Natives
Namespace SwiftlyS2.Shared.Natives
- AllocableNativeHandle
- CBitVecOperations
- ManagedCUtlLeanVector<T, I>
- ManagedCUtlMemory<T>
- ManagedCUtlVector<T>
- AttackerInfo_t
- BBox_t
- CBitVec16384
- CBitVec64
- CBufferString
- CCSMatch
- CCommand
- CGameTrace
- CGlobalSymbol
- CGlobalVars
- CHandle<T>
- CHitBoxTrace
- CMoveData
- CMoveDataBase
- CNetworkVarChainer
- CNetworkedQuantizedFloat
- CPhysSurfacePropertiesAudioTrace
- CPhysSurfacePropertiesPhysicsTrace
- CPhysSurfacePropertiesSoundNamesTrace
- CPhysSurfacePropertiesTrace
- CRecipientFilter
-
CString — Wrapper class for native char*.
-
CStrongHandle<T> — An partial implementation of the CStrongHandle struct.
- CTakeDamageInfo
- CTakeDamageResult
- CTraceFilter
- CTransform
- CUtlBinaryBlock
- CUtlLeanVector<T, I>
- CUtlMap<TKey, TValue, TIndex>
- CUtlMapTreeNode<TKey, TValue>
- CUtlMemory<T>
- CUtlMemoryFixedGrowable<T, TBuffer>
- CUtlRBTree<TValue, TKey>
- CUtlRBTreeLinks<TKey>
- CUtlRBTreeNode<TKey, TValue>
- CUtlString
- CUtlStringToken
- CUtlSymbolLarge
- CUtlVector<T>
- CUtlVectorFixedGrowable<T, TBuffer>
- CVariant
- CVariantData
- CapsuleTrace
- ChangeAccessorFieldPathIndex_t
- Color
- FixedCharBuffer512
- FixedPtrBuffer64
- FourVectors
- HKeySymbol
- HullTrace
- CUtlLeanVector<T, I>.Iterator_t
- KeyValues
- LineTrace
- MeshTrace
-
PointerTo<T> — Pointer to a native handle.
-
QAngle — QAngle is a type that contains 3 float, representing an angle. Degree Euler. Pitch, Yaw, Roll
-
Quaternion — Quaternion, basically 4 floats.
-
RadianEuler — Radian Euler angle aligned to axis (NOT ROLL/PITCH/YAW)
- Ray_t
- ResourceHandle
- ResourceNameInfo
- RnCollisionAttr_t
- RnQueryShapeAttr_t
- SphereTrace
- SubtickMove
- TouchListT
-
Vector — 3-Dimensional vector for source 2.
No more cssharp chaos.
-
Vector2D — 2-Dimensional vector for source 2.
- Vector4D
- fltx4
- matrix3x4_t
-
IAllocableNativeHandle — Allocated handle from swiftly c++ native side. We are using native for now to allocate objects to make use of the hl2sdk and memoverride.\
TODO: Not sure if it's a good idea to have an interface for this, because ideally there shouldn't be any difference
between this and the INativeHandle from users' perspective, as allocation and destruction should be for internal use only
and handled within the core.
- ICBitVec
-
INativeHandle — Native handle from swiftly c++ native side, either allocated or borrowed from game.
- ISizedNativeHandle
- BufferMarkers
- CollisionFunctionMask_t
- CollisionGroup
- InteractionLayer
- KeyValuesDataType
- MapLoadType_t
- MaskTrace
- NameMatchType
- NetChannelBufType_t
- NodeColor_t
- RayType_t
- ResourceBindingFlags_t
- RnQueryObjectSet
- RoundEndReason
- VariantFieldType
- CUtlRBTree<TValue, TKey>.LessFunc