, "CRenderUtils::ResetOcclusionQueryObject": { "text": "Clears an occlusion query object's recorded state so the same object can be reused for a fresh measurement. The CRenderUtils class is implied by the name, and the precise reset semantics are unverified.", "source": "generated" }, "CRenderUtils::Shutdown": { "text": "Shuts the render-utility module down, the teardown counterpart to its initialization. The CRenderUtils class is implied by the name, and the specific work it performs is not established.", "source": "generated" }, "CResourceNameTyped::ResolveResourceName": { "text": "Resolves a typed resource name into the canonical form the resource system stores it under, applying the naming and extension rules that the resource type expects so lookups match. Read from the name; the exact normalisation rules and the failure behaviour are unverified.", "source": "generated" }, "CResourceStreamFixed::Commit": { "text": "Finalizes the pending contents of a fixed-size resource stream, sealing the block it has been filling so it can be used as resource data. The CResourceStreamFixed class is implied by the name, and what commit makes visible is not established here.", "source": "generated" }, "CResourceStreamFixed::~CResourceStreamFixed": { "text": "Destroys a fixed-size resource stream, releasing the buffer it owns. The CResourceStreamFixed class is implied by the name, and the destructor's exact cleanup work is not established.", "source": "generated" }, "CResourceSystem::BlockUntilManifestLoaded": { "text": "Stalls until a resource manifest has finished loading, so code that follows can assume the resources it lists are present. The CResourceSystem class is implied by the name; how the manifest is identified and what happens on failure are unverified.", "source": "generated" }, "CResourceSystem::FindOrCreateProceduralResource": { "text": "Looks up a procedurally generated resource by key and creates it when none exists yet, giving callers a shared instance for runtime-built assets such as generated textures or materials. The CResourceSystem class is implied by the name, and the keying scheme is unverified.", "source": "generated" }, "CResourceSystem::FrameUpdate": { "text": "Advances the resource system's per-frame work, servicing pending loads and streaming. Read from the name at low confidence; the work performed each frame and its cadence are unverified.", "source": "generated" }, "CResourceSystem::Init": { "text": "Initialization entry point for the resource system; the specific setup it performs is not established. The CResourceSystem class is implied by the name.", "source": "generated" }, "CResourceSystem::InstallResourceTypeManager": { "text": "Registers a manager responsible for one resource type with the resource system, so files of that type can be recognised and loaded. The CResourceSystem class is implied by the name, and the registration details are unverified.", "source": "generated" }, "CResourceSystem::InstallTestFilesystem": { "text": "Substitutes a test filesystem for the resource system to read from, redirecting resource loads to an alternate source for testing. The CResourceSystem class is implied by the name, and the scope and reversibility of the substitution are unverified.", "source": "generated" }, "CResourceSystem::InstallTypeManager": { "text": "Registers a type manager with the resource system so it can service a class of resources. Read from the name alongside CResourceSystem::InstallResourceTypeManager; how the two differ is not established by this data.", "source": "generated" }, "CResourceSystem::PreShutdown": { "text": "Runs the resource system's pre-shutdown pass, quiescing outstanding work before full teardown. The CResourceSystem class is implied by the name, and the specific work it does is not established.", "source": "generated" }, "CResourceSystem::Shutdown": { "text": "Tears the resource system down, the counterpart to its initialization. The CResourceSystem class is implied by the name, and what it releases is not established here.", "source": "generated" }, "CResourceSystem::Update_Internal": { "text": "Internal update routine of the resource system, the private form the _Internal suffix marks. Read from the name; what it services and how often are unverified.", "source": "generated" }, "CResponseSystem::LoadResponseSystem": { "text": "Loads the response-rule data that drives spoken and scripted response selection into the response system. Read from the name at low confidence; the file format it consumes and where the data comes from are unverified.", "source": "generated" }, "CRestore::FindOrAddRestoreLookupTable": { "text": "Finds the lookup table used to map saved fields back onto a data class during restore, adding one when it is absent; the shipped diagnostic string \"%s: FindOrAddRestoreLookupTable( %s )\" prints the names involved. Read from that anchor and the name, so the table's contents and matching rules 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" }, "CRuleEntity::CRuleEntity": { "text": "Constructs a rule entity, the base used by entities that gate gameplay rules, bringing up its m_iszMaster field, which by its naming holds the entity name of a master the rule defers to. The \"CRuleEntity\" string anchor confirms the class; the constructor's actual initialization is unverified.", "source": "generated" }, "CRulePointEntity::CRulePointEntity": { "text": "Constructs the point-entity form of the rule entity, which carries the m_Score field for attaching a score value to the rule. The \"CRulePointEntity\" string anchor confirms the class; how m_Score is initialized and consumed is unverified.", "source": "generated" }, "CSMovementVelocityQuantizer_t::Quantize": { "text": "Snaps a velocity onto the coarser value grid this movement helper type defines, the kind of rounding used to keep server and client movement math agreeing bit-for-bit. Read from the name, with the string anchor merely repeating the class name, so the grid it quantizes to and where it is applied are unverified.", "source": "generated" }, "CS_Script_SetModel": { "text": "Sets an entity's model from the scripting layer, the binding a script author reaches for to swap a model at runtime. Read from the name; how the model is referenced, and whether collision or animation state is refreshed with it, are not established.", "source": "generated" }, "CSaveRestoreFileSystemPassthrough::DirectoryClear": { "text": "Wipes a directory of save/restore working files through the passthrough filesystem, emitting a traced \"WRITE DirectoryClear\" line that records the operation and the paths involved. Useful as a hook or log marker when auditing what a save or transition touches on disk.", "source": "generated" }, "CSaveRestoreFileSystemPassthrough::DirectoryCopy": { "text": "Copies save/restore files out of a directory through the passthrough filesystem, emitting a traced \"WRITE DirectoryCopy\" line naming the source and the destination it writes into. The anchor establishes the operation and its logging; the copy semantics beyond that are unverified.", "source": "generated" }, "CSaveRestoreFileSystemPassthrough::DirectoryExtract": { "text": "Extracts save/restore files from a packed directory back onto the filesystem through the passthrough layer, emitting a traced \"WRITE DirectoryExtract\" line recording both paths. Pair it with CSaveRestoreFileSystemPassthrough::DirectoryCopy when tracing how a save blob is unpacked during a restore.", "source": "generated" }, "CSceneEntity::CancelPlayback": { "text": "Aborts a choreographed scene that is currently running, ending it early rather than letting it finish; m_bIsPlayingBack, m_bCompletedEarly and the m_OnCanceled output are the state a caller should expect to be involved. The CSceneEntity class is implied by the name, and the vtable slot is unbound, so ownership is unverified.", "source": "generated" }, "CSceneEntity::ClearSceneEvents": { "text": "Discards the scene's queued choreography events, logging a timestamped \"clearing events\" line as it does so. Reach for it when a scene must be reset or torn down without its remaining speech and animation events firing.", "source": "generated" }, "CSceneEntity::FindNamedActor": { "text": "Looks up one of the scene's participating actors by name, resolving against the entity's m_ActorMap and m_hActorList membership. Read from the name and those fields; no string anchor or prototype is derived, so the lookup key format and failure behaviour are unverified.", "source": "generated" }, "CSceneEntity::GenerateSceneForSequence": { "text": "Builds a scene on the fly to play a single animation sequence, instead of loading an authored scene file; it warns \"Couldn't determine duration of %s\" when the sequence length cannot be resolved. m_bAutogenerated marks entities produced this way.", "source": "generated" }, "CSceneEntity::GenerateSceneForSound": { "text": "Builds a scene on the fly to play a single sound, instead of loading an authored scene file, warning \"Couldn't determine duration of %s\" when the sound length cannot be resolved. m_iszSoundName and m_bAutogenerated are the fields describing such a generated scene.", "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" }, "CSceneEntity::LoadScene": { "text": "Loads the choreography file named by m_iszSceneFile, complaining that the file is \"missing from scenes.vcdlist_c\" when it is absent from the compiled scene manifest; m_bSceneMissing records that outcome. That anchor is the practical clue for modders shipping custom scenes that were never compiled into the manifest.", "source": "generated" }, "CSceneEntity::PauseThink": { "text": "Drives the scene entity while it is held paused, re-evaluating whether the pause conditions still hold; m_bPaused, m_bPausedViaInput, m_bWaitingForActor and m_bWaitingForInterrupt are the pause state involved. The CSceneEntity class is implied by the name and the vtable slot is unbound, so ownership and resume conditions are unverified.", "source": "generated" }, "CSceneEntityAlias_logic_choreographed_scene::PauseThink": { "text": "Serves the paused-scene think for the logic_choreographed_scene entity alias, the mapper-facing form of the scene entity. The class is implied by the name and the vtable slot is unbound, so whether this is distinct behaviour or the alias's view of the same scene pause handling is unverified.", "source": "generated" }, "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::FinishRenderingViews": { "text": "Closes out the scene system's outstanding view-rendering work, the counterpart to whatever submitted those views. The CSceneSystem class is implied by the name and the vtable slot is unbound; on a dedicated server this path is of limited interest to gameplay modders.", "source": "generated" }, "CSceneSystem::FrameUpdate": { "text": "Advances the scene system by one frame, giving it its per-frame tick of work. The CSceneSystem class is implied by the name and the vtable slot is unbound, so what the update covers and how it is scheduled are unverified.", "source": "generated" }, "CSceneSystem::WaitForRenderingToComplete": { "text": "Blocks until the scene system's in-flight rendering work has finished, a synchronisation point rather than a gameplay operation. The CSceneSystem class is implied by the name and the vtable slot is unbound, so the exact work it waits on is unverified.", "source": "generated" }, "CSchemaSystem::VerifySchemaBindingConsistency": { "text": "Checks that the class and enum bindings registered with the schema system still agree with the schema the binary actually loaded, the sanity check that catches stale or mismatched bindings. The CSchemaSystem class is implied by the name and the vtable slot is unbound; useful to know about when a game update breaks schema-dependent tooling.", "source": "generated" }, "CSchemaSystemTypeScope::InsertNewClassBinding": { "text": "Registers a new class binding into a schema type scope, the step that makes a class's fields and offsets visible to schema lookups within that scope. Lives in libschemasystem; read from the name, so the binding structure it takes and duplicate handling are unverified.", "source": "generated" }, "CSchemaSystemTypeScope::InsertNewEnumBinding": { "text": "Registers a new enum binding into a schema type scope, making that enum's members resolvable through schema queries in the scope. Lives in libschemasystem; the counterpart to CSchemaSystemTypeScope::InsertNewClassBinding for enumerations, though the exact registration data is unverified.", "source": "generated" }, "CSchemaSystemTypeScope::PromoteUnresolvedAndGlobalTypes": { "text": "Resolves type references a scope could not bind when they were first seen and lifts globally-visible types into place, the fix-up pass that makes cross-module schema types usable. Read from the name in libschemasystem with no anchor or prototype derived, so the promotion rules and when it runs are unverified.", "source": "generated" }, "CSchemaType::ToString": { "text": "Renders a schema type into its human-readable textual form, the spelling used when a type must be printed or compared as text; the \"modifierhandle,\" anchor points at type-modifier fragments appearing in that output. Handy for dumping schema layouts, though the full grammar it produces is unverified.", "source": "generated" }, "CScrambleTeams::ExecuteCommand": { "text": "Carries out the scramble-teams action, driving the game through \"mp_scrambleteams 2;\" so team membership is shuffled. This is the execution half of the scramble vote, and the anchor shows the convar command that actually performs it.", "source": "generated" }, "CScrambleTeams::GetDisplayString": { "text": "Supplies the text shown for the scramble-teams option, returning the localisation token \"#SFUI_vote_scramble_teams\" rather than literal English. Look here when relabelling or localising the scramble entry in a vote menu.", "source": "generated" }, "CScriptComponent::DispatchPrecache": { "text": "Fires the precache pass for an entity's script side, giving the attached script a chance to declare the assets it needs before they are required; m_scriptClassName identifies which script class is involved. The anchor is the method name itself, so the precache contract is read from the name.", "source": "generated" }, "CScriptComponent::InstallClasses": { "text": "Registers script classes with the scripting VM so entity scripts can be bound to them, with m_scriptClassName naming the class an entity's component uses. The anchor repeats the method name, so what set of classes is installed and in which VM state is unverified.", "source": "generated" }, "CScriptConvarAccessor::GetBool": { "text": "Reads a convar's value as a boolean for script code, warning \"failed to parse convar '%s' (value '%s') as bool\" when the stored text is not boolean-like. That message is the thing to grep for when a script convar silently behaves as false.", "source": "generated" }, "CScriptConvarAccessor::RegisterCommand": { "text": "Registers a console command from script, wiring a script function up as the command's handler so it can be invoked from console or config. Read from the name; no string anchor or prototype is derived, so flags, help text and callback conventions are unverified.", "source": "generated" }, "CScriptConvarAccessor::RegisterConvar": { "text": "Creates a convar on behalf of script code, making a script-owned setting visible and settable through the normal console. The companion to CScriptConvarAccessor::RegisterCommand for values rather than actions; default, flags and type handling are unverified.", "source": "generated" }, "CScriptGameEventListener::ScriptListenToGameEvent": { "text": "Subscribes a script callback to a named game event, and refuses the subscription with \"error: event %s given a nil function\" when no callback is supplied. This is the script-side entry point for reacting to events such as rounds, deaths and damage.", "source": "generated" }, "CScriptManager::Connect": { "text": "Wires the script manager into the engine's interface system so it can acquire the services it needs at start-up. Class membership is implied by the name, and the reading rests on the name plus the usual Source-2 interface-connect convention, so what it actually acquires is unverified.", "source": "generated" }, "CScriptManager::CreateVM": { "text": "Creates a script virtual machine instance for the scripting system to run game scripts in. Class membership is implied by the name; the reading is name-level only, so the language, configuration and lifetime rules of the VM are unverified.", "source": "generated" }, "CScriptManager::DestroyVM": { "text": "Tears down a script virtual machine and releases the resources it holds. Class membership is implied by the name, and although this entry has a derived prototype, the destruction semantics themselves are read from the name.", "source": "generated" }, "CScriptManager::Disconnect": { "text": "Drops the engine interfaces the script manager holds, the teardown side of connecting to them. Class membership is implied by the name, and the reading comes from the name and the standard Source-2 interface convention, so it is unverified.", "source": "generated" }, "CScriptManager::GetBuildType": { "text": "Reports which build flavour the scripting module was produced as, such as debug versus release. Class membership is implied by the name; read from the name alone, and the encoding used for the answer is unverified.", "source": "generated" }, "CScriptManager::GetDebugger": { "text": "Hands back the script debugger object the manager owns, useful to tooling that wants to inspect or step running scripts. Class membership is implied by the name, and while a prototype is derived here, the debugger object's own interface is read from the name.", "source": "generated" }, "CScriptManager::GetDependencies": { "text": "Reports the other engine modules the scripting system depends on, as the appsystem dependency mechanism expects. Class membership is implied by the name, and a prototype is derived, but the form of the dependency list is read from the name.", "source": "generated" }, "CScriptManager::GetTier": { "text": "Reports the appsystem tier the script manager belongs to, the classification the engine uses to group modules. Class membership is implied by the name, and this reading comes from the name and the standard Source-2 appsystem convention.", "source": "generated" }, "CScriptManager::Init": { "text": "Purpose is not established: the name marks generic subsystem start-up and says nothing about what is set up. Class membership is implied by the name.", "source": "generated" }, "CScriptManager::IsSingleton": { "text": "Reports whether the scripting module permits only a single instance of itself, a standard appsystem query. Class membership is implied by the name, and the reading is name-level only.", "source": "generated" }, "CScriptManager::PreShutdown": { "text": "Runs the early teardown phase of the scripting system, the stage where script state would be quiesced ahead of full shutdown. Class membership is implied by the name, and what it releases is read from the name and so unverified.", "source": "generated" }, "CScriptManager::QueryInterface": { "text": "Looks up an interface the scripting module exposes, by name, and yields it to the requester. Class membership is implied by the name, and the reading follows the name and the standard Source-2 interface-query convention; the accepted interface names are unverified.", "source": "generated" }, "CScriptManager::Reconnect": { "text": "Re-acquires the engine interfaces the script manager uses, the operation the engine performs when modules are swapped or reloaded. Class membership is implied by the name, and the reading is name-level, so the conditions under which it runs are unverified.", "source": "generated" }, "CScriptManager::Shutdown": { "text": "Shuts the scripting system down and releases what it still holds. Class membership is implied by the name, and the specifics of the teardown are read from the name and remain 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" }, "CScriptedSequence::ScriptThink": { "text": "Runs the periodic update of a scripted sequence, advancing playback across the stages tracked by m_bIsPlayingPreIdle, m_bIsPlayingEntry, m_bIsPlayingAction and m_bIsPlayingPostIdle. Read from the name together with m_bThinking and m_startTime; the update interval and the exact state transitions are unverified.", "source": "generated" }, "CSequentialPrerequisite::OnStatusFinished": { "text": "Handles the notification that a prerequisite step has finished, letting the sequential prerequisite record that completion. Class membership is implied by the name, and the reading is name-level, so what counts as finished and what is recorded are unverified.", "source": "generated" }, "CServerGameDLL::GetGameDescription": { "text": "Supplies the human-readable game description the server advertises, the text seen as the game type in server browsers and query replies. Read from the name; where the text originates and whether mods can change it here are unverified.", "source": "generated" }, "CServerOnlyEntity::CServerOnlyEntity": { "text": "Constructs a server-only entity and sets up its initial state. The class name CServerOnlyEntity appears verbatim as a string anchor in libserver, and the name indicates an entity that lives on the server without being replicated to clients; the construction details are unverified.", "source": "generated" }, "CServerOnlyModelEntity::CServerOnlyModelEntity": { "text": "Constructs a server-only entity that carries a model, establishing its initial state. Read from the name, which pairs model-bearing behaviour with server-side-only existence; what the constructor initialises is unverified.", "source": "generated" }, "CServerOnlyPointEntity::CServerOnlyPointEntity": { "text": "Constructs a server-only point entity, a positional helper with no model that exists only on the server. Read from the name; the initial state it establishes is unverified.", "source": "generated" }, "CServerSideClient::ActivatePlayer": { "text": "Activates the player belonging to this client connection, taking it from connected-but-inert to a live, simulating in-game player. The class is implied by the name; a prototype is derived but the behaviour reading is name-level, so what activation touches on the player is unverified.", "source": "generated" }, "CServerSideClient::Await": { "text": "Reads as a wait or synchronisation point on a client connection, holding until some pending client-side work settles. The class is implied by the name, and the name alone does not say what is awaited, so the purpose is not established.", "source": "generated" }, "CServerSideClient::CLCMsg_RespondCvarValue": { "text": "Handles the client-to-server RespondCvarValue message, in which a client reports the value of a cvar the server asked it for. The class is implied by the name; the CLCMsg_ prefix and the name are the whole of the evidence, so the payload handling is unverified.", "source": "generated" }, "CServerSideClient::CLCMsg_VoiceData": { "text": "Handles the client-to-server VoiceData message carrying a player's voice payload for server-side handling. The class is implied by the name; it reads as the hook point for mute lists, proximity voice or voice capture, though the payload format and handling are unverified.", "source": "generated" }, "CServerSideClient::ExecuteStringCommand": { "text": "Executes a console command string submitted by this client, the server-side entry for client-typed text commands. The class is implied by the name; it reads as the natural place to filter, block or log client commands, though the parsing and handling details are unverified.", "source": "generated" }, "CServerSideClient::IsHearingClient": { "text": "Reports whether this client currently hears another client, the audibility predicate behind server-side voice. The class is implied by the name; useful for team-only or distance-based voice rules, though which client is tested and how audibility is decided are name-level readings.", "source": "generated" }, "CServerSideClient::ProcessBaselineAck": { "text": "Handles a client's acknowledgement of an entity baseline, letting the server know which baseline that client has confirmed for delta-compressed entity updates. Read from the name; confidence is low and no prototype is derived, so the acknowledgement's contents and effects are unverified.", "source": "generated" }, "CServerSideClient::ProcessMove": { "text": "Processes the movement input arriving from this client, turning the client's user commands into server-side player motion. The class is implied by the name; the reading is name-level, so what it validates, clamps or rejects is unverified.", "source": "generated" }, "CServerSideClient::ProcessRespondCvarValue": { "text": "Handles a client's response to a server cvar query, consuming the reported cvar value for that connection. The class is implied by the name; it sits at the same vtable slot as CServerSideClient::CLCMsg_RespondCvarValue, so the two names likely describe one routine, and the handling is unverified.", "source": "generated" }, "CServerSideClient::SendInitialSpawnGroups": { "text": "Sends a joining client its initial set of spawn groups, the world-content loading units the client must have resident. The class is implied by the name; relevant when a mod adds or streams extra world content, though how the set is chosen is unverified.", "source": "generated" }, "CServerSideClient::SendNetMessage": { "text": "Sends a network message to this client over its connection, the general server-to-client transmit path. The class is implied by the name; it reads as the place to inject, filter or drop per-client messages, though the message representation and delivery guarantees are unverified.", "source": "generated" }, "CServerSideClient::SendSnapshot": { "text": "Sends this client a snapshot of world state for the current tick, the per-client entity update the client renders from. Read from the name; no prototype is derived, so the snapshot contents and any delta handling are unverified.", "source": "generated" }, "CServerSideClient::SetName": { "text": "Sets the name recorded for this client connection, the counterpart to CServerSideClient::m_Name. The class is implied by the name; useful for server-side renaming or name sanitising, though whether it also informs other clients is unverified.", "source": "generated" }, "CServerSideClient::SpawnGroup_LoadCompleted": { "text": "Handles the completion of a spawn group's load for this client, marking that streamed world content is now resident for the connection. The class is implied by the name; pairs with CServerSideClient::SendInitialSpawnGroups when debugging content loading, though the specifics are name-level.", "source": "generated" }, "CServerSideClient::UpdateUserSettings": { "text": "Refreshes the server's copy of this client's user settings, the client-side convars a connection reports. The class is implied by the name; a hook point for reading or enforcing per-client settings, though which settings are covered and when they refresh is unverified.", "source": "generated" }, "CServerSideClient::m_ControllerEntityIndex": { "text": "Exposes the entity index of the player controller bound to this client connection, the link from a connection to its in-world controller. The class and the member reading are implied by the name; it appears as a vtable entry rather than a schema field, so accessor semantics are unverified.", "source": "generated" }, "CServerSideClient::m_GameServer": { "text": "Exposes the game-server object that owns this client connection, the route from a client back to its host server. The class and the member reading are implied by the name; it appears as a vtable entry rather than a schema field, so what it yields is unverified.", "source": "generated" }, "CServerSideClient::m_Name": { "text": "Exposes the name stored for this client connection, the read side matching CServerSideClient::SetName. The class and the member reading are implied by the name; it appears as a vtable entry rather than a schema field, so the exact accessor behaviour is unverified.", "source": "generated" }, "CServerSideClient::m_Slot": { "text": "Exposes the client slot index for this connection, the small per-server index that identifies a player among the server's clients. The class and the member reading are implied by the name; it appears as a vtable entry rather than a schema field, so the accessor's form is unverified.", "source": "generated" }, "CServerSideClientBase::ActivatePlayer": { "text": "Activates the player for a client connection at the base-client level, the name-suggested counterpart to CServerSideClient::ActivatePlayer. A prototype is derived, but the behaviour reading comes from the name, so the activation's effects on the player are unverified.", "source": "generated" }, "CServerSideClientBase::Connect": { "text": "Establishes a client connection on the server, populating the base client object for a newly connecting player. Read from the name with a derived prototype; the connection inputs and whether it can reject a connection are unverified.", "source": "generated" }, "CServerSideClientBase::SetSignonState": { "text": "Sets the signon state of a client connection, the staged progression a connecting client moves through before it counts as fully in-game. Read from the name; the state values and what changing them entails are unverified.", "source": "generated" }, "CShaderCreateCallbacks::OnCreateBlendState": { "text": "Handles creation of a blend-state object for the shader system, the colour-blending configuration a draw is set up with. The class is implied by the name; this is renderer-side machinery rather than gameplay, and the reading is name-level.", "source": "generated" }, "CShaderCreateCallbacks::OnCreateDepthStencilState": { "text": "Handles creation of a depth-stencil state object for the shader system, the depth and stencil test configuration a draw is set up with. The class is implied by the name; renderer-side rather than gameplay, and the reading is name-level.", "source": "generated" }, "CShaderCreateCallbacks::OnCreateRasterizerState": { "text": "Handles creation of a rasterizer state object for the shader system, the configuration governing how triangles are rasterised. The class is implied by the name; renderer-side rather than gameplay, and the reading is name-level.", "source": "generated" }, "CShaderCreateCallbacks::OnCreateShader": { "text": "Handles creation of a shader object for the render backend, the callback the shader system offers at shader instantiation. The class is implied by the name; a prototype is derived, but the creation semantics remain a name-level reading and this is renderer-side, not gameplay.", "source": "generated" }, "CShaderCreateCallbacks::~CShaderCreateCallbacks": { "text": "Destroys a shader-create-callbacks object, tearing down the callback holder and whatever it owns. The class is implied by the name; as a destructor its purpose is teardown, and nothing here establishes which resources are released.", "source": "generated" }, "CShatterGlassShard::CShatterGlassShard": { "text": "Constructs a shatter-glass shard, the record for one broken piece of a glass panel, whose fields carry panel-space geometry (m_vecPanelVertices, m_flArea) and links such as m_hParentPanel and m_hPhysicsEntity. Purpose beyond construction is not established here; confidence is low and no prototype is derived.", "source": "generated" }, "CShatterGlassShardMgr::GrowCount": { "text": "Grows the shard manager's capacity, extending the storage that holds shatter-glass shards; the literal GrowCount is present as a string anchor. Confidence is low and no prototype is derived, so the growth policy and what is counted are unverified.", "source": "generated" }, "CShatterGlassShardMgr::ReadRestoreHeaders": { "text": "Reads the headers of saved shatter-glass shard data during a restore and skips shards when the saved version does not match, logging 'skipping shards due to version mismatch (got %d, expecting %d)'. That string is the evidence; useful when restored broken glass goes missing, though the remaining parsing is unverified.", "source": "generated" }, "CShatterGlassShardMgr::Restore": { "text": "Restores the shatter-glass shard manager's