Isle
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NTgl[AI] Namespace containing all classes related to the 3D graphics abstraction/rendering engine
 NTglImpl[AI] Forward declaration for Direct3DRMTexture interface [AI]
 C_D3DBRANCH
 C_D3DCLIPSTATUS
 C_D3DCOLORVALUE
 C_D3DDeviceDesc
 C_D3DExecuteBufferDesc
 C_D3DEXECUTEDATA
 C_D3DFINDDEVICERESULT
 C_D3DFINDDEVICESEARCH
 C_D3DHVERTEX
 C_D3DINSTRUCTION
 C_D3DLIGHT
 C_D3DLIGHT2
 C_D3DLIGHTDATA
 C_D3DLIGHTINGCAPS
 C_D3DLIGHTINGELEMENT
 C_D3DLINE
 C_D3DLINEPATTERN
 C_D3DLVERTEX
 C_D3DMATERIAL
 C_D3DMATRIX
 C_D3DMATRIXLOAD
 C_D3DMATRIXMULTIPLY
 C_D3DPICKRECORD
 C_D3DPOINT
 C_D3DPrimCaps
 C_D3DPROCESSVERTICES
 C_D3DRECT
 C_D3DRMBOX
 C_D3DRMIMAGE
 C_D3DRMLOADMEMORY
 C_D3DRMLOADRESOURCE
 C_D3DRMPALETTEENTRY
 C_D3DRMPICKDESC
 C_D3DRMPICKDESC2
 C_D3DRMPMESHLOADSTATUS
 C_D3DRMQUATERNION
 C_D3DRMRAY
 C_D3DRMVECTOR4D
 C_D3DRMVERTEX
 C_D3DSPAN
 C_D3DSTATE
 C_D3DSTATS
 C_D3DSTATUS
 C_D3DTEXTURELOAD
 C_D3DTLVERTEX
 C_D3DTRANSFORMCAPS
 C_D3DTRANSFORMDATA
 C_D3DTRIANGLE
 C_D3DVECTOR
 C_D3DVERTEX
 C_D3DVIEWPORT
 C_D3DVIEWPORT2
 C_DDBLTBATCH
 C_DDBLTFX
 C_DDCAPS
 C_DDCAPS_DX3
 C_DDCOLORCONTROL
 C_DDCOLORKEY
 C_DDOVERLAYFX
 C_DDPIXELFORMAT
 C_DDSCAPS
 C_DDSURFACEDESC
 C_DDVIDEOPORTBANDWIDTH
 C_DDVIDEOPORTCAPS
 C_DDVIDEOPORTCONNECT
 C_DDVIDEOPORTDESC
 C_DDVIDEOPORTINFO
 C_DDVIDEOPORTSTATUS
 C_DIDATAFORMAT
 C_DIMOUSESTATE
 C_DIOBJECTDATAFORMAT
 C_DPADDRESS
 C_DPCOMPORTADDRESS
 C_DPLDATA_PLAYERGUID
 C_DPLDATA_PLAYERSCORE
 C_DPLMSG_GENERIC
 C_DPLMSG_GETPROPERTY
 C_DPLMSG_GETPROPERTYRESPONSE
 C_DPLMSG_SETPROPERTY
 C_DPLMSG_SETPROPERTYRESPONSE
 C_DS3DBUFFER
 C_DS3DLISTENER
 C_DSBCAPS
 C_DSBPOSITIONNOTIFY
 C_DSBUFFERDESC
 C_DSCAPS
 C_DSCBCAPS
 C_DSCBUFFERDESC
 C_DSCCAPS
 C_DSETUP_CB_FILECOPYERROR
 C_DSETUP_CB_UPGRADEINFO
 CAct1State[AI] Holds state and transient gameplay data for the first act on Lego Island
 CAct2Actor[AI] Act2 mission-specific actor class, with custom state and animation handling for Act 2 of the story mode
 CAct2Brick[AI] Represents a special 'brick' object in the LEGO Island "Act 2" sequence, derived from LegoPathActor
 CAct2GenActor[AI] An actor that extends LegoPathActor with special collision logic for "Act2Gen" scene logic
 CAct2PoliceStation[AI] Represents the Act 2 Police Station entity in LEGO Island
 CAct3[AI] Controls all main logic and progression of Act 3 in LEGO Island, including objects, cutscenes, enemy and player actors, and event scheduling
 CAct3Actor[AI] Represents a generic animatable actor in Act 3, supporting path following and custom animation triggers
 CAct3AmmoRepresents an ammo object (pizza or donut) used in Act 3 gameplay sequence
 CAct3Brickster[AI] Represents the Brickster actor in Act 3, with AI and scene logic for stealing pizzas and causing endgame actions
 CAct3Cop[AI] Represents a police officer actor in Act 3, supporting specific cop AI actions, path findings, and collision logic
 CAct3List[AI] A custom intrusive list for handling state machine or scheduled actions/events during Act 3 sequences
 CAct3ListElement[AI] Represents an element in a custom list for activity scripting and audio/animation event queueing in Act 3
 CAct3Shark[AI] Represents the shark actor for Act 3 of the LEGO Island game
 CAct3State[AI] Holds persistent state and status variables for Act 3 mission, saved between world reloads and possibly serialized
 CAmbulanceMain game logic and control entity for the Ambulance gameplay activity
 CAmbulanceMissionStateHolds state and scoring information for the Ambulance mission
 CAnimInfo[AI] Describes a specific animation, containing animation parameters, model list, and related metadata used by the animation system
