11class CCheckTransmitInfo;
15class CEntityKeyValues;
16class CGameEntitySystem;
20class CNetworkGameServerBase;
21class CSchemaSystemTypeScope;
29class IGameEventManager2;
30class IGameEventSystem;
31class IGameResourceService;
34class INetworkMessageInternal;
35class INetworkMessageProcessingPreFilter;
36class INetworkMessages;
37class INetworkServerService;
38class IRecipientFilter;
40class ISource2GameClients;
41class ISource2GameEntities;
43class ISource2WorldSession;
49enum EConVarType : int16_t;
50enum NetChannelBufType_t : int8_t;
The registered commands, their usage lines, and the dispatch that runs one.
A player's identity behind a slot: name, money, team, scoreboard row. It survives death and respawn; ...
runtime.Entities: finds and creates entities. Everything it returns is valid for this frame only; see...
Players as team-colored outlines through walls, for one client or one team alone.
A player's body: health, armor, movement, aim, weapons. The engine replaces it on every spawn; the Co...
Bookkeeping for ClientConVars: per-slot, cookie-keyed queries awaiting an answer.
The custom_hud_layout entity behind a Screen: spawning, removal, and every write.