state from saved data, rebuilding the broken-glass shards recorded for a level. Read from the name and its pairing with CShatterGlassShardMgr::ReadRestoreHeaders; confidence is low and no prototype is derived, so the restore's scope is unverified.", "source": "generated" }, "CSkeletonAnimationController::CSkeletonAnimationController": { "text": "Constructs a skeleton animation controller, the object driving animation for one skeleton, whose m_pSkeletonInstance field points at the CSkeletonInstance it works on. Purpose beyond construction is not established from this data.", "source": "generated" }, "CSkeletonInstance::AddAnimationDecode": { "text": "Adds an animation decode step to a skeleton instance's pending pose work, contributing to the bones evaluated for its model. Read from the name, which is also present verbatim as a string anchor in libserver; m_modelState is the field to inspect alongside it, but the inputs and timing are unverified.", "source": "generated" }, "CSkeletonInstance::CalcAnimationState": { "text": "Computes the current animation state of a skeleton instance, the per-frame result that drives its bone pose. Read from the name, which appears verbatim as a string anchor; the state it produces and what it reads to produce it are unverified, though m_modelState is the related schema field.", "source": "generated" }, "CSkeletonInstance::SetAnimationController": { "text": "Attaches or replaces the animation controller that drives a skeleton instance's animation. Read from the name and its matching string anchor in libserver; confidence is low, and neither the controller it accepts nor its effect on m_modelState is established.", "source": "generated" }, "CSkeletonInstance::SetupModel": { "text": "Prepares a skeleton instance for use with a model, the binding behind model-derived data such as m_materialGroup and m_nHitboxSet. Read from the name plus its matching string anchor in libserver; confidence is low and the specific setup work performed on m_modelState is not established.", "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" }, "CSmokeGrenade::EmitGrenade": { "text": "Emits the thrown smoke grenade, the weapon-side act that puts a live smoke projectile into the world. The CSmokeGrenade class is implied by the name rather than by the data, and this entry is located at an unbound vtable slot with no derived prototype, so its behaviour is unverified.", "source": "generated" }, "CSmokeGrenadeProjectile::BounceSound": { "text": "Plays the soundscript entry SmokeGrenade.Bounce for a smoke grenade projectile striking a surface; that string is this function's anchor in libserver. m_flLastBounce is the field to read when tuning or rate-limiting bounce audio, though the conditions guarding the sound are unverified.", "source": "generated" }, "CSmokeGrenadeProjectile::Detonate": { "text": "Detonates a smoke grenade projectile, the event recorded by m_vSmokeDetonationPos, m_nSmokeEffectTickBegin and m_bDidSmokeEffect and the natural place to alter smoke behaviour. The CSmokeGrenadeProjectile class is implied by the name, not by the data, which locates this at an unbound vtable slot with no derived prototype.", "source": "generated" }, "CSmokeGrenadeProjectile::EmitGrenade": { "text": "Creates and launches the smokegrenade_projectile entity, whose classname is this function's string anchor; the same function also ships as CSmokeGrenadeProjectile_CreateFunc, naming it the projectile's creation entry point. Hook it to influence a smoke's spawn-time state such as m_nRandomSeed or m_vSmokeColor.", "source": "generated" }, "CSmokeGrenadeProjectile_CreateFunc": { "text": "Creates and launches a smoke grenade projectile, carrying the entity-class string smokegrenade_projectile. Shipped also as CSmokeGrenadeProjectile::EmitGrenade at medium confidence, making it the point to intervene in smoke spawning.", "source": "generated" }, "CSosEventInfoWithFieldData_t::~CSosEventInfoWithFieldData_t": { "text": "Destroys a sound-operator-system event-info record that carries field data with it, releasing whatever that record owns. The owning class is implied by the name, and the data gives an unbound vtable slot with no derived prototype, so the exact cleanup is unverified.", "source": "generated" }, "CSosOperatorStack::ImportMembers": { "text": "Imports member entries into a sound-operator stack, folding operators or fields defined elsewhere into one stack. Read from the name; the function lives in libsoundsystem and the source of the imported members, along with any name-collision handling, is unverified.", "source": "generated" }, "CSosOperatorStack::ParseKV": { "text": "Parses a KeyValues block into a sound-operator stack, turning authored operator-stack text into the runtime stack that sound events evaluate. Read from the name in libsoundsystem; the KeyValues layout it accepts and its behaviour on malformed input are unverified.", "source": "generated" }, "CSosSetLibraryStackFieldsInfo_t::~CSosSetLibraryStackFieldsInfo_t": { "text": "Destroys the request record describing which fields to set on a sound-operator library stack, freeing anything it holds. Its class is implied by the name rather than derived from the data, which supplies an unbound vtable slot and no prototype, so the members released are unverified.", "source": "generated" }, "CSosSetSoundEventFieldsInfo_t::~CSosSetSoundEventFieldsInfo_t": { "text": "Destroys the record describing field values to apply to a sound event, releasing its contents. The class is implied by the name rather than derived, and the entry sits at an unbound vtable slot with no prototype, so the specific cleanup is not established.", "source": "generated" }, "CSosStartSoundEventQueueInfo_t::~CSosStartSoundEventQueueInfo_t": { "text": "Destroys a queued request record for starting a sound event, releasing whatever the queue entry owns. The class is implied by the name rather than by the data, which gives an unbound vtable slot and no prototype, so its members and their cleanup are unverified.", "source": "generated" }, "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" }, "CSoundControllerImp::ResumeSound": { "text": "Resumes playback of a sound that was previously paused through the sound-controller implementation. The CSoundControllerImp class is implied by the name; the entry is an unbound vtable slot with no derived prototype, so how the target sound is identified and what happens if it was never paused are unverified.", "source": "generated" }, "CSoundEmitterSystem::EmitSound": { "text": "Emits a sound through the shared sound-emitter system, the server-side path for playing a sound cue, anchored to the source path ../../game/shared/soundemittersystem.cpp. It also ships as SoundEmitterSystem::EmitSoundByHandle, a handle-based emit, and its prototype is verified, making it a practical hook for intercepting or replacing server sounds.", "source": "generated" }, "CSoundEventConeEntity::SoundEventConeThink": { "text": "Runs the periodic update for a cone-shaped sound event entity, evaluating listener position against the cone and driving the operator variable named by m_iszParameterName. Read from the name; m_flEmitterAngle, m_flSweetSpotAngle, m_flAttenMin and m_flAttenMax shape the result, but confidence is low and the computation is unverified.", "source": "generated" }, "CSoundEventEntity::CSoundEventEntity": { "text": "Constructs a sound event entity, initialising the object that carries m_iszSoundName, m_bStartOnSpawn and m_hSource. Read from the name as a constructor; confidence is low and the specific default values it writes are not established.", "source": "generated" }, "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" }, "CSoundEventEntity::StartSound": { "text": "Starts the sound configured on a sound event entity, playing m_iszSoundName from the source tracked in m_hSource. The CSoundEventEntity class is implied by the name, and the entry is an unbound vtable slot with no derived prototype, so the trigger conditions and audience are unverified.", "source": "generated" }, "CSoundEventEntity::StartSoundOnSingleClient": { "text": "Starts the entity's sound for one client rather than for everyone hearing it, the per-player form of sound event playback. The class is implied by the name; the data gives an unbound vtable slot with no prototype, so how the recipient is chosen \u2014 m_nEntityIndexSelection being the related field \u2014 is unverified.", "source": "generated" }, "CSoundEventManager::AddSoundEvent": { "text": "Registers a sound event with the sound event manager, making it a tracked event the manager can hand back and control. CSoundEventManager is implied by the name, and the entry is an unbound vtable slot with no derived prototype, so the identity and lifetime of the registered event are unverified.", "source": "generated" }, "CSoundEventManager::GetSoundEvent": { "text": "Looks up a sound event held by the sound event manager, yielding the matching event record. The class is implied by the name; the entry is an unbound vtable slot with no derived prototype, so the lookup key and the behaviour on a miss are unverified.", "source": "generated" }, "CSoundEventManager::GetSoundEventStackHash": { "text": "Retrieves the hash identifying the operator stack a sound event is running under, the value used to tell one stack from another. CSoundEventManager is implied by the name; its prototype is verified, but the hashing scheme and how the event is addressed are not established.", "source": "generated" }, "CSoundEventOBBEntity::SoundEventOBBThink": { "text": "Runs the periodic update for an oriented-box sound event entity, evaluating position against the volume bounded by m_vMins and m_vMaxs. Read from the name; confidence is low, and what the update computes and writes is 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" }, "CSoundEventPathCornerEntity::SoundEventPathCornerThink": { "text": "Runs the periodic update for a path-corner sound event entity, tracking position against the corner chain named by m_iszPathCorner and mirrored in m_vecCornerPairsNetworked. Read from the name; m_flDistanceMax, m_flDotProductMax and m_bPlaying bound and record the result, but confidence is low and the computation is unverified.", "source": "generated" }, "CSoundEventSphereEntity::SoundEventSphereThink": { "text": "Runs the periodic update for a spherical sound event entity, evaluating position against the sphere sized by m_flRadius. Read from the name; confidence is low and the values it computes or writes are not established.", "source": "generated" }, "CSoundOpGameSystem::SetLibraryStackField": { "text": "Sets a named field on a sound-operator library stack from game code; its string anchor is the failure log 'CSoundOpGameSystem::SetLibraryStackField: Faied library stack message to: %s, %s, %s' (Valve's typo), printed when the request cannot be applied. This is the server-side route for driving library-stack values that sound operators read.", "source": "generated" }, "CSoundOpGameSystem::StopSoundEvent": { "text": "Stops a running sound event from game code, logging 'CSoundOpGameSystem::StopSoundEvent: Attempting to stop non-existent soundevent: %s' when the named event is not currently active. That message makes this the place to look when a scripted stop appears to do nothing.", "source": "generated" }, "CSoundOpSystem::SosStartup": { "text": "Performs startup for the sound operator system behind the Sos-prefixed types, bringing its stacks and operators into a usable state. CSoundOpSystem is implied by the name, and the entry is an unbound vtable slot with no derived prototype, so what it initialises is unverified.", "source": "generated" }, "CSoundOpvarSetAABBEntity::CSoundOpvarSetAABBEntity": { "text": "Constructs an axis-aligned-box sound opvar entity, the mapper-placed volume that drives a sound operator variable from position within it. Read from the name as a constructor; confidence is low and the initial values it writes are not established.", "source": "generated" }, "CSoundOpvarSetBoxEntity::CSoundOpvarSetBoxEntity": { "text": "Constructs a box-shaped sound opvar entity, the object holding the inner and outer extents from m_vInnerMins through m_vOuterMaxs plus the axis in m_nBoxDirection used to map position onto an operator variable. Read from the name as a constructor; confidence is low and the defaults it writes are 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" }, "CSoundOpvarSetOBBWindEntity::SetOpvarThink": { "text": "Runs the periodic update driving a wind operator variable from an oriented box, relating distance within m_vDistanceMins and m_vDistanceMaxs to the output range m_flWindMapMin to m_flWindMapMax. Read from the name; confidence is low, and the exact mapping and the role of m_flWindMin and m_flWindMax are unverified.", "source": "generated" }, "CSoundOpvarSetPathCornerEntity::SetOpvarThink": { "text": "Runs the periodic update driving a sound operator variable from position along the path named by m_iszPathCornerEntityName, scaled between m_flDistMinSqr and m_flDistMaxSqr. Read from the name; m_bUseParentedPath selects how the path is interpreted, but confidence is low and the computed value is unverified.", "source": "generated" }, "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::CSoundOpvarSetPointEntity": { "text": "Constructs a sound operator-variable point entity and puts its tuning fields into a starting state, including the distance band m_flDistanceMin/m_flDistanceMax and the occlusion values m_flOcclusionMin/m_flOcclusionMax. Read from the constructor name and the class's fields; which defaults it actually writes is not established here.", "source": "generated" }, "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" }, "CSoundOpvarSetPointEntity::SetOpvarThink": { "text": "Runs the entity's periodic think that recomputes the operator variable it drives, remapping listener distance through m_flDistanceMapMin and m_flDistanceMapMax and accounting for occlusion. Read from the name and the class's distance, occlusion and pathing fields; the think interval and the value finally pushed are unverified.", "source": "generated" }, "CSoundPatch::ResumeSound": { "text": "Resumes a sound patch that was paused, returning it to playback with its stored m_pitch and m_volume. Read from the name and the class's m_isPlaying flag; what happens when the patch was never started, or has passed m_shutdownTime, is not established.", "source": "generated" }, "CSoundPatch::Update": { "text": "Services a live sound patch, advancing its m_pitch and m_volume envelopes and refreshing m_soundOrigin; its own message \"Removing CSoundPatch (%s) with NULL EHandle\" shows it discards a patch whose m_hEnt no longer resolves. The envelope work is read from the name and fields, the removal behaviour from that anchor.", "source": "generated" }, "CSource2GameClients::Active": { "text": "Handles a client becoming active on the server, the transition after which that player is a participating part of the running game. The class is implied by the name, since the entry sits in an unbound vtable slot, and the state it changes is unverified.", "source": "generated" }, "CSource2GameClients::CheckConnect": { "text": "Vets an incoming client's connection attempt so the game side can admit or refuse the player before they enter, typically the earliest place a mod can reject someone. The class is implied by the name; the slot is unbound here, so the rejection mechanism is unverified.", "source": "generated" }, "CSource2GameClients::Command": { "text": "Handles a console command a client sent to the server, the game-side reception point for client-issued commands and chat-style input. The class is implied by the name; the slot is unbound, so which commands reach it and how they are consumed are unverified.", "source": "generated" }, "CSource2GameClients::Connected": { "text": "Handles a client reaching the connected state on the server, before it is treated as fully joined. The class is implied by the name; the slot is unbound, so exactly what a client can do at this stage is unverified.", "source": "generated" }, "CSource2GameClients::Disconnect": { "text": "Handles a client leaving the server, the notification a mod uses to tear down that player's per-session state. The class is implied by the name; the slot is unbound, so the disconnect reason it receives and the cleanup it performs are unverified.", "source": "generated" }, "CSource2GameClients::FullyConnected": { "text": "Handles a client that has completed its join, past the earlier connection stages and ready for normal gameplay traffic. The class is implied by the name; the slot is unbound, so what \"fully\" additionally requires beyond CSource2GameClients::Connected is unverified.", "source": "generated" }, "CSource2GameClients::PutInServer": { "text": "Places a connected client into the running game world, the point at which the client is paired with its server-side player entity. The class is implied by the name; the slot is unbound, so entity creation and naming details are unverified.", "source": "generated" }, "CSource2GameClients::SettingsChanged": { "text": "Handles notification that a client's settings, its user-info values such as name or network preferences, have changed while connected. The class is implied by the name; the slot is unbound, so which settings raise it is unverified.", "source": "generated" }, "CSource2GameClients::StartHLTVServer": { "text": "Brings up the HLTV/SourceTV side of the server for the current session; its own message \"game event %s not found.\" shows it resolves a named game event during that startup and complains when the lookup fails. The startup role is read from the name, the event lookup from that anchor.", "source": "generated" }, "CSource2GameEntities::CheckEntities": { "text": "Sweeps the server's entities to validate them, reporting how many it looked at through its own \"CSource2GameEntities::CheckEntities: %d ents\" message. The sweep and the count come from that anchor; what a failed check does to the offending entity is not established.", "source": "generated" }, "CSource2GameEntities::ShouldClientReceiveStringTableUserData": { "text": "Decides whether a given string-table entry's user data is networked to a particular client, consulting game rules; its warning names the table and string index when GameRules() is null. The gating role is read from the name and that anchor, but the criteria it applies are unverified.", "source": "generated" }, "CSource2Server::Connect": { "text": "Brings up the server module's link to the engine's interface factories, with its \"ConnectTier1/2/3Libraries - Start\" message marking the tier library hookup during that bring-up. Read from the name and that anchor; which individual interfaces it acquires is not established here.", "source": "generated" }, "CSource2Server::GameFrame": { "text": "Runs one server-side game frame, the per-tick entry point where the game advances its simulation, and the usual place a mod hangs per-tick work. The class is implied by the name and the \"GameFrame\" anchor; the slot is unbound, so what it advances each tick is unverified.", "source": "generated" }, "CSource2Server::GameServerSteamAPIActivated": { "text": "Signals the game that the Steam game-server API is now available, the moment Steam-dependent server features can be brought online. The class is implied by the name; the slot is unbound, so what it sets up is unverified.", "source": "generated" }, "CSource2Server::GameServerSteamAPIDeactivated": { "text": "Signals the game that the Steam game-server API is no longer available, so Steam-dependent state should be dropped. The class is implied by the name; the slot is unbound, so the teardown it performs is unverified.", "source": "generated" }, "CSource2Server::GetGameEventManager": { "text": "Provides access to the server's game event manager, the object a mod goes through to fire and listen for game events. The class is implied by the name; the slot is unbound, so the identity of what it hands back is unverified.", "source": "generated" }, "CSource2Server::GetLevelsFromSaveFile": { "text": "Reads which levels a save file records, the lookup used when restoring a saved session rather than starting a map fresh. The class is implied by the name; the slot is unbound, so the save format it parses is unverified.", "source": "generated" }, "CSource2Server::Init": { "text": "Performs server-module startup, anchored on \"CEngineServiceRegistry::RegisterEngineServices()\", which places engine service registration inside this bring-up. The same code also ships under the name CSource2Server::g_GameEventManager, so treat the two entries as one function rather than two hook targets.", "source": "generated" }, "CSource2Server::g_GameEventManager": { "text": "Performs server-module startup, carrying the \"CEngineServiceRegistry::RegisterEngineServices()\" anchor for engine service registration; this name resolves to the same code as CSource2Server::Init. The g_GameEventManager label therefore does not mark a separate event-manager accessor, and should not be hooked as one.", "source": "generated" }, "CSpawnGroupMgrGameSystem::ActivateSpawnGroup": { "text": "Activates a loaded spawn group so that chunk of the level becomes live, with its own \"CSpawnGroupMgrGameSystem::PerformActivateSpawnGroup(%s)\" message naming the group being activated. Read from the name and that anchor; the conditions a group must meet before activation are not established.", "source": "generated" }, "CSpawnGroupMgrGameSystem::CreateLoadingSpawnGroup": { "text": "Creates a spawn group in its loading state, the handle the manager works with while a level chunk or sub-level is still streaming in. The class is implied by the name; the slot is unbound, so the loading parameters it takes are unverified.", "source": "generated" }, "CSpawnGroupMgrGameSystem::CreateLoadingSpawnGroupForSaveFile": { "text": "Creates a loading spawn group whose contents come from a save file, the restore-time counterpart to loading a level chunk fresh. The class is implied by the name; the slot is unbound, so how the save contents are located and applied is unverified.", "source": "generated" }, "CSpawnGroupMgrGameSystem::ExecuteQueuedSpawnEntityCalls": { "text": "Flushes entity-spawn requests that were queued instead of run immediately, reporting how many it handles via \"SV: CSpawnGroupMgrGameSystem::ExecuteQueuedSpawnEntityCalls(count=%d)\". The deferred-batch reading comes from the name and that count anchor; what causes a spawn call to be queued is not established.", "source": "generated" }, "CSpawnGroupMgrGameSystem::FrameBoundary": { "text": "Marks a frame boundary for the spawn-group system, the point between frames where deferred spawn-group work is allowed to settle. The class is implied by the name; the slot is unbound, so what it settles at that boundary is unverified.", "source": "generated" }, "CSpawnGroupMgrGameSystem::GetSpawnGroups": { "text": "Provides access to the spawn groups the manager is tracking, the way to enumerate which level chunks are currently loaded. Also shipped under the bare name GetSpawnGroups; the reading comes from the name, so what the collection includes is unverified.", "source": "generated" }, "CSpawnGroupMgrGameSystem::SaveGame": { "text": "Drives a game save on the spawn-group side, its \"ET: SaveGame_Start at %u %s\" trace marking the beginning of the write with a timestamp and identifying names. Read from the name and that anchor; what state is actually serialized is not established.", "source": "generated" }, "CSpawnGroupMgrGameSystem::SpawnGroupActuallyShutdown": { "text": "Carries out the real teardown of a spawn group once doing so is safe, logging whether the group was precached through \"SpawnGroupActuallyShutdown - Precached? %i\". The deferred-teardown reading comes from the name and that anchor; the conditions that make it safe are unverified.", "source": "generated" }, "CSpawnGroupMgrGameSystem::SpawnGroupInit": { "text": "Initializes a spawn group before its entities exist, emitting a \"SpawnGroupInit\" trace that names the group. Read from the name and that anchor; which of the group's state it sets up is not established here.", "source": "generated" }, "CSpawnGroupMgrGameSystem::SpawnGroupShutdown": { "text": "Begins shutdown of a spawn group, reporting how many entities the group holds via \"SpawnGroupShutdown: entities(%d)\". Read from the name and that anchor; whether entity removal happens here or in CSpawnGroupMgrGameSystem::SpawnGroupActuallyShutdown is not established by this data.", "source": "generated" }, "CSpawnGroupMgrGameSystem::SpawnGroupSpawnEntities": { "text": "Creates the entities belonging to a spawn group, turning a loaded level chunk's entity list into real entities in the world. The class is implied by the name; the slot is unbound, so which entities it instantiates and how they are filtered is 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" }, "CSplineConstraint::TransitionThink": { "text": "Drives the periodic think that advances a spline constraint through its timed transition, working alongside m_flTransitionTime, m_StartTransitionTime and m_vTangentSpaceAnchorAtTransitionStart. Read from the name and those fields; no prototype is derived, so the interpolation rule and think cadence are unverified.", "source": "generated" }, "CSplitScreenService::OnProfileStorageAvailable": { "text": "Handles the notification that a user profile's storage has become readable, the point at which the split-screen service can pick up per-user settings. The vtable slot is unbound, so the owning class is implied by the name and the handling is a name-level reading.", "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" }, "CStartTimeOutIssue::ExecuteCommand": { "text": "Applies a passed timeout vote, built around the command string timeout_terrorist_start; carried in the function. Useful when hooking or blocking vote-triggered timeouts; the anchor establishes the command text, while the team selection and guard conditions are unverified.", "source": "generated" }, "CStartTimeOutIssue::GetDisplayString": { "text": "Supplies the localization token #SFUI_vote_start_timeout, the caption shown on the timeout vote prompt for the calling team. Use it when localizing or replacing timeout vote wording.", "source": "generated" }, "CStartTimeOutIssue::GetOtherTeamDisplayString": { "text": "Supplies the localization token #SFUI_otherteam_vote_timeout, the caption shown to the team that did not call the timeout. Pair it with CStartTimeOutIssue::GetDisplayString when you want both sides of a timeout vote relabelled consistently.", "source": "generated" }, "CStdFilesystemFile::FS_GetSectorSize": { "text": "Reports the storage sector size for a filesystem file, the alignment granularity a caller sizes reads and buffers against. The vtable slot is unbound, so the owning class is implied by the name and the value's origin is a name-level reading.", "source": "generated" }, "CStdioFile::FS_fclose": { "text": "Closes a stdio-backed file and releases the handle it wraps. The vtable slot is unbound, so the owning class is implied by the name; hook it if you need to know when a file the engine opened is finished with.", "source": "generated" }, "CStdioFile::FS_ferror": { "text": "Reports whether the stdio-backed file has an error condition set, the usual check after a read or write that came up short. The vtable slot is unbound, so the owning class is implied by the name.", "source": "generated" }, "CStdioFile::FS_fflush": { "text": "Flushes buffered output for a stdio-backed file so pending bytes reach storage. The vtable slot is unbound, so the owning class is implied by the name; reach for it when data must be on disk before anything else opens the file.", "source": "generated" }, "CStdioFile::FS_fread": { "text": "Reads file data into memory for the caller from a stdio-backed file. The vtable slot is unbound, so the owning class is implied by the name, and the buffering and short-read behaviour are a name-level reading.", "source": "generated" }, "CStdioFile::FS_fseek": { "text": "Moves the read/write position of a stdio-backed file to a requested offset. The vtable slot is unbound, so the owning class is implied by the name; it is the seek half of random access, with CStdioFile::FS_ftell reporting where you are.", "source": "generated" }, "CStdioFile::FS_ftell": { "text": "Reports the current read/write position within a stdio-backed file. The vtable slot is unbound, so the owning class is implied by the name; use it to record an offset you can later restore with CStdioFile::FS_fseek.", "source": "generated" }, "CStdioFile::FS_fwrite": { "text": "Writes caller data out to a stdio-backed file. The vtable slot is unbound, so the owning class is implied by the name; whether bytes land immediately or sit in the buffer until CStdioFile::FS_fflush is not established here.", "source": "generated" }, "CStdioFile::FS_setbufsize": { "text": "Sets the I/O buffer size used for a stdio-backed file, the dial for trading memory against the number of disk round-trips. The vtable slot is unbound, so the owning class is implied by the name.", "source": "generated" }, "CStdioFile::FS_setmode": { "text": "Sets the access mode on a stdio-backed file, the text-versus-binary style of switch stdio streams carry. The vtable slot is unbound, so the owning class is implied by the name, and the accepted mode values are not established here.", "source": "generated" }, "CStdioFile::~CStdioFile": { "text": "Destroys a stdio file object, tearing down the handle and buffers it owns. The vtable slot is unbound, so the owning class is implied by the name; it is the natural place to release anything you attached to the file object.", "source": "generated" }, "CSteam3Client::RunFrame": { "text": "Services the client-side Steam3 connection for one frame, pumping Steamworks state and pending callbacks. Read from the name; this lives in libengine2 and no prototype is derived, so what it pumps and how often are unverified.", "source": "generated" }, "CSteamID::Render": { "text": "Renders a SteamID into printable text, using the format string [A:%u:%u:%u] present in the function. Use it when logging or displaying account identifiers; the anchor establishes that textual form, while the remaining formatting rules are unverified.", "source": "generated" }, "CSurrender::GetDisplayString": { "text": "Supplies the localization token #SFUI_vote_surrender, the caption shown on the surrender vote prompt. Use it when localizing or overriding surrender-vote wording in a custom UI.", "source": "generated" }, "CSwapTeams::ExecuteCommand": { "text": "Applies a passed swap-teams vote, built around the command string mp_swapteams; carried in the function. Useful when hooking or suppressing vote-driven team swaps; the anchor establishes the command text, while the guard conditions around it are unverified.", "source": "generated" }, "CSwapTeams::GetDisplayString": { "text": "Supplies the localization token #SFUI_vote_swap_teams, the caption shown on the swap-teams vote prompt. Pair it with CSwapTeams::ExecuteCommand when you are customizing both how a swap vote reads and what it does.", "source": "generated" }, "CTSQueue::PopItem": { "text": "Takes the next item off a thread-safe queue for the consumer. Read from the name; no prototype is derived, so the emptiness signalling and contention behaviour are unverified.", "source": "generated" }, "CTSQueue::PushItem": { "text": "Adds an item to a thread-safe queue, the producer side that CTSQueue::PopItem drains. Read from the name; no prototype is derived, so the locking strategy and capacity behaviour are unverified.", "source": "generated" }, "CTakeDamageInfo::CTakeDamageInfo": { "text": "Constructs and initializes a damage-info record describing a single hit, populating fields such as m_hAttacker, m_hInflictor, m_flDamage and m_bitsDamageType. Also shipped as CTakeDamageInfo::Constructor; hook it when you want to inspect or rewrite damage parameters at the moment the record is built.", "source": "generated" }, "CTakeDamageInfo::Constructor": { "text": "Builds a damage-info record, filling in the attacker, inflictor and payload fields such as m_hAttacker, m_hInflictor, m_flDamage, m_iHitGroupId and m_bitsDamageType. This is the same function as CTakeDamageInfo::CTakeDamageInfo, so a hook on either name