| AProfilerBlock | |
| Globals::ArtWork | All models, 3d meshs, bump maps and other artwork needed by the game will be stored here |
| AState | Internal state information that the AEngine keeps |
| BattleBullet | |
| BattleEntry | |
| BattleGroup | |
| BattleState | |
| BattleUnit | |
| City | |
| ColoredTerrainVertex | |
| DrawableObject | DrawableObject This is a purly virtual base class. Things that want to be drawn on the overhead map should inherit from this class |
| Error | Use this when throwing an error |
| GameConfig | Class that contains all game init config info. This data should be stored in config file in the directory where the game exe is |
| GeneralToDo | This class exists only to attach general To Do items to |
| Int2Tuple | A tuple of 2 ints. Each number can't be greater than 999 |
| Int3Tuple | The layman's tuple of 3 ints. Each number can't be greater than 999 |
| LightTank | The LightTank is the fast agile unit of the game. It can move faster than any other ground based unit. However it has light armor |
| MeshEntry | User code picks a mesh by giving an index to an array of MeshEntry |
| MeshRenderRequestEntry | A request to render a mesh. To batch up requests that a user wants so they can be processed at the same time, for performance reasons |
| MeshRequestEntryComparer | So we can sort mesh rendering request entries |
| MeshVertex | One vertex of a Mesh |
| MilitaryUnit | The main war unit. Real units like the LightTank, HeavyTank, and so forth will inherit from this object |
| Network | |
| NetworkData | |
| OverlayEntry | When an overlay operation is requested, we add an overlay entry to the list of things to do |
| OverlayEntryComparer | So we can sort overlay entries |
| OverlayVertex | Contains merely an index to one of the vertex shader constants, which contains all the real info of the vertex |
| AI::Player | A computer controlled player |
| AI::Player::CityLessThreatened | |
| AI::Player::IsNeutralCity | |
| TerminateNormally | Causes the program to exit |
| Map::WorldMap | Holds dimension data for the overhead view. Basically creates a bounding rectangle that should contain ALL units and structures in the game. Failure to keep a unit or structure inside this bounding rectangle will cause problems with the AI |
1.3-rc2