lands on one address.", "source": "generated" }, "CTankTrainAI::InputTargetEntity": { "text": "Handles the `TargetEntity` entity-IO input on `CTankTrainAI`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "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" }, "CTestScriptMgr::LoopCount": { "text": "Reports the loop count for the test-script manager, the repeat counter a scripted test sequence runs against. The vtable slot is unbound, so the owning class is implied by the name and the counting semantics are a name-level reading.", "source": "generated" }, "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 texture entry in the dictionary with a texture file asset, so that slot resolves to the file's image data. Read from the name, and the owning class is implied by the name rather than by the data, so the identifiers involved are unverified.", "source": "generated" }, "CTextureDictionary::BindTextureToMaterial": { "text": "Points a dictionary texture entry at an existing material instead of a standalone image file. Read from the name, with the class implied by the name and not established by the data.", "source": "generated" }, "CTextureDictionary::BindTextureToTextureHandle": { "text": "Binds a dictionary entry to an already-created texture handle, letting a slot reuse a texture the engine has in hand. This is a name-level reading; the class is implied by the name, so what the handle must refer to is unverified.", "source": "generated" }, "CTextureDictionary::CreateTexture": { "text": "Allocates a new texture entry in the dictionary, identified by an id used for later lookups and binds. Read from the name, with the owning class implied by the name rather than established by the data.", "source": "generated" }, "CTextureDictionary::DestroyAllTextures": { "text": "Destroys the texture entries the dictionary currently holds, clearing it in one operation rather than slot by slot. Read from the name; the class is implied by the name, so what is released alongside the entries is unverified.", "source": "generated" }, "CTextureDictionary::DestroyTexture": { "text": "Destroys one texture entry and frees its slot in the dictionary. Read from the name, with the class implied by the name rather than by the data.", "source": "generated" }, "CTextureDictionary::EnsureTextureIsLoaded": { "text": "Makes a dictionary texture resident, loading it on demand when it has not been brought in yet. Read from the name; the class is implied by the name, so the load path and whether it blocks are unverified.", "source": "generated" }, "CTextureDictionary::FindTextureIdForTextureFile": { "text": "Looks up the dictionary id already assigned to a given texture file, so callers can reuse an entry instead of creating a duplicate. Read from the name, with the class implied by the name and the matching rules unverified.", "source": "generated" }, "CTextureDictionary::GetMaterialHandle": { "text": "Retrieves the material handle backing a dictionary texture entry. Read from the name; the class is implied by the name rather than by the data.", "source": "generated" }, "CTextureDictionary::GetMaterialSpecificRenderAttributes": { "text": "Retrieves the render attributes belonging to the material behind a texture entry, the per-material knobs the renderer consults for that entry. Read from the name; the class is implied by the name, so the attribute set and its layout are unverified.", "source": "generated" }, "CTextureDictionary::GetTexCoordOffsetAndScale": { "text": "Reads the UV offset and scale recorded for a texture entry, the values that map a sub-region of an atlas page onto a full 0..1 coordinate range. Read from the name, with the class implied by the name and the coordinate convention unverified.", "source": "generated" }, "CTextureDictionary::GetTextureHandle": { "text": "Retrieves the underlying texture handle for a dictionary id, for code that needs the raw texture rather than the dictionary slot. Read from the name; the class is implied by the name and not established by the data.", "source": "generated" }, "CTextureDictionary::GetTextureSize": { "text": "Reports the pixel dimensions recorded for a dictionary texture entry. Read from the name, with the class implied by the name rather than by the data.", "source": "generated" }, "CTextureDictionary::GetTextureTexCoords": { "text": "Retrieves the texture-coordinate rectangle for a dictionary entry, the UV bounds used when that entry is drawn. Read from the name; the class is implied by the name, so the exact coordinate layout is unverified.", "source": "generated" }, "CTextureDictionary::IsValidId": { "text": "Tests whether a texture id refers to a live dictionary entry \u2014 the guard to apply before any get or bind on an id of uncertain provenance. Read from the name, with the class implied by the name rather than by the data.", "source": "generated" }, "CTextureDictionary::ProcessDeferredResourceLoading": { "text": "Services texture loads that were queued rather than performed immediately, draining the dictionary's deferred-load work. Read from the name; the class is implied by the name, and what triggers this work is unverified.", "source": "generated" }, "CTextureDictionary::SetBatchingOptions": { "text": "Configures how the dictionary batches texture work, the options controlling how operations are grouped. Read from the name; the class is implied by the name, so which operations the options govern is unverified.", "source": "generated" }, "CTextureDictionary::SetSubTextureRGBA": { "text": "Writes RGBA pixel data into a rectangular sub-region of an existing dictionary texture, allowing partial updates without recreating the texture. Read from the name, with the class implied by the name and the pixel format and region convention unverified.", "source": "generated" }, "CTextureDictionary::SetTexCoordOffsetAndScale": { "text": "Stores the UV offset and scale for a texture entry, changing which part of the source image that entry addresses. Read from the name; the class is implied by the name rather than established by the data.", "source": "generated" }, "CTextureDictionary::SetTextureRGBA": { "text": "Replaces a dictionary texture's pixel contents with supplied RGBA data. Read from the name, with the class implied by the name and the expected pixel format unverified.", "source": "generated" }, "CThreadPool::Start": { "text": "Brings the thread pool up so queued jobs can be executed by its worker threads. Read from the name; the class is implied by the name, and the pool's sizing and thread configuration are unverified.", "source": "generated" }, "CThreadRWLock::Unlock": { "text": "Releases a hold on a reader/writer lock so other threads can acquire it, the paired release for code that took the lock. Read from the name and located in libengine2; whether it drops a read hold or a write hold is not established here.", "source": "generated" }, "CTier2AppSystemDict::Init": { "text": "Purpose is not established beyond generic initialization \u2014 the name says no more. The owning class is implied by the name, not by the data.", "source": "generated" }, "CTier2AppSystemDict::LoadStartupManifestGroup": { "text": "Loads the startup manifest group, the resource manifest naming assets to bring in during application bring-up. Read from the name; the class is implied by the name, so which manifest and which assets are unverified.", "source": "generated" }, "CTier2Application::LoadStartupManifestGroup": { "text": "Loads a tier-2 application's startup resource manifest group, pulling in the assets that manifest names. Read from the name, with the class implied by the name rather than established by the data.", "source": "generated" }, "CTimerEntity::DrawDebugTextOverlays": { "text": "Emits the timer entity's debug overlay text, including a \"Paused: %.2f sec remaining\" line reporting how much of the countdown is left while it sits paused. Handy when inspecting m_flRemainingTime and m_bPaused live with entity debug overlays turned on.", "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" }, "CToolGameSimulationAPI::LoadSavegame": { "text": "Loads a savegame through the tool-facing game simulation API, reporting \"no such save file '%s'\" when the named file cannot be found. The anchor establishes the lookup is by file name; the surrounding tool workflow and save format are not established here.", "source": "generated" }, "CTouchExpansionComponent::SetTouchEventsEnabled": { "text": "Turns touch events on or off for an entity's touch-expansion component, gating callbacks from the expanded touch volume. Read from the name; no prototype is derived here, so the scope and timing of the toggle are unverified.", "source": "generated" }, "CTouchExpansionComponent::SetUp": { "text": "Initialises an entity's touch-expansion component, logging \"TouchExpansionComponent_SetUp (ent %s [%d])%s\" with the owning entity's name and index. The anchor establishes it operates per entity; what the expanded volume is derived from is not established here.", "source": "generated" }, "CTraceAABB::GetVertByIndex": { "text": "Returns one corner vertex of an axis-aligned bounding box selected by index, for code walking the box's corners during trace work. Read from the name, with the class implied by the name rather than by the data.", "source": "generated" }, "CTraceAABB::Radius": { "text": "Gives the box's radius, the bounding-sphere extent used to cheaply reject far-away candidates before an exact test. Read from the name; the class is implied by the name, so whether this is a half-diagonal or another measure is unverified.", "source": "generated" }, "CTraceAABB::SupportMap": { "text": "Computes the box's support point for a given direction, the support-mapping primitive that convex sweep and overlap tests are built on. Read from the name; the class is implied by the name, and the direction and output conventions are unverified.", "source": "generated" }, "CTraceFilter::GetTraceType": { "text": "Reports the trace type the filter declares \u2014 the category distinguishing, for example, world-only queries from ones that also consider entities. Read from the name; the class is implied by the name, so the enumeration's values are unverified.", "source": "generated" }, "CTraceFilterNoNPCsOrPlayer::ShouldHitEntity": { "text": "Decides whether a candidate entity counts as a hit for a filter that excludes NPCs and players, so traces pass through characters and report other geometry. Read from the name, with the class implied by the name and the exact exclusion predicate unverified.", "source": "generated" }, "CTraceFilterNoPlayersAndFlashbangPassableAnims::ShouldHitEntity": { "text": "Decides whether a candidate entity blocks a trace, rejecting players and animations marked flashbang-passable so the trace passes through them. The owning class is implied by the name, and the reading is name-level only, so the exact rejection conditions are unverified.", "source": "generated" }, "CTriggerActiveWeaponDetect::ActiveWeaponThink": { "text": "Periodic check of what weapon touching players currently hold, comparing against m_iszWeaponClassName and driving the m_OnTouchedActiveWeapon output. Useful when a map should react to a specific weapon being carried into a volume; read from the name and those fields, so the polling cadence is unverified.", "source": "generated" }, "CTriggerBrush::EndTouch": { "text": "Handles an entity leaving the brush trigger's volume, the point where the m_OnEndTouch output belongs. The class is implied by the name; behavior beyond leave-handling is read from the name and the class's touch outputs and is 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" }, "CTriggerBrush::StartTouch": { "text": "Handles an entity entering the brush trigger's volume, where m_iInputFilter gating and the m_OnStartTouch output apply. The class is implied by the name; the filtering rules are read from the fields rather than verified.", "source": "generated" }, "CTriggerBrush::~CTriggerBrush": { "text": "Destructor that tears down a trigger_brush instance and releases its per-entity state. The class is implied by the name; no purpose beyond destruction is established.", "source": "generated" }, "CTriggerBuoyancy::InputSetFluidDensity": { "text": "Handles the `SetFluidDensity` entity-IO input on `CTriggerBuoyancy`. Runs when a map's IO graph, or another entity's output, fires that input at this entity.", "source": "derived" }, "CTriggerFan::PushThink": { "text": "Recurring update that pushes entities inside the fan volume along m_vDirection at m_flForce, with separate m_flPlayerForce, m_flNPCForce, m_flRopeForceScale and m_flParticleForceScale scaling, optional m_bFalloff, and wander from m_fNoiseDegrees. Ramp-in and ramp-out use m_flRampTime with m_bRampDown; read from the name and fields, so the update rate is unverified.", "source": "generated" }, "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" }, "CTriggerGravity::GravityTouch": { "text": "Applies the trigger's gravity override to an entity touching the volume, the mechanism behind trigger_gravity brushes. Read from the name; the class carries no schema fields here, so where the gravity value comes from is unverified.", "source": "generated" }, "CTriggerHurt::CTriggerHurt": { "text": "Constructor that brings a hurt trigger into its initial state, including damage bookkeeping such as m_flDamage, m_flDamageCap, m_flForgivenessDelay and m_hurtThinkPeriod. No purpose beyond construction is established.", "source": "generated" }, "CTriggerHurt::GetDataDescMap": { "text": "Supplies the entity's data description map, the table that binds keyvalues, inputs and saved fields for this trigger. The class is implied by the name; useful when reasoning about which m_flDamage-style fields are mapped for map authoring.", "source": "generated" }, "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::DisableThink": { "text": "Stops the impact trigger's periodic thinking, leaving it idle until it is fired again. Read from the name, so what state is cleared alongside the think is unverified.", "source": "generated" }, "CTriggerImpact::DrawDebugTextOverlays": { "text": "Emits developer overlay text for the impact trigger, including a \"Magnitude: %3.2f\" line reflecting m_flMagnitude. Handy with entity text overlays when tuning m_flMagnitude, m_flNoise and m_flViewkick in a map.", "source": "generated" }, "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" }, "CTriggerLerpObject::LerpThink": { "text": "Advances the in-progress interpolation of attached objects toward m_hLerpTarget over m_flLerpDuration, the update behind m_OnLerpStarted and m_OnLerpFinished. The class is implied by the name; the per-tick math is read from the fields and unverified.", "source": "generated" }, "CTriggerLook::DrawDebugTextOverlays": { "text": "Emits developer overlay text for the look trigger, including a \"Time: %3.2f\" line reflecting the accumulated look timing. Pair it with m_flLookTime, m_flLookTimeTotal and m_flFieldOfView when debugging why a trigger_look is not firing.", "source": "generated" }, "CTriggerLook::TimeoutThink": { "text": "Handles expiry of the look trigger's m_flTimeoutDuration, the path that sets m_bTimeoutFired and drives the m_OnTimeout output. Read from the name and those fields, so the exact expiry test is unverified.", "source": "generated" }, "CTriggerMultiple::ActivateMultiTrigger": { "text": "Fires the trigger's m_OnTrigger output for an activating entity and puts the trigger into its post-fire wait state. Read from the name and that output; the wait handling is unverified.", "source": "generated" }, "CTriggerMultiple::CTriggerMultiple": { "text": "Constructor that initializes a trigger_multiple instance, including its m_OnTrigger output storage. No purpose beyond construction is established.", "source": "generated" }, "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" }, "CTriggerProximity::MeasureThink": { "text": "Periodically measures how close entities are to m_hMeasureTarget within m_fRadius, updating m_nTouchers and the m_NearestEntityDistance value a map can read. Read from the name and fields, so the sampling interval is unverified.", "source": "generated" }, "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" }, "CTriggerSave::RetriggerWaitOver": { "text": "Ends the save trigger's m_flRetriggerDelay cooldown so the volume is eligible to save again. Read from the name and that field; the rearm details are unverified.", "source": "generated" }, "CTriggerSave::Touch": { "text": "Handles an entity touching the save volume and applies the save conditions m_minHitPoints, m_fDangerousTimer and m_bForceNewLevelUnit. The class is implied by the name; the acceptance test is read from those fields rather than verified.", "source": "generated" }, "CTriggerSndSosOpvar::SndSosTriggerOpvarWaitOver": { "text": "Completes the delayed sound-operator-stack opvar update for the volume, working with m_opvarName, m_stackName and m_operatorName plus the m_flMinVal to m_flMaxVal range. Read from the name and fields, so the delay length and write timing are unverified.", "source": "generated" }, "CTriggerSoundscape::PlayerUpdateThink": { "text": "Periodic pass that keeps track of which players inside the volume should have m_hSoundscape and m_SoundscapeName applied, with m_spectators held separately. Read from the name and fields, so the update rate and hand-off rules are unverified.", "source": "generated" }, "CTriggerTeleport::GetDataDescMap": { "text": "Supplies the teleport trigger's data description map, binding its keyvalues and inputs such as m_iLandmark and m_bUseLandmarkAngles. The class is implied by the name.", "source": "generated" }, "CTriggerTeleport::Touch": { "text": "Teleports a touching entity to the trigger's destination and logs \"Trigger %s is teleporting %s from ( %f %f %f ) to ( %f %f %f )\" when developer output is on. Placement respects m_iLandmark, m_bUseLandmarkAngles, m_bMirrorPlayer and the m_bCheckDestIfClearForPlayer clearance test.", "source": "generated" }, "CUnpauseMatchIssue::ExecuteCommand": { "text": "Carries out a passed unpause vote by running the \"mp_unpause_match;\" console command. Relevant when hooking or replacing the vote system's unpause path in a server plugin.", "source": "generated" }, "CUnpauseMatchIssue::GetVotePassedString": { "text": "Supplies the localization token \"#SFUI_vote_passed_unpause_match\" that clients display once the unpause vote succeeds. Override it to reword the passed-vote banner for an unpause vote.", "source": "generated" }, "CUtlLeanVector::AddMultipleToTail": { "text": "Appends several elements at once to the end of a lean vector, expanding its storage to fit them. Read from the name; the growth policy is unverified.", "source": "generated" }, "CUtlLeanVector::GrowCount": { "text": "Expands a lean vector's allocated element capacity when the current buffer is too small. Read from the name, so the growth factor and allocator used are unverified.", "source": "generated" }, "CUtlLeanVector::InsertBeforeGetPtr": { "text": "Opens a gap for a new element before a given position in a lean vector and exposes that slot for the caller to fill in place. Read from the name; the shifting and reallocation behavior is unverified.", "source": "generated" }, "CUtlLeanVectorBase::InsertBeforeGetPtr": { "text": "Base-layer insertion that makes room before a given position in the lean vector's storage and exposes the raw slot for in-place construction. Read from the name, so the storage layout it manipulates is unverified.", "source": "generated" }, "CUtlLinkedList::GrowCount": { "text": "Expands the linked list's backing element pool so more nodes can be linked in. Read from the name; the growth policy is unverified.", "source": "generated" }, "CUtlMemoryPool::AddPage": { "text": "Allocates a fresh page of memory and attaches it to the pool's page list, expanding the blocks available for handing out. Read from the name, so the page size and linkage are unverified.", "source": "generated" }, "CUtlMemoryPool::Alloc": { "text": "Hands out one fixed-size block from the pool's existing pages, expanding the pool when nothing is free. Read from the name; the free-list mechanics and out-of-memory behavior are unverified.", "source": "generated" }, "CUtlMemoryPool::EnsureCapacity": { "text": "Pre-grows the pool so it can serve a requested number of blocks without allocating later. Useful to avoid mid-frame allocation spikes; read from the name, so the rounding to whole pages is unverified.", "source": "generated" }, "CUtlStackMachineBuilder::FinishCompile": { "text": "Closes out a stack-machine program being assembled, finalizing the emitted instruction stream into a runnable form. The class is implied by the name; the finalization steps are read from the name and unverified.", "source": "generated" }, "CUtlVector::AddMultipleToTail": { "text": "Appends a run of elements to the end of a CUtlVector, growing the backing buffer as needed. Read from the name; no prototype is derived, so the growth and element-construction behaviour is unverified.", "source": "generated" }, "CUtlVector::EnsureCapacity": { "text": "Reserves backing storage so a CUtlVector can hold at least a requested element count without reallocating on later adds. Read from the name; the allocation policy and whether it can shrink are unverified.", "source": "generated" }, "CUtlVector::InsertMultipleBefore": { "text": "Inserts a run of elements into a CUtlVector immediately before a given index, shifting the existing tail up. Read from the name; the index semantics and how the new slots are initialised are unverified.", "source": "generated" }, "CUtlVector::RemoveMultiple": { "text": "Removes a contiguous run of elements from a CUtlVector and compacts what remains. Read from the name; whether element destructors run and whether ordering is preserved are unverified.", "source": "generated" }, "CUtlVectorBase::EnsureCapacity": { "text": "Reserves backing storage on the shared CUtlVectorBase implementation so a vector can hold a requested element count. Read from the name; the growth policy is unverified.", "source": "generated" }, "CVDataTypeManager::LoadKV3Object": { "text": "Loads an object from KV3 keyvalues data through the VData type manager, turning serialised data into a typed runtime object. Read from the name; useful when tracing how vdata assets become in-memory structures, though the parsing and type-resolution details are unverified.", "source": "generated" }, "CVPhys2World::GenerateIntersectionNotifications": { "text": "Produces the intersection and touch notifications for the physics world, the events that tell game code which bodies started or stopped overlapping. The class is implied by the name, not by the data, and the notification contents and conditions are unverified.", "source": "generated" }, "CVPhys2World::GetTouchingList": { "text": "Retrieves the set of physics bodies currently in contact with a given object in the Phys2 world. The class is implied by the name; a prototype is derived, but the returned list's contents and lifetime are unverified.", "source": "generated" }, "CVProfService::OnFrameBoundary": { "text": "Advances the VProf profiling service across a frame boundary, rolling accumulated per-frame timing into a new frame. Read from the name; the bookkeeping it performs and what it does when profiling is off are unverified.", "source": "generated" }, "CVProfile::CVProfile": { "text": "Constructs the VProf profiler object and brings its initial state up. Read from the name as a constructor; what it initialises is not established by this data.", "source": "generated" }, "CVScriptGameSystem::ScriptDebugDraw": { "text": "Emits debug drawing on behalf of the VScript game system, rendering script-requested overlays or geometry. The class is implied by the name; what is drawn, and what script call or convar enables it, is unverified.", "source": "generated" }, "CVScriptGameSystem::ScriptDebugDumpKeys": { "text": "Dumps script key state for debugging, carrying the anchor string ScriptDebugDumpKeys. Beyond that anchor and the name, the contents of the dump and how it is triggered are unverified.", "source": "generated" }, "CVisibilityMonitor::AddEntity": { "text": "Registers an entity with the visibility monitor, logging the line VisMon: Added Entity: %s (%s) with the entity's identifying strings. Useful when working out which entities the visibility system is tracking; the criteria for tracking are unverified.", "source": "generated" }, "CVoiceGameMgr::ClientCommand": { "text": "Handles voice-related client commands on the server, including VModEnable, whose handling logs CVoiceGameMgr::ClientCommand: VModEnable (%d). Relevant when changing voice enable or mute behaviour; other commands it accepts are not established by this data.", "source": "generated" }, "CVoxelVisibilityTypeManager::AllocateResource": { "text": "Allocates a voxel-visibility resource instance for the engine resource system, creating the runtime object that backs a loaded visibility asset. The class is implied by the name; the resource layout and where its data comes from are unverified.", "source": "generated" }, "CWaterBullet::BulletThink": { "text": "Runs the periodic think for a water-bullet entity, advancing its behaviour each think interval. Read from the name; the movement, lifetime and any damage or effect handling are unverified.", "source": "generated" }, "CWaterBullet::GetDataDescMap": { "text": "Returns the datadesc map for the water-bullet entity, the description the entity system uses for its saved and keyvalue-settable data. The class is implied by the name, and which fields the map covers is unverified.", "source": "generated" }, "CWeaponElite::PrimaryAttack": { "text": "Performs the primary-fire attack for the Elite weapon, doing the per-shot work when the trigger is pulled. The class is implied by the name; ammo handling, recoil and firing cadence are unverified.", "source": "generated" }, "CWorkThreadPool::StartWorkThread": { "text": "Starts a worker thread in the pool, logging CWorkThreadPool::StartWorkThread: Thread creation failed. when the underlying thread cannot be created. Useful when diagnosing server thread-pool startup problems; how many threads are started and how work reaches them are unverified.", "source": "generated" }, "CWorkThreadPool::StopWorkThreads": { "text": "Shuts the pool's worker threads down, warning that a thread failed to shut down and printing its name and id via the anchor Thread \"%s\" (ID %llu) failed to shut down. Relevant when chasing hangs at shutdown; the wait behaviour and any timeout are unverified.", "source": "generated" }, "CWorldCompositionReference::ComputeWorldOrigin": { "text": "Computes the world-space origin for a world-composition reference, resolving where the referenced sub-world sits. Carries the anchor string ComputeWorldOrigin; the inputs to that computation are unverified.", "source": "generated" }, "CWorldRendererMgr::CreateWorld": { "text": "Creates a world instance in the world renderer manager, producing the runtime world object for a map or world resource. The class is implied by the name; what identifies the world being created is unverified.", "source": "generated" }, "CWorldRendererMgr::LockForRead": { "text": "Takes a read lock over world-renderer data so it can be inspected safely while other threads may touch it. The class is implied by the name; the lock's scope and its matching release are unverified.", "source": "generated" }, "C_BaseEntity::HitboxToWorldTransforms": { "text": "Produces world-space transforms for an entity's hitboxes, converting model-space hitbox placement into world coordinates. Read from the name; this is the client-side entity variant, and the hitbox source and any bone-setup prerequisite are unverified.", "source": "generated" }, "CalcBlocks_IntercellConnections": { "text": "Computes the connections between cells during a block-based build, logging progress as completed count over total. The name and that progress string are the evidence; what a cell and a block represent here is not established.", "source": "generated" }, "CalcBlocks_IntracellConnections": { "text": "Computes the connections inside individual cells during a block-based build, logging progress along with a v1 tag marking the algorithm revision. Named as the intracell counterpart to CalcBlocks_IntercellConnections; this remains a name-and-log reading, so the structures involved are unverified.", "source": "generated" }, "CanCharacterSeeEntity": { "text": "Answers whether a character can see a given entity, a line-of-sight query of the kind AI and bot decisions lean on. The name and its verbatim anchor support this; whether it traces geometry, tests a view cone, or both, is not established.", "source": "generated" }, "CanMove": { "text": "Answers whether its subject is currently permitted to move, the gate that freeze time, stuns, or scripted holds would consult. Read from the name; which conditions it weighs, and what kind of subject it applies to, are not established.", "source": "generated" }, "CanUnduck": { "text": "Tests whether a crouched player has clearance to stand back up, so an unduck can be refused when the space above is blocked. Read from the name; also shipped as CCSPlayer_MovementServices::CanUnduck, and the place to change stand-up clearance rules.", "source": "generated" }, "CategorizePosition": { "text": "Determines the player's ground state for the movement pass, deciding whether they are standing on something, airborne, or on a surface too steep to hold. Read from the name and Source-movement lineage; also shipped as CCSPlayer_MovementServices::CategorizePosition.", "source": "generated" }, "ChangeTeam": { "text": "Moves a player to a different team, its debug line recording the player's identity, the current and requested team numbers, and whether the switch will actually happen. That anchor makes the role clear; the limits it enforces, such as team balance or timing, are not established.", "source": "generated" }, "CheckFalling": { "text": "Handles the end of a fall, covering landing damage and the landing sound or effect; its string anchor Land_WaterVol.StepLeft is a surface-sound token consistent with that. Also shipped as CCSPlayer_MovementServices::CheckFalling, so hook here to alter fall damage.", "source": "generated" }, "CheckJumpButton": { "text": "Tests the jump input and decides whether the player leaves the ground, read from the name. This name resolves to the same code as CCSPlayer_MovementServices::CheckJumpButtonLegacy, so treat it as the legacy jump-input path; the match is medium confidence.", "source": "generated" }, "CheckJumpButtonLegacy": { "text": "Handles jump input under the legacy jump model, deciding whether a press produces a jump. Also shipped as CCSPlayer_MovementServices::CheckJumpButtonLegacy; it pairs with the CCSPlayerLegacyJump data this batch's fields reference, which is where the old jump feel is tuned.", "source": "generated" }, "CheckJumpButtonModern": { "text": "Handles jump input under the modern jump model, deciding whether a press produces a jump. Also shipped as CCSPlayer_MovementServices::CheckJumpButtonModern; it pairs with the CCSPlayerModernJump data this batch's fields reference, so use it when targeting current jump behaviour rather than the legacy path.", "source": "generated" }, "CheckJumpButtonWater": { "text": "Handles the jump input while a player is in water, the swim-up or exit-water branch of jump handling. Read from the name; the water-level conditions it requires and the movement state it changes are not established.", "source": "generated" }, "CheckTransmit": { "text": "Decides which entities are sent to a client in a network update, the standard place to hide entities from a player or force them visible. The name plus a ./gameinterface.cpp:3135 anchor support this; the filtering rules and per-client state involved are unverified.", "source": "generated" }, "CheckVelocity": { "text": "Clamps player velocity to the legal maximum, emitting the warning string \"Got a velocity too high (>%.2f) on %s\" when a component runs past it. Also shipped as CCSPlayer_MovementServices::CheckVelocity, and the first thing to check when a speed-boost mod is silently capped.", "source": "generated" }, "CheckWater": { "text": "Determines an entity's relationship to water, whether it is in water and how deeply, the state that swimming, drowning, and splash behaviour key off. Read from the name; what it records and which water volumes it consults are not established.", "source": "generated" }, "ChildPanelsVectorOffset": { "text": "Supplies where a panel's child-panel vector sits inside the object, the kind of accessor used to reach a UI panel's children from outside. Read from the name; which panel type it applies to and how the offset is obtained are not established.", "source": "generated" }, "ClientJob_EMsgGCCStrike15_v2_GC2ServerReservationUpdate::BYieldingRunJobFromMsg": { "text": "Handles a Game Coordinator reservation-update message sent to the server, applying the revised match reservation. The class is implied by the name; the message fields it reads and the state it changes are unverified.", "source": "generated" }, "ClientJob_EMsgGCCStrike15_v2_MatchEndRewardDropsNotification::BYieldingRunJobFromMsg": { "text": "Handles the Game Coordinator's match-end reward-drop notification, logging Notification about user drop: %u %llu (%u-%u-%u) for the user and drop involved. Useful when tracing end-of-match item drops on a server; what else it does with the notification is unverified.", "source": "generated" }, "ClientJob_EMsgGCCStrike15_v2_ServerNotificationForUserPenalty::BYieldingRunJobFromMsg": { "text": "Handles the Game Coordinator's user-penalty notification, logging Notification about user penalty: %u/%u (%u sec) with the penalty identifiers and a duration in seconds. Relevant when tracing cooldowns reaching a server; the action taken on the penalised user is unverified.", "source": "generated" }, "ClientPrint": { "text": "Prints a text message to a player's client, the standard server-side way to push chat, console, hint, or centre-screen text to someone. Read from the name; which display targets it supports and how the text is formatted are not established.", "source": "generated" }, "ClipPolysToHullClearanceInternal": { "text": "Clips polygons down to the clearance a movement hull requires, iterating and warning when successive passes stop reducing the geometry. That warning string is the direct evidence; the geometry it operates on and the hull it clears for are not established.", "source": "generated" }, "ClipPolysToHullClearanceInternalProcessList": { "text": "Part of navmesh generation: clips a list of candidate polygons against hull-clearance limits, trimming areas too tight for a player hull and logging how many were clipped under a NAVGEN tag. The clipping role comes from the anchor and name; the clearance inputs it reads are unverified.", "source": "generated" }, "Cmd_ExecuteCommand": { "text": "Executes a console command inside the engine's command system, the point where a typed or scripted command actually takes effect. Read from the name; the command representation and the execution context are unverified.", "source": "generated" }, "CommandMapGroup": { "text": "Handles the mapgroup console command, selecting the map group that drives map rotation and reporting 'No mapgroup specified' when the argument is missing. Useful when changing map cycling from server code; the accepted argument forms are not established here.", "source": "generated" }, "ComputeMaterialBatchableFlags": { "text": "Computes the flags describing how a material can be batched with others for drawing, so compatible materials can share work at render time. Read from the name in the material system; the flag values and the material properties inspected are unverified.", "source": "generated" }, "ConCommand::Test_CreateEntity": { "text": "Callback bound to the `Test_CreateEntity` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::Test_EHandle": { "text": "Callback bound to the `Test_EHandle` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::Test_RandomPlayerPosition": { "text": "Callback bound to the `Test_RandomPlayerPosition` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::autosavedangerousissafe": { "text": "Callback bound to the `autosavedangerousissafe` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::bot_hurt": { "text": "Callback bound to the `bot_hurt` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::clear_bombs": { "text": "Callback bound to the `clear_bombs` 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::dm_reset_spawns": { "text": "Callback bound to the `dm_reset_spawns` 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::replant_bomb": { "text": "Callback bound to the `replant_bomb` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::retake_barrier_clear": { "text": "Callback bound to the `retake_barrier_clear` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::retake_barrier_point": { "text": "Callback bound to the `retake_barrier_point` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::retake_barrier_spawn": { "text": "Callback bound to the `retake_barrier_spawn` 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_round_backup_file_list": { "text": "Callback bound to the `send_round_backup_file_list` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::shatterglass_break": { "text": "Callback bound to the `shatterglass_break` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::shatterglass_restore": { "text": "Callback bound to the `shatterglass_restore` 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::spawnCashStack": { "text": "Callback bound to the `spawnCashStack` 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::timeout_ct_start": { "text": "Callback bound to the `timeout_ct_start` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConCommand::timeout_terrorist_start": { "text": "Callback bound to the `timeout_terrorist_start` console command; the engine invokes it when that command is executed.", "source": "derived" }, "ConfirmAllMessageHandlersInstalled": { "text": "Checks that the network system's expected message handlers have been registered, a sanity check that catches a message type left without a handler. Read from the name; whether it asserts, logs, or reports a status is unverified.", "source": "generated" }, "ConnectGameInterfaces": { "text": "Connects the game module to the engine's app-system interfaces, reporting its registration count under an APPSYSTEM log line. This is where a server module's engine interface pointers become available; the interface list involved is not established here.", "source": "generated" }, "ConvertToCopiedData": { "text": "Converts a held value into an owned, copied representation, rejecting types it does not support and logging the offending type id. Relevant when data must outlive the buffer it came from; which types qualify is not established here.", "source": "generated" }, "CreateBot": { "text": "Creates a bot player, allocating a fake client and failing with 'Unable to create bot' when that allocation returns null. This is the server-side entry point for adding bots; the parameters choosing name, team or difficulty are unverified.", "source": "generated" }, "CreateControllerToGraphBindings": { "text": "Establishes the bindings between an animation controller and its animation graph, wiring controller-side parameters to graph inputs. Read from the name; the binding representation and the conditions under which it is rebuilt are unverified.", "source": "generated" }, "CreateEntityByName": { "text": "Creates an entity instance from a classname string, the usual entry point for spawning entities from mod code. The prototype is verified, and it also ships as CBaseEntity::CreateEntityByName, CGameEntitySystem::CreateEntityByName and UTIL::CreateEntityByName.", "source": "generated" }, "CreateForFileRead": { "text": "Creates a resource-system object configured for reading a file, the read-side form of opening resource data. Read from the name; the object it produces and how the file is identified are unverified.", "source": "generated" }, "CreatePhysicsBallSocketConstraint": { "text": "Creates a ball-and-socket physics constraint, pinning two simulated bodies at a shared point while leaving rotation free \u2014 the joint style used for ragdolls and swinging props. Read from the name; the bodies and anchor point are unverified.", "source": "generated" }, "CreatePhysicsConstraint": { "text": "Creates a physics constraint linking simulated bodies, in a generic form rather than one tied to a single joint type. Read from the name; which constraint kinds it accepts and how they are described are unverified.", "source": "generated" }, "CreatePhysicsHingeConstraint": { "text": "Creates a hinge physics constraint, letting two simulated bodies rotate about one shared axis as doors and levers do. Read from the name; the axis definition and any angular limits are unverified.", "source": "generated" }, "CreatePhysicsProxy": { "text": "Creates the physics-side proxy for an entity, giving it a body that the simulation can move and collide. Read from the name; what the proxy holds and which entities require one are unverified.", "source": "generated" }, "DataDesc_BuildComponentUnserializers": { "text": "Builds the unserializer table for a component's datadesc, preparing the per-field readers that turn stored keyvalues into live entity data. Read from the name; the table layout and when it is constructed are unverified.", "source": "generated" }, "DataDesc_UnserializeKey": { "text": "Unserializes a single datadesc key, converting one stored keyvalue into the typed entity field it names \u2014 the layer that gives map-authored keyvalues effect. Read from the name; the field lookup and type-conversion rules are unverified.", "source": "generated" }, "DebugDrawMesh": { "text": "Draws a mesh as debug geometry so its triangles or wireframe can be inspected in-world during development. Read from the name; the mesh source, color and how long the drawing persists are unverified.", "source": "generated" }, "DecalTrace": { "text": "Applies a decal at the impact point described by a trace result, the mechanism behind bullet holes and scorch marks on surfaces. Read from the name; how the decal material is selected is unverified.", "source": "generated" }, "DefuseBombState::GetName": { "text": "Returns the name of the bomb-defusal behaviour state, with the anchor string DefuseBomb supplying that name. Useful for recognising the state in behaviour debug output.", "source": "generated" }, "DefuseBombState::OnEnter": { "text": "Runs the entry work for the bomb-defusal behaviour state, preparing the actor to start defusing. The class is implied by the name; what it initialises and what it assumes is already true are unverified.", "source": "generated" }, "DefuseBombState::OnExit": { "text": "Runs the exit work for the bomb-defusal behaviour state, cleaning up whatever the state held while active. The class is implied by the name; what it tears down is unverified.", "source": "generated" }, "DefuseBombState::OnUpdate": { "text": "Drives the per-update behaviour of the bomb-defusal state, complaining In Defuse state, but don't know where the bomb is! when the bomb's location is unknown. Useful when debugging bots that sit in the defuse state without acting; the rest of the update logic is unverified.", "source": "generated" }, "DeleteSceneObjectFunctionPointer": { "text": "Destroys a scene object, the renderable representation the scene system holds for an entity. The name marks it as a function-pointer slot for that deletion; the object's ownership and what its removal invalidates are unverified.", "source": "generated" }, "DetermineFieldSerializerGroup": { "text": "Chooses which field-serializer group a networked field belongs to, part of how the network system organizes per-class field encoding. Read from the name; the grouping criteria and their effect on the wire format are unverified.", "source": "generated" }, "DispatchDatamapFunction": { "text": "Invokes a function declared in an entity's datamap, such as an input handler or a named think function. Read from the name; how the target function is identified within the datamap is unverified.", "source": "generated" }, "DispatchParticleEffect": { "text": "Spawns a particle effect in the world, with the alias name UTIL_DispatchParticleEffectFilter_Attachment indicating a form that targets an attachment point on an entity and limits which clients receive it. Use it to play a particle system from server code; the attachment and filter parameters are unverified.", "source": "generated" }, "DoEntFireByInstanceHandle": { "text": "Fires an entity input on one specific entity identified by its instance handle rather than by targetname, letting server code trigger entity I/O directly. Read from the name; the input naming, value and delay handling are unverified.", "source": "generated" }, "DoSpark": { "text": "Produces a spark effect, the short burst used for damaged or electrical props. Read from the name only; the placement, spark count and any accompanying sound are unverified.", "source": "generated" }, "EmitSound": { "text": "Plays a sound from an entity, with the CBaseEntity::EmitSoundFilter alias pointing at a recipient-filtered emit so a chosen set of players hears it. Read from the names; no prototype is derived, so the sound-identifier form and the filtering rules are unverified.", "source": "generated" }, "EmitSoundVolume": { "text": "Plays or adjusts a sound with an explicitly given volume, the volume-carrying form of sound emission. Read from the name; whether it starts a new sound or changes the volume of one already playing is not established.", "source": "generated" }, "EndRestoreEntities": { "text": "Closes out an entity restore pass, finishing the reload of saved entity state and logging the context it completed under. Relevant around save/load and level transitions; the context values in the log line are unverified.", "source": "generated" }, "EnsureInstanceBaseline": { "text": "Ensures a networking instance baseline exists for a class \u2014 the reference state that clients delta against when an entity first appears to them. Read from the name in engine networking code; when it creates versus reuses a baseline is unverified.", "source": "generated" }, "EntityListOffset": { "text": "Yields the offset at which the entity list sits inside its containing structure, the kind of accessor used to reach that list from a base pointer. Read from the name; the structure it offsets into is unverified.", "source": "generated" }, "EntitySystemPointer": { "text": "Yields the pointer to the entity system, the object through which entities are looked up, created and destroyed. Read from the name; how the pointer is obtained and its lifetime are unverified.", "source": "generated" }, "EscapeFromBombState::GetName": { "text": "Reports the bot state's name string, with the literal `EscapeFromBomb` shipped as its anchor, so that is the label this state identifies itself by. Useful for matching bot debug output or state dumps to the escape-from-bomb behaviour.", "source": "generated" }, "EscapeFromBombState::OnEnter": { "text": "Performs the entry setup a bot runs when it switches into the escape-from-bomb behaviour. The EscapeFromBombState class is implied by the name rather than established by the data, and what the entry hook initialises is unverified.", "source": "generated" }, "EscapeFromBombState::OnExit": { "text": "Performs the teardown a bot runs when it leaves the escape-from-bomb behaviour, the counterpart to that state's entry work. The EscapeFromBombState class is implied by the name, and the cleanup it does is not established here.", "source": "generated" }, "EscapeFromBombState::OnUpdate": { "text": "Runs the recurring update logic that keeps a bot moving away from the bomb while the escape-from-bomb behaviour is active. The EscapeFromBombState class is implied by the name, and the movement or timing it drives is unverified.", "source": "generated" }, "EscapeFromFlamesState::GetName": { "text": "Reports this state's name string, with the literal `EscapeFromFlames` shipped as its anchor. That label identifies the fire-avoidance behaviour in bot debug output and state traces.", "source": "generated" }, "EscapeFromFlamesState::OnEnter": { "text": "Sets up the behaviour in which a bot flees fire, doing the entry work for the escape-from-flames state. The EscapeFromFlamesState class is implied by the name, and the escape route or destination it chooses is unverified.", "source": "generated" }, "ExecGameTypeCfg": { "text": "Executes the config file tied to the current game type and mode, applying that mode's convar settings. Worth knowing when a mod's convars get overwritten at mode setup; the file naming scheme is read from the name and unverified.", "source": "generated" }, "ExplosionEffect": { "text": "Produces an explosion effect at a location \u2014 the visual and audible burst, separate from any damage that accompanies it. Read from the name; the magnitude, radius and appearance parameters are unverified.", "source": "generated" }, "FX_FireBullets": { "text": "Drives the effects side of firing a shot \u2014 tracers, muzzle flash and surface impacts \u2014 looking up the weapon's item definition and bailing out with 'GetItemDefinition failed' when that lookup fails. Central to weapon work; the shot parameters such as spread and bullet count are unverified.", "source": "generated" }, "FetchBombState::GetName": { "text": "Reports the state's name string; `FetchBomb` is shipped as its anchor, naming the behaviour in which a bot goes to retrieve a loose bomb. Useful for tying bot debug traces back to that goal.", "source": "generated" }, "FetchBombState::OnEnter": { "text": "Begins the behaviour in which a bot heads for the dropped bomb, performing that state's entry work. The FetchBombState class is implied by the name, so the goal selection and pathing it sets up are unverified.", "source": "generated" }, "FetchBombState::OnUpdate": { "text": "Drives the ongoing fetch-the-bomb behaviour, including the case its shipped string describes \u2014 `Someone else picked up the bomb.` \u2014 where another player claims the objective first. Useful when reasoning about how bots abandon a bomb-retrieval goal.", "source": "generated" }, "FileNamesOffset": { "text": "Yields the offset of a file-name table inside its containing structure, an accessor for reaching stored file names from a base pointer. Read from the name; the structure and the table's contents are unverified.", "source": "generated" }, "FileSystemPointer": { "text": "Yields the pointer to the filesystem interface, the object used for reading and writing game files and searching paths. Read from the name; how it is acquired and which interface it exposes are unverified.", "source": "generated" }, "FilterDamageType::PassesDamageFilterImpl": { "text": "Decides whether an incoming damage event passes the filter, testing the damage against the filter's configured `m_iDamageType`. The FilterDamageType class is implied by the name; this is the hook to target when gating triggers or map logic on a specific damage type.", "source": "generated" }, "FilterDamageType::PassesFilterImpl": { "text": "Handles the plain entity-passes-filter test for a damage-type filter, the non-damage query variant of its filtering check. The FilterDamageType class is implied by the name, and since `m_iDamageType` only classifies damage, the outcome for non-damage queries is unverified.", "source": "generated" }, "FindConnectedBoundaryEdgesWithinCircle": { "text": "Finds boundary edges that connect to one another inside a circular (2D radius) query region, the kind of lookup used when clipping or repairing the borders of a mesh or nav area around a point. The name ships verbatim as a string and nothing beyond it is derived, so the inputs and the geometry searched are unverified.", "source": "generated" }, "FindConnectedBoundaryEdgesWithinSphere": { "text": "Finds boundary edges that connect to one another inside a spherical (3D radius) query region, the volumetric counterpart to the circular form for trimming or stitching surface borders. The name ships verbatim as a string and nothing beyond it is derived, so the inputs and the geometry searched are unverified.", "source": "generated" }, "FindOverlaps": { "text": "Reports which members of some spatial or interval set overlap a supplied query \u2014 an intersection test rather than a single-hit lookup. Read from the name, which also appears verbatim as a string; the domain it searches (volumes, bounds, or ranges) is not established here.", "source": "generated" }, "FindUseEntity": { "text": "Picks the entity a player's +use should act on, searching in front of the player's view. Read from the name and the CCSPlayer_UseServices class this batch's fields reference; the alias CEntityClass::Unserialize and its string anchor are a medium-confidence attribution, so verify.", "source": "generated" }, "FindWeaponVDataByName": { "text": "Resolves a weapon's VData definition record from a name key, the lookup a modder uses to read or compare a weapon's configured stats by weapon name. Valve ships the same function under the second name GetWeaponCSDataFromKey, and its behaviour is derived here rather than inferred from the name alone.", "source": "generated" }, "FireOutputInternal": { "text": "Performs the internal work of firing an entity output, the low-level side of the map/entity I/O system that mods hook to observe or trigger entity events. Read from the name at medium-high confidence; the output record it acts on, and any activator or delay handling, are not established here.", "source": "generated" }, "FollowState::GetName": { "text": "Reports the name string for the bot follow behaviour, the label that identifies that state in debug output. The FollowState class is implied by the name, and the exact string reported is not established here.", "source": "generated" }, "FollowState::OnEnter": { "text": "Sets up the behaviour in which a bot follows a leader or teammate, doing that state's entry work. The FollowState class is implied by the name, and which target it latches onto is unverified.", "source": "generated" }, "FollowState::OnExit": { "text": "Cleans up when a bot stops following and the follow behaviour ends. The FollowState class is implied by the name, and what it releases or resets is not established by this data.", "source": "generated" }, "FollowState::OnUpdate": { "text": "Drives the follow behaviour while it is active, including the idling case its shipped debug string describes \u2014 `%4.1f: Bored. Repathing to a new nearby area` \u2014 where a waiting follower repaths nearby. Relevant when tuning how bot escorts loiter around their leader.", "source": "generated" }, "FrameRateSpikeDump": { "text": "Dumps diagnostic information when the engine registers a frame-rate spike, so a server hitch can be attributed to whatever was busy during the long frame. Read from the name only; the spike threshold, the destination of the dump, and its format are unverified.", "source": "generated" }, "Friction": { "text": "Applies ground friction, bleeding off horizontal speed while the player is on the ground. Read from the name and Source-movement lineage; also shipped as CCSPlayer_MovementServices::Friction, the hook point for slippery or extra-grippy movement mods.", "source": "generated" }, "FullWalkMove": { "text": "Runs the walking-movement update for one command, the main body of on-foot player movement. Read from the name and Source-movement lineage; also shipped as CCSPlayer_MovementServices::FullWalkMove, a common target for mods that replace ground movement wholesale.", "source": "generated" }, "GameEventManager": { "text": "Provides the game-event manager, the subsystem mods use to fire and listen for named game events. Named at medium confidence with no string anchor, so whether this is an accessor, a constructor, or a method on the manager itself is not established.", "source": "generated" }, "GameSystem_Think_CheckSteamBan": { "text": "Per-think game-system check that acts on Steam/GC ban and matchmaking-cooldown information for connected players, kicking them subject to sv_kick_players_with_cooldown \u2014 it carries the message \"Kicking user %s (sv_kick_players_with_cooldown=%d)\". Also shipped as HandleGCBanInfo; relevant to any server that wants to permit or suppress cooldown kicks.", "source": "generated" }, "GameTypes::OnLevelLoadingSetDefaultGameModeAndType": { "text": "Applies the default game mode and game type for the map being loaded, so a server that specifies neither still ends up with a defined mode. The GameTypes class is implied by the name, and which defaults it selects is unverified.", "source": "generated" }, "GetAbsAngles": { "text": "Returns an entity's absolute world-space orientation angles, as opposed to angles held relative to a parent. Read from the name at medium confidence with no prototype derived, so the owning type is unconfirmed, though CEntityInstance is among the classes this data's fields and parameters reference.", "source": "generated" }, "GetAbsOrigin": { "text": "Returns an entity's absolute world-space position, the value you want whenever a parented or attached entity's local origin would be misleading. Read from the name at medium confidence; the owning type is not derived, though CEntityInstance appears among the classes referenced by this data.", "source": "generated" }, "GetAbsOriginFunction": { "text": "Also yields an entity's absolute world-space origin; the \"Function\" suffix reads as a wrapper or function-pointer form of that accessor rather than a different query. Read from the name at medium confidence, and this data does not establish how it differs from GetAbsOrigin.", "source": "generated" }, "GetAbsScale": { "text": "Returns an entity's absolute world-space scale, folding in any parent scaling rather than reporting the entity's own value. Read from the name at medium confidence with no prototype derived; compare GetLocalScale for the unparented figure.", "source": "generated" }, "GetAbsVelocity": { "text": "Reads an entity's absolute, world-space velocity rather than any parent-relative value. Read from the name and the CBaseEntity::AbsVelocity alias; no prototype is derived, so the exact stored field and whether any recomputation happens are unverified.", "source": "generated" }, "GetBitRange": { "text": "Extracts a range of bits from a packed buffer or field, a bit-level read helper in the networking layer that matters when decoding or reproducing net message encodings. Read from the name only; the buffer type, bit ordering, and clamping behaviour are unverified.", "source": "generated" }, "GetBoneIndexForHitboxForMesh": { "text": "Maps a hitbox on a given mesh to the skeleton bone index that drives it, the lookup needed to turn a hitbox hit into a bone for attachment, positioning, or damage-zone logic. Read from the name only; the mesh and hitbox identifiers it accepts are unverified.", "source": "generated" }, "GetCSWeaponDataFromKey": { "text": "Retrieves the CS weapon data record for a given key, the CS-specific weapon definition lookup. Read from the name at medium-high confidence; despite the near-identical spelling it is recorded apart from FindWeaponVDataByName (also shipped as GetWeaponCSDataFromKey), so do not assume the two are interchangeable.", "source": "generated" }, "GetClassNameAsCStr": { "text": "Returns an entity's class name as a C string, the cheap way to identify what an entity is when filtering or branching on classname. Read from the name at medium confidence; the owning type is not derived, though CEntityInstance is referenced by this data's fields and parameters.", "source": "generated" }, "GetClassNameOverride": { "text": "Returns a class name that supersedes the entity's default one, letting a subclass or script-backed entity report a classname other than its native type. The name ships verbatim as a string; whether it is a virtual hook a mod can override or a plain query is not established.", "source": "generated" }, "GetDamage": { "text": "Returns the damage amount carried by a damage/take-damage info record, the base figure a damage handler reads before applying its own adjustments. Read from the name at medium confidence; the record type it reads is not derived, so treat the field mapping as unconfirmed.", "source": "generated" }, "GetDamageCustom": { "text": "Returns the \"custom\" damage classifier stored alongside a damage record, the value used to distinguish special damage or kill varieties beyond the plain type flags. Read from the name at medium confidence; the set of possible values and their meanings is not established here.", "source": "generated" }, "GetDamageForce": { "text": "Returns the force vector attached to a damage event, which is what drives ragdoll and physics push on the victim. Read from the name at medium confidence with no prototype derived, so the exact record it reads and the vector's units are unverified.", "source": "generated" }, "GetDamagePosition": { "text": "Returns the world position at which damage was applied, useful for hit effects, directional damage indicators, and hit-location logic. Read from the name at medium confidence; the damage record it reads from is not derived here.", "source": "generated" }, "GetDamageType": { "text": "Returns the damage-type bitfield for a damage event \u2014 the flags describing how the damage was dealt, which armour, immunity, and damage-filter rules test. Read from the name at medium confidence; the individual flag values are not established by this data.", "source": "generated" }, "GetDesignerNameForScriptClass": { "text": "Maps a script-facing class to the designer name used in maps and entity I/O, bridging a scripting class and the entity name a level designer would type. The name ships verbatim as a string; the scripting system involved and the identifier form are not derived.", "source": "generated" }, "GetFreeClient": { "text": "Finds an unused client slot on the server, the allocation step behind admitting a new connection or placing a bot. Read from the name at medium-high confidence; the slot bookkeeping it consults and its behaviour when the server is full are not established here.", "source": "generated" }, "GetItemSchema": { "text": "Returns the item schema, the economy and inventory definition set covering items, weapon finishes, and their attributes. Read from the name at medium confidence; whether it hands back a process-wide singleton or a per-context schema is not established.", "source": "generated" }, "GetJointLimitAngles": { "text": "Returns the angular limits of a physics or animation joint constraint \u2014 how far that joint is permitted to rotate about each axis. The name ships verbatim as a string; the joint identifier it takes and the axis convention of the result are unverified.", "source": "generated" }, "GetLegacyGameEventListener": { "text": "Supplies a player controller's legacy game-event listener, the object older-style game-event plumbing expects to work with. Read from the name, with the prototype verified; the same function also ships as CCSPlayerController::LegacyGameEventListener and LegacyGameEventListener.", "source": "generated" }, "GetLocalScale": { "text": "Returns an entity's own scale before any parent transform is applied, the counterpart to GetAbsScale for reading or reasoning about an unparented value. Read from the name at medium confidence with no prototype derived.", "source": "generated" }, "GetNamedManifestResources": { "text": "Retrieves the resources listed under a named manifest, the resource system's way of enumerating a bundle's contents by manifest name. Read from the name only; the manifest identifier it accepts and the form of the returned collection are unverified.", "source": "generated" }, "GetNativeClassForScriptClass": { "text": "Resolves a script-level class to the native C++ entity class backing it, the inverse of exposing an engine class to scripting. The name ships verbatim as a string; the binding layer it consults and whether it takes a name or a descriptor are not derived here.", "source": "generated" }, "GetNativeOutputsForClass": { "text": "Lists the entity outputs a native class declares, i.e. the outputs available for map and entity I/O wiring on that class. The name ships verbatim as a string; whether it is keyed by class name or by a class descriptor is not established.", "source": "generated" }, "GetOriginalDamage": { "text": "Returns the pre-modification damage recorded on a damage event, so a mod can compare it against the final figure after armour, falloff, and gameplay adjustments. Read from the name at medium confidence; the record layout it reads is not derived.", "source": "generated" }, "GetParticleReplacement": { "text": "Looks up a substitute particle effect for a requested one, the indirection that lets the game swap particle systems per context. Read from the name at medium confidence; the key it is given and where the replacement table comes from are not established here.", "source": "generated" }, "GetPlayerLimits": { "text": "Determines the server's player-count limits and can clamp the maximum, logging \"GetPlayerLimits: max players limited to %i\" when the cap it settles on is below what was asked for. Worth knowing when a mod tries to raise the player cap; the inputs behind the clamp are not derived.", "source": "generated" }, "GetReportedPosition": { "text": "Returns a \"reported\" position for an entity \u2014 a stored or communicated location kept separately from its live origin. Read from the name at medium confidence; what writes that value, and how it diverges from GetAbsOrigin, is not established by this data.", "source": "generated" }, "GetSequenceActivityName": { "text": "Resolves a model's animation sequence index to the activity name that sequence maps to, and reports 'Bad sequence in GetSequenceActivityName() for model '%s'!' when the index is not valid for the model. Useful when driving or inspecting animations by activity rather than raw sequence indices; read from the anchor and name, with details unverified.", "source": "generated" }, "GetSpawnGroups": { "text": "Retrieves the spawn groups the server currently has loaded, the world chunks that make up the running map and any streamed-in content. Also shipped as CSpawnGroupMgrGameSystem::GetSpawnGroups; read from the name at medium confidence, useful when enumerating loaded world data.", "source": "generated" }, "GetTotalledDamage": { "text": "Returns an accumulated damage total, reading as the running damage a player has dealt or absorbed over some scoring period. Taken from the name alone, so what the total covers and when it resets are unverified.", "source": "generated" }, "GetWeaponAttackTime": { "text": "Computes a weapon's attack timing from a user command, complaining 'sv: GetWeaponAttackTime - null cmd' when no command is supplied. Relevant to fire-rate and next-attack pacing work; read from the anchor and name, so the exact quantity produced is unverified.", "source": "generated" }, "GetWeaponCSDataFromKey": { "text": "Looks up a weapon's CS-specific data record from a key, and also ships as FindWeaponVDataByName, which reads as fetching weapon VData by name. Handy for resolving a weapon definition from a string identifier; read from the two names, so the key's exact form is unverified.", "source": "generated" }, "GiveNamedItem": { "text": "Grants an entity an item identified by name, spawning and handing over the corresponding weapon or gear, and guards against a missing target with 'nullptr Ent in GiveNamedItem'. A natural hook for giving players equipment by classname; read from the anchor and name, with details unverified.", "source": "generated" }, "GiveNamedItem2": { "text": "A second variant of giving an entity a named item, alongside GiveNamedItem. Read from the name; how it differs from GiveNamedItem is not established by this data.", "source": "generated" }, "GlobalVarsPointer": { "text": "Provides access to the engine's global variables block, the shared per-frame time, tick and frame-count state that server code reads constantly. Read from the name; the block's exact contents and how the pointer is acquired are unverified.", "source": "generated" }, "HandleGCBanInfo": { "text": "Acts on ban and cooldown information from the Steam Game Coordinator, kicking an affected player and logging 'Kicking user %s (sv_kick_players_with_cooldown=%d)'. Also shipped as GameSystem_Think_CheckSteamBan, and the derivation here is complete, so this reading is comparatively well supported.", "source": "generated" }, "HandleSwapTeams": { "text": "Swaps the two teams, moving each side's players to the other team as a half or round transition requires. Read from the name; what it does with scores, spawns and player state is unverified.", "source": "generated" }, "HideState::GetName": { "text": "Reports the name string for the bot hide behaviour, the label identifying that state. The HideState class is implied by the name, and the exact string it reports is not established here.", "source": "generated" }, "HideState::OnEnter": { "text": "Starts the bot's hiding behaviour, doing the entry work for taking cover. The HideState class is implied by the name, so the hiding-spot selection or crouch/aim setup it performs is unverified.", "source": "generated" }, "HideState::OnExit": { "text": "Ends the bot's hiding behaviour and cleans up as it leaves cover. The HideState class is implied by the name, and what it releases \u2014 a reserved hiding spot, for instance \u2014 is unverified.", "source": "generated" }, "HideState::OnUpdate": { "text": "Runs the hiding behaviour while it is active, including the timed hold its shipped string describes \u2014 `Heard enemy, holding position for %f2.1 seconds...` \u2014 where a bot that hears an enemy stays put. Useful when tuning how long bots camp after a noise cue.", "source": "generated" }, "HostStateRequest": { "text": "Starts a new host-state request, the engine-level mechanism behind map changes and level loads. Also shipped as CHostStateMgr::StartNewRequest and found in libengine2 rather than the game module, so reach for it when driving map changes from native code.", "source": "generated" }, "Host_Say": { "text": "Processes a chat message from a player or the server and delivers it to the intended audience, with the 'All Chat' anchor marking the everyone-hears case. A natural hook point for chat commands and chat filtering; read from the anchor and name, details unverified.", "source": "generated" }, "HuntState::GetName": { "text": "Reports the state's name string, with `Hunt` shipped as its anchor \u2014 the label for the behaviour in which a bot roams to seek out enemies. Useful for spotting that state in bot debug output.", "source": "generated" }, "HuntState::OnEnter": { "text": "Begins the hunting behaviour in which a bot goes looking for enemies, performing that state's entry work. The HuntState class is implied by the name, and the search area or initial target it picks is unverified.", "source": "generated" }, "HuntState::OnUpdate": { "text": "Drives the hunt behaviour while it is active, moving the bot along its search for enemies. The HuntState class is implied by the name, and the repathing and target-acquisition rules it applies are unverified.", "source": "generated" }, "IGameSystem::InitAllSystems": { "text": "Initialises the server's registered game systems in a single startup pass. Read from the name; a mod that registers its own game system depends on this pass, though the registration it consults is unverified.", "source": "generated" }, "IGameSystem::InitAllSystems->pFirst": { "text": "Locates `pFirst`, the head-of-list pointer that IGameSystem::InitAllSystems uses to reach the registered game systems, and is also shipped as IGameSystem_InitAllSystems_pFirst. Read from the name \u2014 useful when you want the game-system list itself rather than the init routine.", "source": "generated" }, "IGameSystem::LoopActivateAllSystems": { "text": "Runs the activation pass over the server's game systems, emitting the shipped marker `%s: IGameSystem::LoopActivateAllSystems {`. Useful for a mod whose game system must come alive with the engine's, and for reading that block in startup spew.", "source": "generated" }, "IGameSystem::LoopDeactivateAllSystems": { "text": "Runs the deactivation pass over the server's game systems, emitting the shipped marker `%s: IGameSystem::LoopDeactivateAllSystems {`. The shutdown-side counterpart to activation, and a natural place to watch mod game systems being wound down.", "source": "generated" }, "IGameSystem::LoopDestroyAllSystems->s_GameSystems": { "text": "Locates `s_GameSystems`, the static game-system container that IGameSystem::LoopDestroyAllSystems works through when tearing systems down; also shipped as IGameSystem_LoopDestroyAllSystems_s_GameSystems. Read from the name, and useful for enumerating registered game systems directly.", "source": "generated" }, "IGameSystem::LoopInitAllSystems": { "text": "Runs the initialisation pass across the server's game systems, giving each its init opportunity. Read from the name; mods that register a game system rely on this pass, though what it iterates is unverified.", "source": "generated" }, "IGameSystem::LoopPostInitAllSystems": { "text": "Runs the post-initialisation pass over the server's game systems, emitting the shipped marker `%s: IGameSystem::LoopPostInitAllSystems(start)`. Read from the name and that string: this is the phase where a mod's game system does work that assumes basic init is complete.", "source": "generated" }, "IGameSystem::LoopPostInitAllSystems->pEventDispatcher": { "text": "Locates `pEventDispatcher`, the dispatcher object used inside IGameSystem::LoopPostInitAllSystems to drive the post-init pass over game systems; also shipped as IGameSystem_LoopPostInitAllSystems_pEventDispatcher. Read from the name \u2014 handy when you need the dispatcher rather than the loop around it.", "source": "generated" }, "IGameSystem::PostInitAllSystems": { "text": "Performs the post-init pass over game systems and times each one: the shipped format `IGameSystem::PostInit( %-80s ) %8.3f msec` prints a system's name and its post-init cost in milliseconds. That spew is a cheap way to see whether a mod's game system slows server startup.", "source": "generated" }, "IGameSystem_InitAllSystems_pFirst": { "text": "Initialises the server's registered game systems during startup, walking the pFirst list head the key names. The entry is keyed IGameSystem_InitAllSystems_pFirst and read at that level with medium confidence, so verify before hooking game-system registration.", "source": "generated" }, "IGameSystem_LoopDestroyAllSystems_s_GameSystems": { "text": "Tears down the registered game systems at shutdown, iterating the s_GameSystems list the key names. Keyed IGameSystem_LoopDestroyAllSystems_s_GameSystems and read at that level with medium confidence, so confirm against your build before hooking shutdown cleanup.", "source": "generated" }, "IGameSystem_LoopPostInitAllSystems_pEventDispatcher": { "text": "Runs the post-initialisation pass over the registered game systems, touching the pEventDispatcher the key names. Keyed IGameSystem_LoopPostInitAllSystems_pEventDispatcher and read at that level with medium confidence; relevant if you attach your own event handling during game-system startup.", "source": "generated" }, "IKV3TransferInterface_EHandle_Load": { "text": "Loads an entity-handle value through the KeyValues3 transfer interface, deserializing an EHandle-typed field from KV3 data. Read from the name; the stored representation and the behaviour on a stale or missing handle are unverified.", "source": "generated" }, "IKV3TransferInterface_ResourceLoad": { "text": "Loads a resource-typed value through the KeyValues3 transfer interface, resolving a resource reference held in KV3 data. Read from the name; which resource kinds it accepts and how misses are reported are unverified.", "source": "generated" }, "IMsgNetPacketFromCNetPacket": { "text": "Wraps a raw CNetPacket as the IMsgNetPacket view that network message handling consumes, rejecting bad input with 'IMsgNetPacketFromCNetPacket: malformed packet, size %d bytes'. Relevant when intercepting or parsing incoming net messages; read from the anchor and name.", "source": "generated" }, "INetChannel::SendNetMessage": { "text": "Sends a network message out over a net channel \u2014 the send point for engine messages on a given connection. Shipped in libnetworksystem with a derived prototype, making it the hook of choice for intercepting or injecting messages to a specific client.", "source": "generated" }, "IScriptVM::CreateVM": { "text": "Creates a script virtual machine instance for the server's scripting layer, the handle through which script code is loaded and run. Shipped in libvscript; read from the name, so the backend it selects and the VM's lifetime rules are unverified.", "source": "generated" }, "ISkeletonAnimationController::ISkeletonAnimationController": { "text": "Constructs an instance of the skeleton animation controller interface, the handle through which a model's skeleton animation is driven. Read from the name; what state it sets up is not established by this data.", "source": "generated" }, "IdleState::GetName": { "text": "Reports the identifying name of an idle behaviour state, with the string `Idle` sitting alongside it as the label it hands back. Useful for logging or for matching on which behaviour state an actor currently occupies.", "source": "generated" }, "IdleState::OnEnter": { "text": "Performs the setup an idle behaviour state does when it becomes the active state, such as clearing whatever the previous activity left behind. The IdleState class is implied by the name rather than established by the data, and the slot is unbound, so the reading is unverified.", "source": "generated" }, "IdleState::OnUpdate": { "text": "Runs the per-tick work of an idle behaviour state, the place where a decision to keep idling or hand off is made. The IdleState class is implied by the name rather than established by the data, so both ownership and the effects are unverified.", "source": "generated" }, "ImagePropertiesOffset": { "text": "Locates the image-properties data inside a larger record, giving callers direct access to an image or texture's property block. Read from the name; what structure the offset applies to, and which properties it exposes, are not established.", "source": "generated" }, "InitGameRules": { "text": "Sets up the game rules for the session and reports 'InitGameRules: game rules entity (%s) not created' when the gamerules entity fails to come into existence. A useful place for a mod to observe or adjust gamerules creation; read from the anchor and name, timing unverified.", "source": "generated" }, "InitGameTrace": { "text": "Prepares a game trace query, the ray or hull cast used for hit and visibility tests, in code that also carries the 'invalid_hitbox' anchor. Relevant to hit registration and custom tracing work; read from the anchor and name, so exactly what it initialises is unverified.", "source": "generated" }, "InitSteamLogin": { "text": "Starts the server's Steam login, bringing up the Steam session the server needs to be listed and to validate connecting clients. Read from the name in libengine2; the sequence of steps and any inputs 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" }, "InputDisableUpdateTarget": { "text": "Handles the `_DisableUpdateTarget` 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" }, "InputEnableUpdateTarget": { "text": "Handles the `_EnableUpdateTarget` 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" }, "InputGameEnd": { "text": "Handles the `EndGame` 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" }, "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" }, "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" }, "InputSetBreakable": { "text": "Handles the `SetBreakable` 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" }, "InputSetPositionImmediately": { "text": "Handles the `SetPositionImmediately` 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" }, "InputSetUnbreakable": { "text": "Handles the `SetUnbreakable` 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" }, "InputSplash": { "text": "Handles the `Splash` 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" }, "InputTriggerForActivatedPlayer": { "text": "Handles the `TriggerForActivatedPlayer` 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" }, "InputTriggerForAllPlayers": { "text": "Handles the `TriggerForAllPlayers` 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" }, "InstancedAutoGeneratedSequenceScene": { "text": "Builds an instanced, auto-generated choreo scene that plays a sequence on an actor, warning 'InstancedAutoGeneratedSequenceScene: Expecting non-NULL pActor for sound %s' when no actor is supplied. Useful for making an entity perform a scene without an authored scene file; read from the anchor and name.", "source": "generated" }, "InstancedAutoGeneratedSoundScene": { "text": "Builds an instanced, auto-generated scene that plays a sound on an actor, warning 'InstancedAutoGeneratedSoundScene: Expecting non-NULL pActor for sound %s' when the actor is missing. The sound-side companion to InstancedAutoGeneratedSequenceScene; read from the anchor and name, with details unverified.", "source": "generated" }, "Internal_Coroutine_Continue": { "text": "Resumes a suspended coroutine, continuing execution of the tier0 coroutine primitive from where it yielded. Read from the name; the scheduling rules and what happens once the coroutine finishes are unverified.", "source": "generated" }, "InvestigateNoiseState::GetName": { "text": "Reports the identifying name of the noise-investigation behaviour state, with the string `InvestigateNoise` alongside it as the label returned. Handy for logging or for testing which behaviour state an actor is currently in.", "source": "generated" }, "InvestigateNoiseState::OnEnter": { "text": "Performs the entry work for a behaviour state that sends an actor to check out a heard noise, such as latching the noise position as the destination. The InvestigateNoiseState class is implied by the name, not established by the data, so this reading is unverified.", "source": "generated" }, "InvestigateNoiseState::OnExit": { "text": "Performs the teardown when the noise-investigation behaviour state stops running, releasing whatever the search held. The InvestigateNoiseState class is implied by the name rather than by the data, so both the ownership and the cleanup performed are unverified.", "source": "generated" }, "InvestigateNoiseState::OnUpdate": { "text": "Drives the per-tick search of a heard noise's location; the string `Noise location is clear.` sits alongside it, showing the state recognises when the searched spot turns up nothing. Relevant when tracing or replacing how an actor investigates after hearing a sound.", "source": "generated" }, "IsHearingClient": { "text": "Tests whether one client can hear another, the voice-audibility check behind team-only and proximity voice rules. Read from the name, backed by a complete derivation, though the criteria it applies remain unverified.", "source": "generated" }, "IsLastRoundBeforeHalfTime": { "text": "Reports whether the round in progress is the final one before halftime, handy for side-switch announcements or end-of-half scripting. Read from the name and the CCSGameRules::IsLastRoundBeforeHalfTime alias; no prototype is derived, so the round-count rules behind the answer are unverified.", "source": "generated" }, "KeyValues3::AddArrayElementToTail": { "text": "Appends a fresh element onto the end of a KV3 array node, growing it by one. Read from the name; what the new element is initialised to is not established.", "source": "generated" }, "KeyValues3::AllocArray_Float32_Internal": { "text": "Allocates the backing storage for a float32-typed KV3 array node. The `_Internal` suffix marks it as an implementation helper rather than a public entry point, and the allocation policy is read from the name only.", "source": "generated" }, "KeyValues3::AllocArray_Int32_Internal": { "text": "Allocates the backing storage for an int32-typed KV3 array node. The `_Internal` suffix marks it as an implementation helper rather than a public entry point, and the allocation policy is read from the name only.", "source": "generated" }, "KeyValues3::FindMember": { "text": "Looks up a member of a KV3 object node by name, without adding one when it is absent \u2014 the read-only counterpart to KeyValues3::FindOrCreateMember. Read from the name; the key form and the absent-member result are not established.", "source": "generated" }, "KeyValues3::FindOrCreateMember": { "text": "Looks up a named member of a KV3 object node and creates it when it does not yet exist, which is the call to use when writing values into a tree you did not build. Read from the name; the type a freshly created member takes is not established.", "source": "generated" }, "KeyValues3::GetArrayElement": { "text": "Retrieves a single element of a KV3 array node by its position. Read from the name; how out-of-range positions are handled is not established.", "source": "generated" }, "KeyValues3::GetArrayElementCount": { "text": "Reports how many elements a KV3 array node currently holds, which is what bounds an iteration using KeyValues3::GetArrayElement. Read from the name; behaviour on a node that is not an array is not established.", "source": "generated" }, "KeyValues3::GetFloat": { "text": "Reads a KV3 node's value as a floating-point number. Read from the name; how it behaves when the node holds some other type is not established.", "source": "generated" }, "KeyValues3::GetInt": { "text": "Reads a KV3 node's value as an integer. Read from the name; how it behaves when the node holds some other type is not established.", "source": "generated" }, "KeyValues3::GetMember": { "text": "Retrieves a member of a KV3 object node by position rather than by name, the piece used with KeyValues3::GetMemberCount and KeyValues3::GetMemberName when walking a node's contents. Read from the name; how the member is selected is not established.", "source": "generated" }, "KeyValues3::GetMemberCount": { "text": "Reports how many members a KV3 object node holds, bounding an iteration built on KeyValues3::GetMember. Read from the name; behaviour on a node that is not an object is not established.", "source": "generated" }, "KeyValues3::GetMemberName": { "text": "Yields the key string of a member of a KV3 object node, so an iteration can print or match on member names. Read from the name; how the member is identified is not established.", "source": "generated" }, "KeyValues3::GetString": { "text": "Reads a KV3 node's value as a string. Read from the name; whether it converts other value types or the lifetime of the text it hands back is not established.", "source": "generated" }, "KeyValues3::GetVector": { "text": "Reads a KV3 node's value as a vector, the usual way to pull positions, angles or colour triples out of a KV3 document. Read from the name; the component count and any conversion rules are not established.", "source": "generated" }, "KeyValues3::PrepareForType": { "text": "Puts a KV3 node into the shape a given value type requires, reallocating or discarding whatever the node previously held. Read from the name; which types are accepted and what existing data survives are not established.", "source": "generated" }, "KeyValues3::ReadArrayFloat32": { "text": "Bulk-reads the contents of a KV3 float32 array in one call rather than element by element, which is the efficient path for vertex, weight or curve data. Read from the name; the destination and bounds handling are not established.", "source": "generated" }, "KeyValues3::ReadArrayInt32": { "text": "Bulk-reads the contents of a KV3 int32 array in one call rather than element by element, useful for index or id tables. Read from the name; the destination and bounds handling are not established.", "source": "generated" }, "KeyValues3::RemoveArrayElements": { "text": "Deletes a run of elements from a KV3 array node, shrinking it. Read from the name; how the run is specified and whether later elements shift down are not established.", "source": "generated" }, "KeyValues3::RemoveMember_MemberName": { "text": "Deletes a member from a KV3 object node, selecting it by member name as the suffix spells out. Read from the name; what happens when no member of that name is present is not established.", "source": "generated" }, "KeyValues3::SetString": { "text": "Stores a string value into a KV3 node, the write-side counterpart to KeyValues3::GetString. Read from the name; whether the text is copied into the node or referenced in place is not established.", "source": "generated" }, "KeyValues::RecursiveLoadFromBuffer": { "text": "Parses KeyValues text held in an in-memory buffer, descending into nested blocks to build the key tree \u2014 what you want when the config text is already in memory rather than on disk. Read from the name; the accepted syntax and error behaviour are not established here.", "source": "generated" }, "KeyValues::SaveToFile": { "text": "Writes a KeyValues tree back out to a file in its text form, for persisting config or state assembled or edited in memory. Read from the name; the formatting and overwrite behaviour are not established by this data.", "source": "generated" }, "LaunchWorkshopMap": { "text": "Starts a map published on the Steam Workshop, taking the server into a workshop-hosted level. Read from the name; how the map is identified and whether it is downloaded first are unverified.", "source": "generated" }, "LegacyGameEventListener": { "text": "Yields the legacy game-event listener belonging to a player controller, for code paths that still use the older game-event interface. Read from the name, with the prototype verified; the same function also ships as CCSPlayerController::LegacyGameEventListener and GetLegacyGameEventListener.", "source": "generated" }, "LobbyMapVetoFinished": { "text": "Handles the end of the lobby's map veto and pick phase, logging the outcome as 'LobbyMapVetoFinished: %s %s %s -(%s)'. Relevant to matchmaking-style map selection flows; read from the anchor and name, so the meaning of each logged field is unverified.", "source": "generated" }, "LocalPlayerControllerPointer": { "text": "Provides the local player controller pointer, giving access to the controller object for the local player on a listen server. Read from the name; what it resolves to on a dedicated server is not established.", "source": "generated" }, "LoopModeGamePointer": { "text": "Provides the game loop-mode object, the engine's active run mode while a game session is in progress rather than a menu or load state. Read from the name; the object's contents are unverified.", "source": "generated" }, "MakeSymbolFunctionPointer": { "text": "Resolves a symbol into a callable function pointer, in code that also reports 'Trying to find a flex controller (%s) that doesn't actually exist in the model.' Likely serves name-keyed lookup of model or animation entry points; read from the name plus that anchor, so the symbol namespace searched is unverified.", "source": "generated" }, "Message::FindInitializationErrors": { "text": "Checks a message for initialisation problems and reports `Message missing required fields:` when fields that must be set were left empty \u2014 the diagnostic you hit when a message is built incompletely. The anchor establishes the required-field check; any wider validation it performs is not established.", "source": "generated" }, "MountWorldVPK": { "text": "Mounts a world VPK archive so the files packed inside it become reachable through the filesystem for the loaded world. Read from the name in libworldrenderer; which search path it lands in, and how unmounting works, are unverified.", "source": "generated" }, "MoveInit": { "text": "Initialises the working state for a movement pass, setting up the movement code's copies of origin, velocity and movement parameters. Read from the name; also shipped as CCSPlayer_MovementServices::MoveInit, useful if you need to seed or override per-move state.", "source": "generated" }, "MoveToState::GetName": { "text": "Returns the state's identifying name string; beyond that the purpose is not established. The MoveToState class is implied by the name, not by the data.", "source": "generated" }, "MoveToState::OnEnter": { "text": "Performs the setup a bot needs when it begins moving to a chosen destination, such as latching the goal and starting a path. The class is implied by the name, and no string anchor or Valve text backs the reading, so the actual entry work is unverified.", "source": "generated" }, "MoveToState::OnExit": { "text": "Tears down the move-to-destination behaviour as the bot leaves it, releasing whatever the state held while running. The class is implied by the name, with no string anchor present, so the specific cleanup is unverified.", "source": "generated" }, "MoveToState::OnUpdate": { "text": "Advances the bot's move-to-destination behaviour each update and can abandon it: the message \"The enemy I was chasing was killed - giving up.\" lives here, so a chase target dying ends the move. Hook it to observe or change how bots pursue a position and when they give up.", "source": "generated" }, "NavNearest::GetNavAreaOverlapping": { "text": "Finds a navigation-mesh area that overlaps a given position, for when you need the area a point actually sits inside rather than one merely close by. The name appears verbatim as a string in libserver; tolerances and filtering are unverified.", "source": "generated" }, "NavNearest::GetNearestNavArea": { "text": "Finds the closest navigation-mesh area to a query position, a common way to snap an arbitrary world point onto the nav mesh for bot pathing. The name is present verbatim as a string; the search radius and any rejection rules are unverified.", "source": "generated" }, "NavSpacePathfind_Npc::SpacePathfind_Core": { "text": "Runs the core pathfinding search through NPC navigation space, producing the route an NPC follows between two points. The name is present verbatim as a string in libserver; the cost model and search bounds are unverified.", "source": "generated" }, "NetworkStateChanged": { "text": "Marks networked entity state as dirty so modified fields replicate out to clients, with the 'light_directional' anchor sitting alongside it. Important to mods that write schema fields directly and need the change to actually reach clients; the derivation is complete, but the dirty-marking granularity is unverified.", "source": "generated" }, "OffsetToActiveWeapon": { "text": "Gives the offset of the active-weapon field, letting callers reach a pawn's currently equipped weapon without a schema lookup. Read from the name; which class the offset applies to is not established by this data.", "source": "generated" }, "OffsetToBasePawnHandle": { "text": "Gives the offset of the handle that points from a controller to its pawn, and also ships as OffsetToPlayerPawnHandle, naming the same player pawn handle. Useful for hopping from a controller to the pawn it drives; read from the two names, so the owning class is unverified.", "source": "generated" }, "OffsetToChildGameSceneNode": { "text": "Gives the offset of a game scene node's child link, the field used to walk parent-child attachments in the scene graph. Read from the name; the exact structure it indexes into is unverified.", "source": "generated" }, "OffsetToClipAmmo": { "text": "Gives the offset of a weapon's clip ammo count, the rounds currently in the magazine. Read from the name; which weapon class it applies to, and which of the several ammo fields it targets, are unverified.", "source": "generated" }, "OffsetToEntityClasses": { "text": "Gives the offset of the entity-classes table, the registry of entity class entries the entity system works from. Read from the name; what container the offset applies to is not established.", "source": "generated" }, "OffsetToFrametime": { "text": "Gives the offset of the frametime field, the per-frame delta time that server code uses for time-scaled logic. Read from the name; the holding structure is unverified, though GlobalVarsPointer names a plausible home for it.", "source": "generated" }, "OffsetToGameSceneNode": { "text": "Resolves the offset of an entity's game scene node member, the scene-graph node an entity hangs its spatial state on, so a raw entity pointer can be turned into access to that node. Read from the name; no prototype is derived, so the owning type and how the offset is produced stay unverified.", "source": "generated" }, "OffsetToHostageServices": { "text": "Resolves the offset of the hostage services member, the sub-object that groups an entity's hostage-related state and behaviour. The reading comes from the name alone, so which entity carries the member and what the services expose are unverified.", "source": "generated" }, "OffsetToIsBeingPlanted": { "text": "Resolves the offset of an is-being-planted flag, the state marking that a C4 plant is currently in progress. Nothing beyond the name backs this, so the owning entity and the exact meaning of the flag are unverified.", "source": "generated" }, "OffsetToIsGlowing": { "text": "Resolves the offset of an entity's glowing flag, the state that switches its glow or outline effect on. Useful for toggling glow directly on a pawn or item; the reading is name-level, so the owning type is unverified.", "source": "generated" }, "OffsetToIsScoped": { "text": "Resolves the offset of the scoped flag, set while a player is looking through a weapon's scope. Handy for reading or forcing scope state from a pawn pointer; derived from the name, so the owning type and the flag's encoding are unverified.", "source": "generated" }, "OffsetToItem3dPanelProperties": { "text": "Resolves the offset of a 3D item panel's properties block, the settings that govern how an item is presented in that panel. Read from the name; no prototype is derived, so the panel type and the contents of the block are unverified.", "source": "generated" }, "OffsetToItem3dPanelUnknownField": { "text": "Resolves the offset of a field on a 3D item panel structure whose meaning was not identified \u2014 the name itself records that gap. Purpose beyond \"some member of that panel\" is not established.", "source": "generated" }, "OffsetToLifeState": { "text": "Resolves the offset of an entity's life state value, which distinguishes alive from dead or dying. Useful for checking death state straight from a pawn pointer; the reading is name-level, so the owning type and the value's encoding are unverified.", "source": "generated" }, "OffsetToNextSiblingGameSceneNode": { "text": "Resolves the offset of a scene node's next-sibling link, the field that lets sibling nodes in the scene hierarchy be walked one after another. Read from the name; no prototype is derived, so the node type and traversal conventions are unverified.", "source": "generated" }, "OffsetToOwnerEntity": { "text": "Resolves the offset of an entity's owner reference, the link from a projectile, weapon or effect back to the entity that owns it. Commonly wanted for damage attribution; the reading is name-level, so the owning type and the reference's form are unverified.", "source": "generated" }, "OffsetToPanelId": { "text": "Resolves the offset of a panel's identifier field. Which panel type carries it and what the identifier keys into are not established by this data.", "source": "generated" }, "OffsetToPlayerColor": { "text": "Resolves the offset of a player's assigned colour, the per-player tint used by teammate-facing UI. Read from the name; no prototype is derived, so the owning type and the colour's encoding are unverified.", "source": "generated" }, "OffsetToPlayerPawnHandle": { "text": "Resolves the offset of the handle linking a player object to the pawn it currently controls \u2014 the usual hop from controller to pawn. Shipped under both OffsetToPlayerPawnHandle and OffsetToBasePawnHandle for the same function; the reading is name-level, so the owning type is unverified.", "source": "generated" }, "OffsetToPortraitWorld": { "text": "Resolves the offset of a portrait-world reference, the field tying an object to the separate world used to render a portrait view. Read from the name; no prototype is derived, so the owning type and the referenced object are unverified.", "source": "generated" }, "OffsetToRoundRestartTime": { "text": "Resolves the offset of the round restart time, the game-rules value marking when the current round will restart. Useful for scheduling work around round transitions; the reading is name-level, so the owning type and the time base are unverified.", "source": "generated" }, "OffsetToSceneObjectAttributes": { "text": "Resolves the offset of a scene object's attribute block, the per-object parameters that shape how it is drawn. Read from the name; no prototype is derived, so the object type and the layout of those attributes are unverified.", "source": "generated" }, "OffsetToSceneObjectClass": { "text": "Resolves the offset of a scene object's class field, which identifies what kind of scene object it is. The reading comes from the name, so the owning type and whether the field holds a pointer or an enumerated value are unverified.", "source": "generated" }, "OffsetToTeamNumber": { "text": "Resolves the offset of an entity's team number, the value recording which team it belongs to. One of the most-reached-for members when reading or reassigning team membership on a pawn or controller; the reading is name-level, so the owning type is unverified.", "source": "generated" }, "OffsetToWeaponServices": { "text": "Resolves the offset of a pawn's weapon services member, the sub-object that carries weapon inventory and switching state. Read from the name; no prototype is derived, so the owning type and what the services hold are unverified.", "source": "generated" }, "OnDeletePanelFunctionPointer": { "text": "Resolves the offset of the callback pointer associated with panel deletion, the slot a panel owner uses for teardown work. Read from the name; no prototype is derived, so the panel type and the callback's contract are unverified.", "source": "generated" }, "OnJumpLegacy": { "text": "Performs the jump itself under the legacy jump model, applying jump velocity; its string anchor player_jump is the game-event name, so the jump event is likely raised here. Also shipped as CCSPlayer_MovementServices::OnJumpLegacy, and it pairs with CCSPlayerLegacyJump.", "source": "generated" }, "OnJumpModern": { "text": "Performs the jump itself under the modern jump model, applying the jump impulse to the player. Read from the name; also shipped as CCSPlayer_MovementServices::OnJumpModern, and it pairs with the CCSPlayerModernJump data this batch's fields reference.", "source": "generated" }, "OnOwnerTakeDamage_React_TryForceDamageApply": { "text": "Reacts to its owner taking damage by attempting to force the damage to be applied rather than letting it be dropped. The name is present verbatim as a string in the binary but nothing further is derived, so the owning system and the conditions under which the forcing succeeds are unverified.", "source": "generated" }, "OpenDoorState::GetName": { "text": "Reports the name of the door-opening behaviour state, with \"OpenDoor\" present as the reported string. Use it to identify which behaviour a bot is running when logging or debugging.", "source": "generated" }, "OpenDoorState::OnEnter": { "text": "Begins the bot's door-opening behaviour, doing whatever setup is needed before it works the door. The class is implied by the name, and no string anchor backs this entry, so the setup performed is unverified.", "source": "generated" }, "OpenDoorState::OnExit": { "text": "Ends the door-opening behaviour and releases what the state held while it ran. The class is implied by the name, with no string anchor present, so the cleanup is unverified.", "source": "generated" }, "OpenDoorState::OnUpdate": { "text": "Advances the door-opening behaviour each update, driving the bot to push or use the door; it carries the string \"Open door\". Hook it to change how bots deal with doors blocking a route, though the conditions that finish the state are unverified.", "source": "generated" }, "PackEntity": { "text": "Packs an entity's state into a compact serialised form. Read from the name in libengine2; whether this is network packing or another kind, and what it produces, are unverified.", "source": "generated" }, "ParseSubclass": { "text": "Parses a subclass specification, turning a named entity subclass in data into whatever the engine uses internally. Its name appears verbatim as a string anchor; the input format and the parsed result are unverified.", "source": "generated" }, "PhysDisableEntityCollisions": { "text": "Turns off physics collision between two particular entities, and rejects the request when the pair lives in two different scene worlds \u2014 its diagnostic string reports that mismatch with both entity names and IDs. The pairwise nature is evidenced by that string; the state it writes is unverified.", "source": "generated" }, "PhysEnableEntityCollisions": { "text": "Turns physics collision between two particular entities back on, and reports the same two-different-scene-worlds error when the pair is mismatched, naming both entities and their IDs. The pairwise form comes from that string; what state it restores, and any default, are unverified.", "source": "generated" }, "PhysEntityCollisionsAreDisabled": { "text": "Reports whether collision between two particular entities is currently disabled, and emits the same two-different-scene-worlds complaint when the pair is mismatched. The pairwise query reading rests on that string anchor; how the disabled state is stored is unverified.", "source": "generated" }, "PhysicsSimulate": { "text": "Runs a player controller's per-frame user-command simulation; its string anchor, \"'%s' took %.1fms to execute %d commands, backlog is %d commands\", shows it executes queued commands and reports time spent plus remaining backlog. The prototype is verified, and it also ships as CBasePlayerController::OnSimulateUserCommands and CCSPlayerController::PhysicsSimulate.", "source": "generated" }, "PickupHostageState::GetName": { "text": "Reports the name of the hostage-pickup behaviour state, with \"PickupHostage\" present as the reported string. Useful for identifying a bot's current behaviour in logs or debug overlays.", "source": "generated" }, "PickupHostageState::OnEnter": { "text": "Starts the bot's hostage-pickup behaviour, setting up the approach to the hostage it means to collect. The class is implied by the name, and no string anchor is present, so the setup is unverified.", "source": "generated" }, "PickupHostageState::OnExit": { "text": "Finishes the hostage-pickup behaviour and clears what the state held while active. The class is implied by the name, with no string anchor present, so the specific cleanup is unverified.", "source": "generated" }, "PickupHostageState::OnUpdate": { "text": "Advances the hostage-pickup behaviour each update, moving the bot toward the hostage and using it. The class is implied by the name, and no string anchor backs the reading, so success and abort conditions are unverified.", "source": "generated" }, "PlantBombState::GetName": { "text": "Reports the name of the bomb-planting behaviour state, with \"PlantBomb\" present as the reported string. Use it to identify a bot running bomb-plant behaviour when tracing objective play.", "source": "generated" }, "PlantBombState::OnEnter": { "text": "Begins the bot's bomb-planting behaviour and carries the string \"Plant bomb on floor\", indicating it settles on a spot to plant at. Hook it to observe or redirect where bots choose to plant; the placement checks themselves are unverified.", "source": "generated" }, "PlantBombState::OnExit": { "text": "Ends the bomb-planting behaviour, releasing whatever the state held while planting. The class is implied by the name, and no string anchor is present, so the cleanup is unverified.", "source": "generated" }, "PlantBombState::OnUpdate": { "text": "Advances the bomb-planting behaviour each update, holding the bot on the spot and carrying the plant through. The class is implied by the name, with no string anchor present, so the abort and completion conditions are unverified.", "source": "generated" }, "PlantedC4sPointer": { "text": "Reaches the server-side collection of planted C4 bombs, the natural handle for logic that reacts to live plants. Read from the name; no prototype is derived, so the container's owner and its shape are unverified.", "source": "generated" }, "Plat_GetProcAddresses": { "text": "Looks up function addresses in a loaded module, the tier0 platform-abstraction helper behind dynamic symbol resolution. Read from the name in libtier0; how lookups are specified and what happens on failure are unverified.", "source": "generated" }, "PlayerMove": { "text": "Drives a player's movement for a user command; its string anchor \"Can't move\" marks the case where movement is refused, such as a frozen or otherwise immobilised player. Also shipped as CCSPlayer_MovementServices::PlayerMove.", "source": "generated" }, "PointerToGetInaccuracyFunction": { "text": "Reaches a weapon's inaccuracy getter, the routine that yields the current spread value used for shot placement. Useful for accuracy tuning or telemetry; the reading is name-level, so the owning type and the units involved are unverified.", "source": "generated" }, "PostPlayerMove": { "text": "Performs the post-move phase of player movement processing \u2014 the name marks it as the \"post\" stage. What it reads or updates is not derived, so treat the stage boundary as a name-level reading.", "source": "generated" }, "PostRopeAsyncJobs": { "text": "Queues the asynchronous jobs that simulate ropes onto the physics job system. Read from the name in libvphysics2; the job payloads and how they are scheduled are unverified.", "source": "generated" }, "ProcessMovement": { "text": "Runs the server-side movement update for a player, carrying the profiling anchor PlayerMovementTraces. Also shipped as CCSPlayer_MovementServices::ProcessMove, which makes it the broadest hook available for replacing or instrumenting CS2 movement.", "source": "generated" }, "ProcessSoundEvent": { "text": "Processes one sound event, handling a single entry of sound-event data inside the sound system. Read from the name in libsoundsystem; the event's format and what processing produces are unverified.", "source": "generated" }, "ProcessUsercmds": { "text": "Consumes the user commands received for a player controller; its string anchor, \"%sRecv usercmd %d. Margin:%5.1fms net +%2d queue =%5.1f total\", shows it tracks each command's number alongside network margin, queue depth and total timing. The prototype is verified, and it also ships as CCSPlayerController::ProcessUserCmd, CCSPlayerController::ProcessUserCommands and CCSPlayerController::ProcessUsercmds.", "source": "generated" }, "PulseAPIConvertArgumentsForCall": { "text": "Converts the arguments of a Pulse API binding into the form the target call expects, and reports conversion problems per binding and per input parameter \u2014 its diagnostic quotes the binding name and the offending \"Inparam\". Valuable when debugging Pulse graph bindings; the conversion rules themselves are unverified.", "source": "generated" }, "RandomFloatExp": { "text": "Draws a random float with exponent-weighted rather than uniform distribution, for randomisation that should bias toward one end of a range. Read from the name; no prototype is derived, so the exact weighting and the random stream it uses are unverified.", "source": "generated" }, "RandomInt": { "text": "Returns a pseudo-random integer, presumably within a caller-supplied range. Read from the name; the generator it draws from and whether the bounds are inclusive are not established here.", "source": "generated" }, "ReconnectGameInterface": { "text": "Re-establishes the game module's interface links to the engine's app-system layer; the log APPSYSTEM: In ReconnectGameInterface(), tried to use different connection modes! shows it rejecting an attempt to switch connection modes partway. Useful context when engine interfaces are re-acquired, such as during a hot reload; which interfaces get rebound is not established.", "source": "generated" }, "RecvServerBrowserPacket": { "text": "Handles an inbound server-browser packet on the Steam networking sockets layer, the query traffic behind server-list entries and their advertised details. The reading comes from the name and its home in libsteamnetworkingsockets; what it parses and how it answers are not established.", "source": "generated" }, "Reflection::AddEnumValue": { "text": "Registers one named constant on an enum being described to the reflection system, so tools and serialization can resolve that value by name. Read from the name, and matched in libserver; the data does not establish how the value is encoded or which registration structure receives it.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name string for the `AnimParamType_t` animation-parameter type enum, the per-type form of the internal name helper. Read from the name and its template argument; the exact string produced and how reflection tables consume it are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::AnimGraph::ParamType` attribute, which by its name declares the animgraph parameter type of a reflected member. Read from the name and template argument; the emitted string and the attribute's effect on animgraph tooling are not established here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::AnimGraph::ReplayInputProvider` attribute, which by its name marks a member as providing inputs for animgraph replay. Read from the name and template argument; what the attribute drives at runtime is not derived from this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::AnimGraph::UseReflectionEditor` attribute, which by its name routes a member's animgraph editing through the generic reflection editor. Read from the name and template argument; the emitted string and the editor behaviour behind it are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::Color` attribute, which by its name attaches a colour to a reflected member for display purposes. Read from the name and template argument; the string produced and how consumers interpret the colour are not established here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::Deprecated` attribute, which by its name flags a reflected member as obsolete. Useful when auditing which reflected fields Valve has retired; the emitted string and any enforcement behaviour are read from the name only, not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::Description` attribute, which by its name carries human-readable descriptive text for a reflected member. Read from the name and template argument; the string produced and where the description surfaces are not established by this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::FriendlyName` attribute, which by its name gives a reflected member a display label distinct from its code identifier. Read from the name and template argument; the emitted string and its consumers are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::Group` attribute, which by its name assigns a reflected member to a named grouping for organisation in tools. Read from the name and template argument; the string produced and how grouping is applied are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::Icon` attribute, which by its name associates an icon with a reflected member. Read from the name and template argument; the emitted string and how the icon reference is resolved are not established here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::IsEnabled` attribute, which by its name controls whether a reflected member is active or editable. Read from the name and template argument; the string produced and the condition the attribute expresses are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::MotionMatching::UsesCustomCurrentValue` attribute, which by its name marks a motion-matching element as sourcing its current value through custom logic. Read from the name and template argument; the runtime effect on motion matching is not derived from this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::MotionMatching::UsesCustomSampleInterpolation` attribute, which by its name marks a motion-matching element as interpolating samples with custom logic. Read from the name and template argument; the emitted string and the interpolation behaviour behind it are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::ObjectColor` attribute, which by its name attaches a display colour to a reflected object rather than a single member. Read from the name and template argument; the string produced and its consumers are not established here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::ObjectGroup` attribute, which by its name places a reflected object into a named category. Read from the name and template argument; the emitted string and how the grouping is presented are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::ObjectIcon` attribute, which by its name associates an icon with a reflected object. Read from the name and template argument; the string produced and how the icon reference resolves are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::ObjectName` attribute, which by its name gives a reflected object a display name. Read from the name and template argument; the emitted string and where the name is shown are not established by this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::ObjectUserData` attribute, which by its name carries arbitrary caller-defined data alongside a reflected object. Read from the name and template argument; the payload's shape and who reads it are not derived here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::AnimGraph::EditExpression` attribute, which by its name presents a member as an editable animgraph expression field. Read from the name and template argument; the emitted string and the editor widget behind it are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::AnimGraph::EditParameterValue` attribute, which by its name exposes an animgraph parameter's value for editing in the UI. Read from the name and template argument; the string produced and the widget behaviour are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::AutoExpand` attribute, which by its name makes a reflected member's UI node open by default instead of collapsed. Read from the name and template argument; the emitted string and the exact UI treatment are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::AutoRefresh` attribute, which by its name causes a reflected member's editor display to refresh automatically. Read from the name and template argument; the refresh trigger and cadence are not established by this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::Edit` attribute, which by its name marks a reflected member as editable in tools. Read from the name and template argument; the string produced and the default widget chosen for it are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::EditCheckBox` attribute, which by its name presents a reflected member as a checkbox in the editor. Read from the name and template argument; the emitted string and its handling by the UI layer are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::EditComboBox` attribute, which by its name presents a reflected member as a drop-down selection in the editor. Read from the name and template argument; where the list of choices comes from is not derived here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::EditLabel` attribute, which by its name gives a reflected member's editor row a label. Read from the name and template argument; the emitted string and how the label text is supplied are not established.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::EditSlider` attribute, which by its name presents a numeric reflected member as a slider in the editor. Read from the name and template argument; the range and step handling are not derived from this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::Embed` attribute, which by its name inlines a nested reflected object's fields into the parent's editor view. Read from the name and template argument; the emitted string and the nesting behaviour are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::Font` attribute, which by its name selects the font used when displaying a reflected member. Read from the name and template argument; the string produced and how the font is resolved are not established here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::HideAddRemoveButtons` attribute, which by its name suppresses the add and remove controls on a reflected collection's editor. Read from the name and template argument; the emitted string and the affected widgets are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::ReadOnly` attribute, which by its name shows a reflected member without allowing edits. Read from the name and template argument; whether the restriction is enforced beyond the display layer is not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name for the `Attribute::UI::SortPriority` attribute, which by its name orders a reflected member relative to its siblings in the editor. Read from the name and template argument; the sort direction and tie-breaking are not established by this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name string for the `BlendKeyType` animation blend-key enum, the per-type form of the internal name helper. Read from the name and template argument; the exact string produced and how reflection tables consume it are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for the CAnimGraphSettingsGroup type, the identifier by which an animgraph settings group is exposed to reflection-driven tooling and data. Both the behaviour and what that type holds are read from the template name, so the exact text returned and its use sites are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CAnimTagBase, the base type behind animation tags, so reflected data and tools can refer to that type by name. Read from the template instantiation; the exact string produced, and what a modder can do with it, are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CAnimVariant, the animation system's mixed-type value container, giving reflection a name for parameter values whose type varies. Read from the template instantiation in libanimationsystem; the returned text and where it is consumed are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CAudioAnimTag, the animation tag type that ties audio to a point in a sequence. The reading comes from the template name alone, so the exact string and its consumers are unverified; its presence mainly tells you that type is reflected.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CBlendPoseOperation, the pose operation that blends poses together. Read from the template instantiation; the exact text returned is unverified, and the blending semantics attributed to that type are a name-level reading.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CCPPScriptComponentInstance, the animation component instance that carries native script-backed behaviour on a graph. Read from the template name; the returned string and what that component actually drives at runtime are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CChoreoPoseOperation, the pose operation associated with choreographed scene animation. Read from the template instantiation in libanimationsystem; the exact string and the operation's real inputs are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CCurrentRotationVelocityMetricEvaluator, a motion-matching metric evaluator whose name points at scoring candidates on present rotational velocity. Read from the template name; the returned text and the evaluator's actual scoring rule are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CDifferenceBlendPoseOperation, the pose operation that applies a difference between poses rather than a straight blend. Read from the template instantiation; the exact string and the operation's precise math are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CDistanceRemainingMetricEvaluator, a metric evaluator whose name points at scoring on distance still to travel toward a goal. Read from the template name; the returned string and the measured quantity are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CFetchCyclePoseOperation, the pose operation that fetches a pose at a cycle position within an animation. Read from the template instantiation; the exact string and how the cycle is supplied are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CFutureVelocityMetricEvaluator, a metric evaluator whose name points at scoring on predicted future velocity. Read from the template name in libanimationsystem; the returned text and the prediction horizon it uses are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CGlobalSymbol, the engine's interned string-symbol type, so reflected data can describe fields holding symbols. Read from the template instantiation; the exact string returned is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CLeafUpdateNode, an animgraph update node at the leaf of the node tree. Read from the template name; the returned string and the node's actual role in graph evaluation are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CMotionNode, an animgraph node whose name points at driving motion output. Read from the template instantiation; the exact string and what the node produces are unverified, so treat the motion reading as name-level.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CPairedSequenceComponentInstance, the component instance behind paired animations that run on two participants together. Read from the template name; the returned text and the pairing mechanics are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CPairedSequenceUpdateNode, the animgraph update node that plays a paired sequence. Read from the template instantiation in libanimationsystem; the exact string and the node's timing behaviour are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CPathMetricEvaluator, a metric evaluator whose name points at scoring motion candidates against a path. Read from the template name; the returned string and the path representation it reads are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CPoseOperation, the general pose-operation type that the more specific pose operations share a name root with. Read from the template instantiation; the exact string and that type's interface are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CRagdollComponentInstance, the animation component instance concerned with ragdoll behaviour on an animating entity. Read from the template name; the returned text and the component's actual physics handoff are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CSequenceUpdateNode, the animgraph update node that plays an animation sequence. Read from the template instantiation; the exact string and the node's playback controls are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CSequenceUpdateNodeBase, the shared base behind sequence-playing update nodes. Read from the template name; the returned string and what behaviour the base actually supplies are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CSingleFramePoseOperation, the pose operation that takes a single frame's pose rather than an animating range. Read from the template instantiation; the exact string and how the frame is chosen are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CStateMachineUpdateNode, the animgraph update node that runs a state machine over child states. Read from the template name in libanimationsystem; the returned text and the transition handling are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CStepsRemainingMetricEvaluator, a metric evaluator whose name points at scoring on footsteps left before a goal. Read from the template instantiation; the returned string and the counting rule are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CStopAtGoalUpdateNode, the animgraph update node concerned with bringing locomotion to a stop at a goal position. Read from the template name; the exact string and the stopping logic are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CUnaryUpdateNode, an animgraph update node that wraps a single child node. Read from the template instantiation; the returned string and what the wrapper does to its child's pose are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CUtlString, the engine's owning string container, so reflected data can describe string-valued fields. Read from the template instantiation; the exact text returned is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName>": { "text": "Yields the reflection name for a CUtlVector of CGlobalSymbol, giving reflection a name for fields holding a list of interned symbols. Read from the template instantiation; the exact string returned is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName >>": { "text": "Yields the reflection name for a CUtlVector of reference-counted CAnimComponentInstance pointers, naming the field shape used where a graph instance holds its component instances. Read from the template instantiation; the exact string and the ownership semantics are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName >>": { "text": "Yields the reflection name for a CUtlVector of reference-counted CAnimMotorInstance pointers, naming the field shape used where motor instances are held as a list. Read from the template instantiation; the exact string and what a motor instance drives are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName > >": { "text": "Yields the reflection name for a CUtlVector of reference-counted CAnimParameterInstance pointers, the field shape behind an animgraph's live parameter list. Read from the template instantiation; the exact string and how parameters are indexed are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName>": { "text": "Yields the reflection name for a CUtlVector of CWeightPreview, naming a field that holds a list of weight-preview entries for reflection and tooling. Read from the template instantiation; the exact string and what CWeightPreview stores are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Yields the reflection name for CWayPointHelperUpdateNode, an animgraph update node whose name points at assisting waypoint-following movement. Read from the template instantiation in libanimationsystem; the returned text and the node's actual steering role are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name text for the CWeightPreview type, letting the reflection layer identify that type by string when reflected animation data is described or serialized. Read from the templated name; the exact text produced and how it is obtained are not derived here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Supplies the reflection name text for the DampingSpeedFunction type, a damping-speed selector used by animation code, so reflected data and tooling can refer to it by string. Inferred from the templated name; the precise text and lookup mechanism are unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name text for the FacingMode type, which reflection-driven serialization and editor tooling use to refer to that facing setting by string. The reading comes from the templated name; the exact text it yields is not established by this data.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the HSequence type, the animation sequence handle, so reflected members holding sequences can be described or serialized by type name. Read from the templated name; the exact text and where it is stored are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IAnimComponentManagerInstance interface type for the reflection layer, so reflected animation data can refer to the component-manager instance type by string. Read from the templated name; the exact text produced is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IAnimNodeInstance interface type for reflection, letting runtime animation-graph node instances be identified by string in reflected or serialized data. Inferred from the templated name; no prototype is derived, so the exact text is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IAnimParameter interface type for the reflection layer, so animation-graph parameter objects can be referred to by string in reflected data and editor tooling. Read from the templated name; the exact text is not established here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IAnimTag interface type for reflection, letting animation tags be identified by string when reflected data is described or serialized. Read from the templated name; the exact text produced is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IAudioAnimTag interface type for the reflection layer, so audio-related animation tags can be referenced by string in reflected data. Taken from the templated name; the exact text and its source are not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IBodyGroupAnimTag interface type for reflection, so body-group animation tags can be identified by string in reflected or serialized animation data. Read from the templated name; the exact text is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IClothSettingsAnimTag interface type for reflection, so cloth-settings animation tags can be referenced by string when reflected data is inspected or written. Read from the templated name; the exact text is not established.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IEnumAnimParameter interface type for the reflection layer, covering enum-valued animation-graph parameters so they can be referred to by string. Read from the templated name; the exact text produced is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IMovementComponentInstance interface type for reflection, so the animation movement component can be identified by string in reflected data. Read from the templated name; the exact text is not derived here.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IPairedSequenceComponentInstance interface type for reflection, so the paired-sequence animation component can be referenced by string in reflected data and tooling. Read from the templated name; the exact text is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Names the IRagdollAnimTag interface type for reflection, so ragdoll animation tags can be identified by string in reflected or serialized data. Read from the templated name; the exact text is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the LinearRootMotionBlendMode_t type, a linear root-motion blend mode setting, so it can be described by string in reflected animation data. Inferred from the templated name; the exact text is not established.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the Reflection::CAttribute type, the attribute objects that annotate reflected members, so attributes themselves can be described by name. Read from the templated name; the exact text is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the Reflection::Object type, the reflected-object type of the reflection system itself, so it can be referenced by string like any other reflected type. Read from the templated name; the exact text is not derived.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the ResetCycleOption type, an animation cycle-reset setting, so reflected data and tooling can refer to it by string. Inferred from the templated name; the exact text is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the SelectorTagBehavior_t type, a selector tag behavior setting used by animation code, so it can be described by string in reflected data. Inferred from the templated name; the exact text is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the primitive bool type, so reflected boolean members can be described by type name during serialization or inspection. Read from the templated name; the exact text produced is unverified.", "source": "generated" }, "Reflection::Internal::GetFuncName": { "text": "Provides the reflection name for the primitive int type, so reflected integer members can be identified by type name in serialized or inspected data. Read from the templated name; the exact text produced is unverified.", "source": "generated" }, "Reflection::SetEnumValue": { "text": "Writes an enum-typed value into a reflected member through the reflection system, the route to change an enum setting by reflection rather than by direct field access. Read from the name; how the target member is addressed and how the value is supplied are not derived here.", "source": "generated" }, "Reflection::SetRepeatedEnumValue": { "text": "Writes an enum value into a repeated, multi-valued reflected member, covering enum arrays or lists rather than a single enum slot. Inferred from the name, where Repeated indicates a collection member; the addressing and element selection are not derived.", "source": "generated" }, "RegisterConVar": { "text": "Registers a console variable with the engine's convar system, emitting RegisterConVar: Unknown error registering convar \"%s\"! when registration fails. Worth knowing if you create convars from a plugin and need to recognise where that failure message originates; the validation it performs is not established.", "source": "generated" }, "RemoveEntity": { "text": "Removes an entity from the world, marking it for deletion. Also shipped as UTIL::Remove, the standard server-side entity kill used throughout gameplay code, which makes it a medium-confidence but natural hook for intercepting entity removal.", "source": "generated" }, "ReservePlayerController": { "text": "Reserves a player-controller slot for an incoming connection, logging ReservePlayerController reserving slot for new player [%llu] with the joining player's identifier. Useful when tracing exactly when a slot is claimed during connect; the reservation's lifetime and how it is released are not established.", "source": "generated" }, "ResetBreakpadAppId": { "text": "Resets the application id that the Breakpad crash reporter stamps onto generated crash dumps. Read from the name and its home in libengine2; the value it resets to, and whether it affects dump routing, are not established.", "source": "generated" }, "RollPercentage": { "text": "Performs a percentage-chance roll and reports whether it passed, the usual shape for probability-gated behaviour. Read from the name; the input scale (0-100 versus 0-1) and the random source behind it are not established.", "source": "generated" }, "RunCommand": { "text": "Processes a user command's movement input for a player, read from the name. It resolves to the same code as CCSPlayer_MovementServices::ProcessUserCmd, a medium-confidence match, so confirm the address against your own build before hooking it.", "source": "generated" }, "RunScriptFunctionPointer": { "text": "Invokes a script function through an already-resolved function pointer instead of a by-name lookup. The nearby string center_on_damage_point suggests use from script hooks that carry that parameter; argument marshalling and error behaviour are not established.", "source": "generated" }, "SV_InstallHLTVStringTableMirrors": { "text": "Installs mirrored copies of the networked string tables for the HLTV broadcast path, so relay/spectator streams carry their own table state. Read from the name and its home in libengine2; which tables are mirrored and when the mirrors are torn down are not established.", "source": "generated" }, "SaveGame_SetLastSaveFile": { "text": "Records the path of the most recent save file, logging SaveGame_SetLastSaveFile (changing from '%s' to '%s') as the stored value is replaced. Chiefly relevant to singleplayer-style save flow; who reads the stored path afterwards is not established.", "source": "generated" }, "ScaleDamage": { "text": "Applies a scaling factor to a damage amount before it lands, the hook point for damage modifiers. Read from the name; which modifiers it folds in, and whether it mutates a damage-info structure or hands back a value, are not established.", "source": "generated" }, "ScriptFirstMoveChild": { "text": "Script-exposed accessor for the first child entity in an entity's movement-parent hierarchy, the entry point for walking attached entities from VScript. Read from the name; what it yields when an entity has no children is not established.", "source": "generated" }, "ScriptGetAbsOrigin": { "text": "Script-exposed accessor returning an entity's absolute world-space origin rather than a parent-relative offset. Read from the name; whether the value reflects movement already applied within the current tick is not established.", "source": "generated" }, "ScriptInputKill": { "text": "Script binding that fires the Kill input on an entity, removing it from the world. Read from the name; whether removal is immediate or deferred, and what happens to parented children, are not established.", "source": "generated" }, "ScriptNextMovePeer": { "text": "Script-exposed accessor for the next sibling in an entity's movement-parent hierarchy, pairing with ScriptFirstMoveChild when iterating everything attached to a parent. Read from the name; the terminator it returns at the end of a sibling chain is not established.", "source": "generated" }, "ScriptPrintMessageChatAll": { "text": "Script binding that prints a message into the chat of all connected players, the script-side server-wide chat broadcast. Handy for announcements from VScript; formatting rules, colour-code handling, and localisation behaviour are not established.", "source": "generated" }, "ScriptSetConVarDouble": { "text": "Script binding that sets a console variable to a floating-point value. Use it when script code needs a fractional convar value; whether it honours protection flags such as cheat or replicated is not established.", "source": "generated" }, "ScriptSetConVarNumber": { "text": "Script binding that sets a console variable to a plain numeric value. Use it from VScript to drive gameplay convars at runtime; whether unknown or flag-protected convars are rejected is not established.", "source": "generated" }, "ScriptSetConVarString": { "text": "Script binding that sets a console variable to a string value. Use it from VScript for text-valued convars; how it treats an unknown convar name or a protected one is not established.", "source": "generated" }, "ScriptSetModel": { "text": "Script binding that assigns a model to an entity, swapping its visual and collision representation. Read from the name; whether it takes a model path or a precached index, and whether precaching is required first, are not established.", "source": "generated" }, "ScriptSetOrigin": { "text": "Script binding that places an entity at an absolute world position. Read from the name; whether it performs a full teleport with collision and parent-relative fixups, or a raw position write, is not established.", "source": "generated" }, "ScriptSetSize": { "text": "Sets an entity's collision bounds, the mins/maxs box that decides what it collides against. Read from the name and the CBaseModelEntity::SetCollisionBounds alias; no prototype is derived, so whether the visible model is affected or only the collision hull is unverified.", "source": "generated" }, "ScriptVmKeyValueFromVariant": { "text": "Converts a script VM variant into a KeyValue, logging ScriptVmKeyValueFromVariant failed to unpack parameter variant type %d when the variant's type cannot be unpacked. Relevant when script-to-engine parameters silently drop values; which variant types are supported is not established.", "source": "generated" }, "Script_AddDamageType": { "text": "Adds a damage-type flag to a script-exposed damage-info object while leaving existing flags in place. Read from the name and its pairing with Script_HasDamageType and Script_SetDamageType; the flag encoding and whether duplicates are ignored are not established.", "source": "generated" }, "Script_GetAmmoType": { "text": "Returns the ammo type recorded on a script-exposed damage or weapon object. Read from the name; whether the value is an index into an ammo-definition table or some other identifier is not established.", "source": "generated" }, "Script_GetAttacker": { "text": "Returns the entity credited as the attacker on a script-exposed damage-info object, the party that takes the kill or damage credit. Read from the name alongside Script_GetInflictor; what it yields for world or unattributed damage is not established.", "source": "generated" }, "Script_GetInflictor": { "text": "Returns the inflictor on a script-exposed damage-info object, the entity that physically delivered the damage, which can differ from the attacker. Read from the name alongside Script_GetAttacker; the exact split between the two in this build is not established.", "source": "generated" }, "Script_HasDamageType": { "text": "Tests whether a script-exposed damage-info object carries a given damage-type flag, the usual filter for script that should react only to certain damage classes. Read from the name; the flag values and whether several bits can be tested at once are not established.", "source": "generated" }, "Script_SetAmmoType": { "text": "Sets the ammo type on a script-exposed damage or weapon object, overwriting whatever was there. Read from the name and its pairing with Script_GetAmmoType; the identifier space it expects is not established.", "source": "generated" }, "Script_SetAngularVelocity": { "text": "Sets an entity's angular velocity from script, driving spin rather than translation. Read from the name; the units and axis convention, and its effect on non-physics entities, are not established.", "source": "generated" }, "Script_SetAttacker": { "text": "Sets the attacker on a script-exposed damage-info object, letting script reassign damage or kill credit before the damage resolves. Read from the name alongside Script_GetAttacker; whether a reassignment carries through to scoring is not established.", "source": "generated" }, "Script_SetDamageType": { "text": "Replaces the damage-type flags on a script-exposed damage-info object wholesale, in contrast to the additive Script_AddDamageType. Read from the name; the flag encoding and any validation of unknown bits are not established.", "source": "generated" }, "Script_SetVelocity": { "text": "Sets an entity's linear velocity from script as an outright overwrite rather than an added impulse. Read from the name; the units, and whether it wakes physics or clamps against movement limits, are not established.", "source": "generated" }, "SendSnapshot_Job": { "text": "A worker-job entry point that builds and sends a network snapshot destined for clients. Read from the name and its home in libengine2; what work unit it receives and its threading contract are not established.", "source": "generated" }, "SendToServerConsole": { "text": "Submits a command string to the server console for execution, the programmatic equivalent of typing at the console. Useful for driving commands that expose no direct API; the command source it executes under, and any permission filtering, are not established.", "source": "generated" }, "ServiceDescriptor::DebugString": { "text": "Formats a service descriptor into human-readable debug text, emitting a block that opens with \"service $0 {\". Handy when dumping registered services while diagnosing startup or wiring problems; which descriptor details appear is unverified.", "source": "generated" }, "SetAbsOrigin": { "text": "Places an entity at an absolute world-space position, the standard way to teleport something outright instead of nudging it. Read from the name and the CBaseEntity::SetAbsOrigin alias; no prototype is derived, so side effects such as collision or child-transform updates are unverified.", "source": "generated" }, "SetAbsScale": { "text": "Sets an entity's absolute, world-space scale factor, as opposed to a scale expressed relative to a parent. Read from the name; no prototype is derived, so the units and whether the change reaches parented children or collision bounds are unverified.", "source": "generated" }, "SetAbsVelocity": { "text": "Overwrites an entity's world-space velocity, useful for launch pads, knockback and boost effects where adjusting movement input is not enough. Read from the name and the CBaseEntity::SetAbsVelocity alias; no prototype is derived, so the exact update semantics are unverified.", "source": "generated" }, "SetAnimClipByName": { "text": "Selects an animation clip on an animating entity by its string name instead of an index, the convenient form for script or map-authored playback. The name is present verbatim as a string in libserver, which supports that reading; which entity types accept it is not established here.", "source": "generated" }, "SetDamage": { "text": "Sets the damage amount carried by a damage record before it is applied to a victim, the primary knob for scaling how much a hit hurts. Read from the name; no prototype is derived, so whether it writes a pending damage info structure or an entity's own damage property is unverified.", "source": "generated" }, "SetDamageCustom": { "text": "Sets the custom damage classifier on a damage record, the supplementary tag that accompanies the standard damage-type bits so game rules can distinguish specific causes of a kill. Read from the name; the accepted tag values and their meanings are not established by this data.", "source": "generated" }, "SetDamageForce": { "text": "Sets the force vector a damage event imparts, which is what drives ragdoll and physics knockback direction and strength. Read from the name; no prototype is derived, so the vector's coordinate frame and scaling relative to the damage amount are unverified.", "source": "generated" }, "SetDamagePosition": { "text": "Sets the world position at which a damage event is treated as having landed, the point used for impact effects, force application and directional hit feedback. Read from the name; this data does not establish the coordinate frame or which damage record receives the value.", "source": "generated" }, "SetGroundEntity": { "text": "Assigns the entity that a given entity is standing on, the state that governs whether it counts as grounded for movement and jumping. Read from the name and the CBaseEntity::SetGroundEntity alias; no prototype is derived, so clearing behaviour and accompanying flag changes are unverified.", "source": "generated" }, "SetJointLimitAngles": { "text": "Sets the angular limits of a physics joint or constraint, bounding how far the joined bodies may rotate before being clamped. The name appears verbatim as a string in libserver; the axis convention, units and whether limits are symmetric are not established here.", "source": "generated" }, "SetJointLimitEnabled": { "text": "Turns a physics joint's limit on or off, letting a constraint either swing freely or be clamped to its configured range such as the one SetJointLimitAngles writes. The name appears verbatim as a string; which limit kind it toggles is not established here.", "source": "generated" }, "SetLabelTextFunctionPointer": { "text": "Installs a callback that supplies a label's text, so the displayed string is produced on demand rather than stored as a fixed value. Read from the name; no prototype is derived, so the callback's contract and which label object it applies to are unverified.", "source": "generated" }, "SetLocalScale": { "text": "Sets an entity's scale in its own local space, relative to its parent rather than to the world. Read from the name; no prototype is derived, so whether it affects collision and hitboxes as well as rendering is unverified.", "source": "generated" }, "SetMaterialGroup": { "text": "Selects which material group a model renders with, the mechanism behind alternate skins and material variants baked into a model. Read from the name; whether the group is addressed by name or by index, and whether the choice is networked, are not established here.", "source": "generated" }, "SetOrAddAttributeValueByName": { "text": "Sets a named attribute's value on an entity's attribute list, creating the attribute when it is not already present. Read from the name and the CAttributeList::SetOrAddAttributeValueByName alias; no prototype is derived, so the value semantics and how the change propagates to the owning entity are unverified.", "source": "generated" }, "SetOriginalDamage": { "text": "Records the pre-mitigation damage value on a damage record, preserving the amount before armor, falloff or other reductions altered it so later logic can reference the original figure. Read from the name; which reductions are considered part of the original are not established here.", "source": "generated" }, "SetParticleAlwaysSimulate": { "text": "Flags a particle system to keep simulating even when it would ordinarily be skipped, for instance while off-screen or otherwise culled. Read from the name; no prototype is derived, so the exact culling behavior it overrides and its performance cost are unverified.", "source": "generated" }, "SetParticleControlEnt": { "text": "Binds a particle system's numbered control point to an entity, so the effect follows that entity's position and orientation as it moves. Read from the name; the control-point indexing, attachment options and fallback when the entity dies are not established here.", "source": "generated" }, "SetPolymorphicPointer": { "text": "Stores a pointer whose concrete type varies, together with the type information needed to interpret it later, the tagged-pointer setter generic containers and serialization rely on. Read from the name, which also appears verbatim as a string; the tag encoding is not established here.", "source": "generated" }, "SetReportedPosition": { "text": "Sets the position an entity reports outward, which may differ from its true simulated origin, useful where a displayed or networked location is deliberately decoupled from physics. Read from the name; this data does not establish which systems consume the reported value.", "source": "generated" }, "SetSceneObjectAttributeFloat4": { "text": "Sets a named four-component float attribute on a renderable scene object, the render-side channel for per-instance shader and material parameters such as tint or UV data. Read from the name; no prototype is derived, so the attribute naming scheme and valid ranges are unverified.", "source": "generated" }, "SetSchemaHammerUniqueId": { "text": "Writes the Hammer unique id, the map editor's per-entity identifier, into the entity's schema data so runtime code can correlate a spawned entity with its authored counterpart in the map source. Read from the name; the id's format and lifetime are not established here.", "source": "generated" }, "ShakeRopes": { "text": "Disturbs nearby rope and cable entities so they visibly sway, the effect an explosion or heavy impact would produce on hanging geometry. Read from the name; no prototype is derived, so the radius, strength and how affected ropes are chosen are unverified.", "source": "generated" }, "SharedRandomFloat": { "text": "Produces a random float from a seeded stream that server and client can each reproduce identically, so predicted results agree on both sides. Read from the name, which also appears verbatim as a string; the seeding inputs and range convention are not established here.", "source": "generated" }, "SimulateUserCommands": { "text": "Processes the user commands queued for a player, the per-tick input packets that drive that player's movement and actions. Read from the name, present verbatim as a string; no prototype is derived, so batching, tick budgeting and clamping behavior are unverified.", "source": "generated" }, "SnapViewAngles": { "text": "Forces a player pawn's view angles to a given orientation instantly, rather than letting the view turn there gradually. Also shipped as CBasePlayerPawn_SnapViewAngles, the same function; read from the name, so the angle source and whether client-side interpolation is suppressed remain unverified.", "source": "generated" }, "SoundEmitterSystem::EmitSoundByHandle": { "text": "Plays a sound entry through the sound emitter system using an already-resolved handle instead of a name lookup, in shared code from soundemittersystem.cpp. It also ships as CSoundEmitterSystem::EmitSound \u2014 the same function under both names \u2014 so hooking either intercepts server-side sound playback.", "source": "generated" }, "SoundOpGameSystem::DoStartSoundEvent": { "text": "Starts a soundevent in the sound-operator game system, logging \"DoStartSoundEvent(%s)\" with tick and curtime alongside the event name. That log line makes it the place to trace when a soundevent actually fires, useful for diagnosing missing or duplicated sounds.", "source": "generated" }, "SoundOpGameSystem::SetSoundEventParamString": { "text": "Sets a string parameter on a running soundevent, warning \"CSoundOpGameSystem::SetSoundEventParam: Failed soundevent param message to: %s\" when the parameter message cannot be delivered. Use it to change a live soundevent's text-valued inputs after it has started.", "source": "generated" }, "SoundOpGameSystem::StartSoundEventString": { "text": "Starts a soundevent identified by its name string, resolving the event from text rather than a precomputed handle. Read from the name \u2014 no string anchor or Valve text is present \u2014 so name resolution and failure behaviour are unverified.", "source": "generated" }, "SoundOpGameSystem::StopSoundEvent": { "text": "Stops a playing soundevent, the counterpart to starting one through this system. Read from the name, with no string anchor present, so whether it cuts immediately or lets the event release is unverified.", "source": "generated" }, "SoundOpGameSystem::StopSoundEventFilter": { "text": "Stops a soundevent for a filtered set of recipients rather than for everyone, so only selected clients have it silenced. Read from the name, with no string anchor present, so how the recipient filter is expressed is unverified.", "source": "generated" }, "SpacePathfind_StringPull_FindLastVisiblePortal": { "text": "Finds the last portal still visible from the current point while string-pulling a navigation path, letting a chain of portals be shortened toward a straight line. Read from the name and its diagnostic string, which warns that the start lies within a future block; the portal representation is not established here.", "source": "generated" }, "SpawnGroupSpawnEntities": { "text": "Spawns the entities belonging to a spawn group, the unit in which a map's or sub-level's entities are loaded, and reports how many were spawned and how long it took in milliseconds. That report is its own log string; how the group is identified is not established here.", "source": "generated" }, "SpawnGroupUnloadingThink": { "text": "Drives the periodic unload of a spawn group, logging \"SV: SpawnGroupUnloadingThink: UNLOAD START %s\" as the unload begins. The listed alias CTestPulseIO::InputVariantVector does not match that string, and this entry is name-only, so verify it against your build before use.", "source": "generated" }, "SpeakDispatchResponse": { "text": "Makes a speaker entity say a chosen response line, cancelling speech already in progress on that speaker so the new line can play. Its own log string states this, naming the speaker and the queued line; how the response is selected is not established here.", "source": "generated" }, "SplitContext": { "text": "Splits a delimited context string into its component parts, the key/value criteria text that AI and response systems carry around as a single string. Read from the name; the delimiter, the output container and whether keys and values are separated too are not established here.", "source": "generated" }, "StateChanged": { "text": "Signals that a tracked piece of state has changed, the notification hook a system exposes so cached or derived data can be brought up to date. The name indicates a change notification but not which state it concerns; the owning subsystem is not established here.", "source": "generated" }, "StateTransition": { "text": "Moves a player between named states in a state machine, changing which state is current. Its ShowStateTransitions diagnostic string logs the player entering a named state, which supports that reading; the set of states and the conditions permitting a transition are not established here.", "source": "generated" }, "StitchPath": { "text": "Joins path segments into one continuous route, splicing a newly computed portion onto an existing path, and validates the seam. Its string reports an incorrect ending when the join does not close properly; the path representation and the exact validity test are not established here.", "source": "generated" }, "StudioModel::GetAttachment": { "text": "Retrieves the current world position and orientation of an attachment point on a model, so you can place effects, weapons or props exactly where the model defines. Read from the name; no string anchor is present, so the exact transform produced is unverified.", "source": "generated" }, "StudioModel::LookupAttachment": { "text": "Resolves an attachment's name to the identifier the model uses for it, the lookup you do once and cache before querying that attachment. Read from the name; no string anchor is present, so behaviour for an unknown attachment name is unverified.", "source": "generated" }, "TSListTests::CListOps::IsEmpty": { "text": "Reports whether the list under test currently holds any elements, the usual guard before a pop in test code. The class grouping is implied by the name, and the slot is unbound, so how emptiness is sampled under concurrent writers is unverified.", "source": "generated" }, "TSListTests::CListOps::Pop": { "text": "Removes an element from the thread-safe list under test and hands it back to the caller. The class grouping is implied by the name, and the slot is unbound, so pop order and what happens on an empty list are unverified.", "source": "generated" }, "TSListTests::CListOps::Push": { "text": "Inserts an element into the thread-safe list being exercised by this test harness. The TSListTests::CListOps grouping is implied by the name, and the entry sits in an unbound vtable slot, so contention behaviour and where the element lands are unverified.", "source": "generated" }, "TSListTests::CListOps::Validate": { "text": "Checks the list's internal structure for consistency, the integrity pass a test harness runs after a batch of pushes and pops. The class grouping is implied by the name, and the slot is unbound, so what is checked and how failures surface are unverified.", "source": "generated" }, "TSListTests::CQueueOps::IsEmpty": { "text": "Reports whether the queue under test currently holds any elements. The class grouping is implied by the name, and the slot is unbound, so how emptiness is sampled while other threads are mutating the queue is unverified.", "source": "generated" }, "TSListTests::CQueueOps::Pop": { "text": "Dequeues an element from the thread-safe queue under test and returns it to the caller. The class grouping is implied by the name, and the slot is unbound, so ordering guarantees and empty-queue behaviour are unverified.", "source": "generated" }, "TSListTests::CQueueOps::Push": { "text": "Enqueues an element into the thread-safe queue being exercised by this test harness. The TSListTests::CQueueOps grouping is implied by the name, and the entry sits in an unbound vtable slot, so contention behaviour is unverified.", "source": "generated" }, "TSListTests::CQueueOps::Validate": { "text": "Checks the queue's internal structure for consistency, the integrity pass a test harness runs after a batch of enqueues and dequeues. The class grouping is implied by the name, and the slot is unbound, so the specific invariants tested are unverified.", "source": "generated" }, "TeleportToPathNode": { "text": "Teleports an entity straight to a node on its path, repositioning it at that waypoint instead of moving it there over time. Read from the name, present verbatim as a string; whether angles, velocity or path progress are also updated is not established here.", "source": "generated" }, "TerminateRound": { "text": "Ends the round in progress and applies its outcome, the usual way a mod forces a round to finish early. Read from the name and the CCSGameRules::TerminateRound alias; no prototype is derived, so the available outcome reasons and any delay handling are unverified.", "source": "generated" }, "TestBoxHullForClipDir": { "text": "Tests a box hull against geometry along a clipping direction to determine whether the hull is blocked that way, part of collision or movement clipping work. Its string reports an empty back polygon from the clip; the geometry source and result form are not established here.", "source": "generated" }, "TestRaysToBoundaryZone": { "text": "Casts rays toward a boundary zone and measures how many get through, reporting a raw pass figure, a grid pass figure and their ratio, a visibility or reachability probe against a play-area boundary. Those figures come from its own log string; the sampling pattern is not established here.", "source": "generated" }, "Test_RandomPlayerPosition": { "text": "A developer test entry point that picks or applies a random position for the player, and reports failure when there is no local player entity to act on. Read from the name and that message; what exactly it randomizes and its argument form are not established here.", "source": "generated" }, "Think_LightStyleEvent": { "text": "A think handler for an entity driving lightstyle events, running on the entity's periodic think to advance its light-style animation or trigger the next style change. Read from the name; no prototype is derived, so the think cadence and the owning entity type are unverified.", "source": "generated" }, "TraceFunc": { "text": "Runs a trace query against the world, in the form of a reusable tracing helper or callback hook. Read from the name; the data does not establish what geometry, mask, or filter it applies, so treat the exact trace semantics as unverified.", "source": "generated" }, "TraceShape": { "text": "Sweeps a collision shape through the world and reports what it hits, under the profiling label Physics/TraceShape (Server). Also shipped as CEngineTrace::TraceShape, the general-purpose collision query behind custom hitscan, placement checks, and line-of-sight tests.", "source": "generated" }, "TriggerPush_Touch": { "text": "Handles an entity touching a push trigger, applying the volume's push to whatever entered it. Read from the name alongside CTriggerPush and CBaseEntity among this batch's referenced classes; hook it to alter or suppress push volumes such as map jump pads and wind brushes.", "source": "generated" }, "TryCreateBreakPieces": { "text": "Attempts to spawn break-apart gib pieces for a breakable object, with the anchor OnOwnerTakeDamage_React_TryCreateBreakPieces tying the attempt to an owner taking damage. Useful when customizing debris from destructible props, though the conditions under which pieces are actually produced are not established here.", "source": "generated" }, "TrySetupSolverData": { "text": "Attempts to prepare the working data a solver operates on, bailing out when the setup cannot be completed, as the Try prefix and the matching TrySetupSolverData anchor indicate. Which solver it serves (physics, cloth, ragdoll) is not established by this data.", "source": "generated" }, "UTIL::CreateEntityByName": { "text": "Creates a server-side entity from its classname string, the standard entry point mods use to spawn something at runtime. It is also shipped as CBaseEntity::CreateEntityByName, CGameEntitySystem::CreateEntityByName and CreateEntityByName, which are the same function; the reading comes from the name, so keyvalue and spawn handling around it is unverified.", "source": "generated" }, "UTIL::Remove": { "text": "Deletes a server-side entity, the counterpart mods use to tear down something they created. It is also shipped as RemoveEntity, the same function under another name; read from the name, so whether deletion is immediate or deferred is unverified.", "source": "generated" }, "UTIL_ClientPrintAll": { "text": "Broadcasts a text message to connected players, the server-side helper for announcements that are not aimed at a single recipient. Read from the name; the print destination (chat, console, center, hint) and text formatting are not established here.", "source": "generated" }, "UTIL_DispatchEffect": { "text": "Fires a named visual or audio effect described by a CEffectData payload, the general server-side entry for impact, blood, and explosion-style effects. Which effect plays is chosen by the data supplied rather than by the function itself.", "source": "generated" }, "UTIL_DispatchEffectFilter": { "text": "Fires an effect described by CEffectData to a chosen recipient filter instead of broadcasting it. Use it when an effect should be visible to a subset of players, for example team-scoped or spectator-scoped feedback in a mod.", "source": "generated" }, "UTIL_DispatchParticleEffectFilter_Attachment": { "text": "Plays a particle system anchored to an entity attachment point, delivered to a chosen recipient filter, so the effect follows the model as it moves. The same code also ships under the name DispatchParticleEffect; use it for muzzle, hand, or prop-mounted effects.", "source": "generated" }, "UTIL_DispatchParticleEffectFilter_Position": { "text": "Plays a particle system at a world position for a chosen recipient filter, rather than attaching it to an entity. Use it for one-shot effects fixed in the map, such as markers, beacons, or ground impacts.", "source": "generated" }, "UTIL_GetEconItemSchema": { "text": "Provides access to the loaded economy item schema, the lookup that resolves weapon, skin, sticker, and cosmetic item definitions. Use it from server code when a mod needs item definition data rather than raw item indices.", "source": "generated" }, "UTIL_GetGameSystemFactory": { "text": "Looks up a game-system factory by name, the handle through which an engine game system is obtained. Read from the name; which registry it consults and how a missing system is reported are not established here.", "source": "generated" }, "UTIL_RadioMessage": { "text": "Sends a radio message, the canned callout players trigger, so it reaches its listeners. CCSPlayerController appears among this batch's referenced classes on the speaker side; use it to emit callouts programmatically, though the exact addressing rules are not established here.", "source": "generated" }, "UTIL_SayText2Filter": { "text": "Delivers a chat message to a chosen recipient filter in the SayText2 form, which carries a sender slot and parameter substitutions for templated lines. Use it for colored, localized, or per-player chat output from a mod.", "source": "generated" }, "UTIL_SayTextFilter": { "text": "Delivers a plain chat line to a chosen recipient filter. Use it for simple per-player or team-scoped chat output, without the sender and parameter structure that the UTIL_SayText2Filter name implies.", "source": "generated" }, "UTIL_SetModel": { "text": "Assigns a model to a model-bearing entity, the usual follow-up to creating one so it has geometry to draw and collide with. Read from the name and the CBaseModelEntity::SetModel alias; no prototype is derived, so precache requirements and bounds side effects are unverified.", "source": "generated" }, "UnmountWorldVPK": { "text": "Unmounts a world VPK archive, releasing packed map content that had been mounted. Read from the name; no prototype is derived, so which archive handle it takes and what it invalidates are unverified.", "source": "generated" }, "UpdateQueryCache": { "text": "Refreshes a cached set of query results so later lookups see current state, matching the UpdateQueryCache anchor. What is being cached, whether entities, visibility, or spatial partition results, is not established here.", "source": "generated" }, "UseEntityState::GetName": { "text": "Returns the identifying name of a use-entity state, with the string UseEntity present verbatim in libserver alongside it, tying it to the player's use-interaction state machine. Beyond supplying that label for debug or state reporting, no further purpose is established.", "source": "generated" }, "UseEntityState::OnUpdate": { "text": "Runs the per-update step for the player's use-entity state, advancing whatever the state tracks while the player is holding a use interaction. The UseEntityState class is implied by the name, and the slot is unbound, so update cadence and exit conditions are unverified.", "source": "generated" }, "VScriptInitialization": { "text": "Brings up the VScript scripting layer, the startup entry for script VM support in the server. Read from the name; relevant if a mod hooks or extends server-side scripting, though what it registers or binds is not established here.", "source": "generated" }, "ValidateStringFormatSpecifiers": { "text": "Checks a format string's specifiers for validity, guarding against malformed printf-style formats before they are consumed. Read from the name; useful context when tier0 logging or string helpers reject a format that looks correct.", "source": "generated" }, "VfxInit": { "text": "Initializes the vfx layer of the material system, the compiled shader and material effect machinery. Read from the name; what it allocates or registers is not established by this data.", "source": "generated" }, "WaterMove": { "text": "Runs the swimming branch of player movement, handling buoyancy and travel while submerged. Read from the name and Source-movement lineage; also shipped as CCSPlayer_MovementServices::WaterMove, the hook for changing water physics or swim speed.", "source": "generated" }, "WriteDeltaEntities": { "text": "Writes delta-compressed entity state into an outgoing network snapshot, the encoding of what changed for a client since its last acknowledged tick. Read from the name; useful when reasoning about networking cost, though the buffer and framing are unverified.", "source": "generated" }, "WriteEnterPVS": { "text": "Writes the network payload for an entity entering a client's PVS, the fuller state form sent when something becomes potentially visible to that client. Read from the name; relevant to mods that manipulate visibility or transmit rules.", "source": "generated" }, "__RegisterGameEventListeners": { "text": "Registers the server's game-event listeners so game events are delivered to their handlers. Read from the name; relevant to mods adding their own event hooks, though which events are covered is not established here.", "source": "generated" }, "addEdge": { "text": "Adds an edge to the working triangulation used while building Recast's detail navmesh; its anchor is the rcBuildPolyMeshDetail message about shrinking triangle count to a maximum. The same code also ships as rcBuildPolyMeshDetail, so this matters when investigating navmesh generation rather than gameplay.", "source": "generated" }, "antlr3RecognitionExceptionNew": { "text": "Creates a recognition-exception record for the ANTLR3 parser runtime, the error object produced when input fails to match a grammar rule. Read from the name; it is parser infrastructure, surfacing only when a grammar-driven parser in the server rejects input.", "source": "generated" }, "buildNavigation": { "text": "Drives navigation-mesh construction for a map, and its anchor shows it aborts with a failure message when the intermediate chunky triangle mesh cannot be built. Relevant when a custom map ends up with no usable bot navigation.", "source": "generated" }, "google::protobuf::DynamicMessageFactory::GetPrototype": { "text": "Supplies the shared default instance for a message type, the immutable template that runtime-built dynamic messages are copied from. The protobuf class is implied by the name; only a vtable slot is derived, so ownership and lifetime of the returned prototype are unverified.", "source": "generated" }, "google::protobuf::DynamicMessageFactory::~DynamicMessageFactory": { "text": "Tears down a dynamic message factory, releasing the prototypes and per-type data it constructed; prototypes it handed out die with it. The class is implied by the name, and only a vtable slot is derived, so exactly what is freed is unverified.", "source": "generated" }, "google::protobuf::FatalException::what": { "text": "Yields the human-readable text of a protobuf fatal error, which is what you log or surface when the library throws. The class is implied by the name; only a vtable slot is derived, so the message's storage and lifetime are unverified.", "source": "generated" }, "google::protobuf::FatalException::~FatalException": { "text": "Destroys a protobuf fatal-exception object and releases the error text and any state it carries. The class is implied by the name, and only a vtable slot is derived, so what it frees is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintBool": { "text": "Formats a boolean field value for protobuf text-format output; override it to change how true and false are rendered in message dumps. The class is implied by the name, and only a vtable slot is derived, so the exact emitted text is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintBytes": { "text": "Formats a bytes field value for text-format output, normally quoting and escaping non-printable octets so binary payloads survive as text. The class is implied by the name, and only a vtable slot is derived, so the escaping scheme is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintDouble": { "text": "Renders a double-precision field value into text-format output; override it when you need different precision or notation in dumps. The class is implied by the name, and only a vtable slot is derived, so the default numeric formatting is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintEnum": { "text": "Renders an enum field value in text-format output, deciding between the symbolic name and the raw numeric value. The class is implied by the name, and only a vtable slot is derived, so its handling of values outside the enum is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintFieldName": { "text": "Emits the key portion of a field in text-format output; override it to relabel or requalify field names in dumps. The class is implied by the name, and only a vtable slot is derived, so the naming rules it applies are unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintFloat": { "text": "Renders a single-precision float field value into text-format output. The class is implied by the name, and only a vtable slot is derived, so the precision and rounding behaviour are unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintInt32": { "text": "Renders a signed 32-bit integer field value into text-format output; a hook point if you want hex or grouped digits instead of plain decimal. The class is implied by the name, and only a vtable slot is derived, so the default formatting is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintInt64": { "text": "Renders a signed 64-bit integer field value into text-format output. The class is implied by the name, and only a vtable slot is derived, so the default formatting is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintMessageEnd": { "text": "Writes the closing delimiter for a nested message during text-format printing, matching the brace or bracket style and line layout used at the start. The class is implied by the name, and only a vtable slot is derived, so the emitted text is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintMessageStart": { "text": "Writes the opening delimiter and header for a nested submessage during text-format printing, where single-line versus multi-line layout is chosen. The class is implied by the name, and only a vtable slot is derived, so the emitted text is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintString": { "text": "Renders a string field value for text-format output, normally quoting it and escaping characters that would break the format. The class is implied by the name, and only a vtable slot is derived, so the escaping rules are unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintUInt32": { "text": "Renders an unsigned 32-bit integer field value into text-format output. The class is implied by the name, and only a vtable slot is derived, so the default formatting is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::PrintUInt64": { "text": "Renders an unsigned 64-bit integer field value into text-format output. The class is implied by the name, and only a vtable slot is derived, so the default formatting is unverified.", "source": "generated" }, "google::protobuf::TextFormat::FieldValuePrinter::~FieldValuePrinter": { "text": "Destroys a text-format value printer, releasing any state a custom printer holds; relevant if you install your own printer and hand ownership to the text-format machinery. The class is implied by the name, and only a vtable slot is derived, so what it frees is unverified.", "source": "generated" }, "google::protobuf::TextFormat::Parser::ParserImpl::ParserErrorCollector::AddError": { "text": "Records a hard parse failure encountered while reading text-format protobuf input, collecting the diagnostic so a caller can report why the text would not parse. The class is implied by the name, and only a vtable slot is derived, so the message format and where it lands are unverified.", "source": "generated" }, "google::protobuf::TextFormat::Parser::ParserImpl::ParserErrorCollector::AddWarning": { "text": "Records a non-fatal complaint about text-format protobuf input, such as suspicious but tolerated syntax, alongside the collected errors. The class is implied by the name, and only a vtable slot is derived, so the message format and destination are 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 records. The class is implied by the name, and only a vtable slot is derived, so what it frees is unverified.", "source": "generated" }, "google::protobuf::internal::ExtensionSet::flat_begin": { "text": "Gives access to the start of the flat, small-size-optimised array an extension set uses to hold its extension entries, which is the entry point for walking extensions attached to a message. Read from the name and located by signature in libanimationsystem, so the iteration contract is unverified.", "source": "generated" }, "google::protobuf::internal::ExtensionSet::flat_end": { "text": "Gives the past-the-end position of the flat array an extension set uses for its extension entries, bounding a walk over those extensions. Read from the name and located by signature in libanimationsystem, so the iteration contract is unverified.", "source": "generated" }, "google::protobuf::io::ArrayInputStream::BackUp": { "text": "Rewinds a fixed-array input stream by a count of bytes so data already produced becomes available for reading again, the usual way a decoder returns bytes it did not consume. The class is implied by the name, and only a vtable slot is derived, so the accepted range is unverified.", "source": "generated" }, "google::protobuf::io::ArrayInputStream::ByteCount": { "text": "Reports how many bytes of the backing array have been consumed, useful for tracking position or measuring how much of a buffer a decode touched. The class is implied by the name, and only a vtable slot is derived, so the exact accounting is unverified.", "source": "generated" }, "google::protobuf::io::ArrayInputStream::Next": { "text": "Hands out a contiguous chunk of the backing array for reading, giving a zero-copy read over a buffer you already hold in memory. The class is implied by the name, and only a vtable slot is derived, so chunk sizing and end-of-data behaviour are unverified.", "source": "generated" }, "google::protobuf::io::ArrayInputStream::Skip": { "text": "Advances the read position over a number of bytes without producing them, letting a decoder jump past fields it does not care about. The class is implied by the name, and only a vtable slot is derived, so clamping at the end of the array is unverified.", "source": "generated" }, "google::protobuf::io::ArrayInputStream::~ArrayInputStream": { "text": "Destroys a fixed-array input stream; the array itself belongs to the caller, so cleanup concerns only the stream's own bookkeeping. The class is implied by the name, and only a vtable slot is derived, so what it frees is unverified.", "source": "generated" }, "google::protobuf::io::ArrayOutputStream::BackUp": { "text": "Gives unwritten bytes at the tail of the handed-out output buffer back to the stream, so the recorded written length counts only what you actually filled. The class is implied by the name, and only a vtable slot is derived, so the accepted range is unverified.", "source": "generated" }, "google::protobuf::io::ArrayOutputStream::ByteCount": { "text": "Reports how many bytes have been written into the fixed output array, which is how you learn a serialised message's length. The class is implied by the name, and only a vtable slot is derived, so the exact accounting is unverified.", "source": "generated" }, "google::protobuf::io::ArrayOutputStream::Next": { "text": "Hands out a writable chunk of the fixed output array, giving a zero-copy write path for serialising a message straight into a caller-owned buffer. The class is implied by the name, and only a vtable slot is derived, so chunk sizing and buffer-exhaustion behaviour are unverified.", "source": "generated" }, "google::protobuf::io::ArrayOutputStream::~ArrayOutputStream": { "text": "Destroys a fixed-array output stream; the target array is caller-owned, so cleanup concerns the stream's own bookkeeping. The class is implied by the name, and only a vtable slot is derived, so what it frees is unverified.", "source": "generated" }, "google::protobuf::io::StringOutputStream::BackUp": { "text": "Trims unused bytes off the tail of a string-backed output stream, so the string ends up sized to the data actually written. The class is implied by the name, and only a vtable slot is derived, so the accepted range is unverified.", "source": "generated" }, "google::protobuf::io::StringOutputStream::ByteCount": { "text": "Reports how many bytes have been written into the target string, giving the serialised length when a message is written into a string buffer. The class is implied by the name, and only a vtable slot is derived, so the exact accounting is unverified.", "source": "generated" }, "google::protobuf::io::StringOutputStream::Next": { "text": "Hands back the next writable chunk of a zero-copy output stream whose destination is a string, extending that buffer as serialization proceeds. StringOutputStream is implied by the name, not by the data, so the growth policy and chunk sizing are a name-level reading and unverified.", "source": "generated" }, "google::protobuf::io::StringOutputStream::~StringOutputStream": { "text": "Destroys a string-backed output stream, releasing whatever bookkeeping it held once writing into the string is finished. StringOutputStream is implied by the name rather than the data; as a destructor it is mainly of interest as a teardown hook point.", "source": "generated" }, "google::protobuf::io::ZeroCopyOutputStream::AllowsAliasing": { "text": "Reports whether this output stream accepts aliased data, meaning bytes referenced in place instead of copied into the stream. ZeroCopyOutputStream is implied by the name, not the data; useful when a writer must decide if it may hand over borrowed buffers, though the contract is a name-level reading.", "source": "generated" }, "google::protobuf::io::ZeroCopyOutputStream::WriteAliasedRaw": { "text": "Writes a raw block of bytes into the output stream by reference, avoiding a copy when the stream permits aliasing. ZeroCopyOutputStream is implied by the name, not the data, so the lifetime requirements on the caller's buffer are a name-level reading and unverified.", "source": "generated" }, "int_err_get": { "text": "Fetches the error-state record used by a bundled C error-reporting library, with the anchor naming err.c as the source file it was compiled from. Read from the name and anchor; this is library plumbing rather than gameplay-facing code.", "source": "generated" }, "int_thread_get": { "text": "Obtains the per-thread bookkeeping entry for that same err.c error-reporting code, per its int_thread_get anchor. Read from the name and anchor; it is infrastructure for thread-local error state, not something a gameplay mod would call.", "source": "generated" }, "mergeAndFilterRegions": { "text": "Merges undersized regions and filters out unusable ones while Recast partitions walkable area during navmesh generation. Its anchor is an out-of-memory report for the regions array, so this is a place where navmesh builds fail on large or dense maps.", "source": "generated" }, "rcBuildCompactHeightfield": { "text": "Converts a solid heightfield into Recast's compact heightfield, the neighbour-linked span representation used for walkable-area analysis. Its anchor is an out-of-memory report for the chf.areas allocation, marking it as a memory pressure point in navmesh generation.", "source": "generated" }, "rcBuildContours": { "text": "Traces contours around walkable regions in the compact heightfield, producing the region outlines used for polygon-mesh construction. Its anchor is an out-of-memory report for a hole buffer, so contour tracing is where navmesh builds can fail on complex geometry.", "source": "generated" }, "rcBuildDistanceField": { "text": "Computes a distance field over walkable spans, giving each span its distance to the nearest border so regions can be partitioned by watershed. Its anchor is an out-of-memory report for the destination buffer; relevant when diagnosing navmesh generation.", "source": "generated" }, "rcBuildLayerRegions": { "text": "Partitions walkable area into layered regions, the layer-based alternative for building navmesh regions on multi-level geometry. Its anchor is an out-of-memory report for a source buffer; which partitioning mode a given map build uses is not established here.", "source": "generated" }, "rcBuildPolyMesh": { "text": "Converts traced contours into the convex polygon mesh that forms the navmesh proper, including neighbour links between polygons, since its anchor reports an adjacency failure. Relevant when a map's generated navmesh comes out broken or empty.", "source": "generated" }, "rcBuildPolyMeshDetail": { "text": "Builds the height-sampled detail mesh over the polygon mesh so navmesh surfaces follow the terrain underneath instead of sitting flat. Its anchor is an out-of-memory report for a triangle buffer, and the same code also ships as addEdge.", "source": "generated" }, "rcBuildRegions": { "text": "Builds the walkable regions that navmesh generation is organised into, and warns through its own string 'rcBuildRegions: %d overlapping regions.' when the partition produces overlaps. The region-building role is read from the name and that anchor; the inputs, the partitioning method, and how a modder would trigger it are unverified.", "source": "generated" }, "rcBuildRegionsMonotone": { "text": "Builds navmesh regions using a monotone partitioning variant, and emits 'rcBuildRegionsMonotone: Out of memory 'src' (%d).' when its working buffer cannot be allocated \u2014 a useful marker when navmesh generation fails on large maps. The monotone reading comes from the name; its inputs and how its output differs are unverified.", "source": "generated" }, "rcRasterizeTriangles": { "text": "Rasterizes triangle geometry into the volumetric grid that navmesh generation works from, logging 'rcRasterizeTriangles: Out of memory.' when that allocation fails. The rasterization role is read from the name and anchor; the geometry format it accepts and the grid it writes into are unverified.", "source": "generated" }, "snappy::ByteArraySource::Available": { "text": "Reports how many bytes are still readable from a byte-array data source in the bundled snappy compression code. The snappy::ByteArraySource class is implied by the name, and the slot is unbound, so the exact remaining-byte accounting is unverified.", "source": "generated" }, "snappy::ByteArraySource::Peek": { "text": "Exposes the next bytes of a snappy byte-array source without consuming them, letting a reader inspect data before deciding to advance. The class is implied by the name, and the slot is unbound, so how much data one peek makes visible is unverified.", "source": "generated" }, "snappy::ByteArraySource::Skip": { "text": "Advances a snappy byte-array source past a run of bytes, discarding them rather than returning them. The class is implied by the name, and the slot is unbound, so behaviour when skipping past the end of the buffer is unverified.", "source": "generated" }, "snappy::ByteArraySource::~ByteArraySource": { "text": "Destroys a snappy byte-array source, releasing whatever the wrapper holds. The destructor role is implied by the name, and the slot is unbound, so whether it owns and frees the underlying buffer is unverified.", "source": "generated" }, "snd_cast": { "text": "Sound-subsystem function whose purpose is not established \u2014 the snd_cast name places it with audio, but 'cast' could mean a spatial trace, a type conversion, or a broadcast. Nothing else in the data narrows it, so confirm behaviour empirically before relying on it.", "source": "generated" } } }