 CAnimState[AI] Persistent serializable animation state for resuming animations and restoring global animation progress
 CBeachHouseEntity[AI] Entity for the Beach House building in LEGO Island
 CBike[AI] Represents the player's bicycle vehicle in LEGO Island, allowing for in-world interactions such as riding, honking the horn, and displaying dashboard UI
 CBoundingBox[AI] Represents an axis-aligned bounding box in 3D space, using minimum and maximum points
 CBoundingSphere[AI] Represents a bounding sphere in 3D space with center and radius
 CBuildingEntity[AI] Represents an entity corresponding to a building within the LEGO Island game world
 CBumpBouy[AI] Represents a bumpable buoy in the world that handles user interactions, specifically the Jetski click event in LEGO Island's race sequence
 CCAboutDialog[AI] Dialog for the application's About box
 CCameraLocationVariable[AI] Variable for updating camera location and POV (field of view/frustum settings) for navigation and scene rendering
 CCarRaceImplements the LEGO Island car race game mode
 CCarRaceStateThe state object used for the car race mini-game
 CCaveEntity[AI] Entity for the Cave building in LEGO Island
 CCConfigApp
 CCConfigCommandLineInfo[AI] Specialized command line parser for the configuration application
 CCMainDialogThe main dialog window for the LEGO Island configuration program (config.exe)
 CColorStringStructKey-value pair tying a ROI color key name to a LEGO color string
 CCoreSetCompareComparison functor for MxCore* pointers used by MxCoreSet to ensure a consistent ordering
 CCursorVariable[AI] Variable to represent game cursor (pointer) state
 CCustomizeAnimFileVariable[AI] MxVariable subclass used to represent and propagate changes to the character customization animation file
 CDeque[AI] Custom wrapper around std::deque providing consistent allocator usage and swap semantics
 CDeviceModesInfo[AI] Contains detailed information about a Direct3D device's supported display modes and capabilities
 CDICONDITION
 CDICONSTANTFORCE
 CDICUSTOMFORCE
 CDIDEVCAPS
 CDIDEVCAPS_DX3
 CDIDEVICEINSTANCE_DX3A
 CDIDEVICEINSTANCE_DX3W
 CDIDEVICEINSTANCEA
 CDIDEVICEINSTANCEW
 CDIDEVICEOBJECTDATA
 CDIDEVICEOBJECTINSTANCE_DX3A
 CDIDEVICEOBJECTINSTANCE_DX3W
 CDIDEVICEOBJECTINSTANCEA
 CDIDEVICEOBJECTINSTANCEW
 CDIEFFECT
 CDIEFFECTINFOA
 CDIEFFECTINFOW
 CDIEFFESCAPE
 CDIENVELOPE
 CDIJOYSTATE
 CDIJOYSTATE2
 CDIPERIODIC
 CDIPROPDWORD
 CDIPROPHEADER
 CDIPROPRANGE
 CDIRAMPFORCE
 CDirect3DDeviceInfo[AI] Encapsulates Direct3D device enumeration information and capability structures
 CDoors[AI] Represents a special LegoPathActor controlling the animation and logic of a pair of doors, including opening and closing transitions
 CDPACCOUNTDESC
 CDPCAPS
 CDPCHAT
 CDPCOMPOUNDADDRESSELEMENT
 CDPCREDENTIALS
 CDPLAPPINFO
 CDPLCONNECTION
 CDPMSG_ADDGROUPTOGROUP
 CDPMSG_ADDPLAYER
 CDPMSG_ADDPLAYERTOGROUP
 CDPMSG_CHAT
 CDPMSG_CREATEPLAYERORGROUP
 CDPMSG_DELETEPLAYER
 CDPMSG_DESTROYPLAYERORGROUP
 CDPMSG_GENERIC
 CDPMSG_GROUPADD
 CDPMSG_SECUREMESSAGE
 CDPMSG_SETPLAYERORGROUPDATA
 CDPMSG_SETPLAYERORGROUPNAME
 CDPMSG_SETSESSIONDESC
 CDPMSG_STARTSESSION
 CDPNAME
 CDPSECURITYDESC
 CDPSESSIONDESC
 CDPSESSIONDESC2
 CDuneBuggy[AI] Represents the player-controllable dune buggy vehicle in LEGO Island, inheriting movement and interaction logic from IslePathActor
 CEdgeReference[AI] Associates a named edge (string) to a LegoPathBoundary, used within skeleton kick phases to assign kick behavior to boundaries
 CElevatorBottom[AI] This class represents the "Elevator Bottom" area in the LEGO Island game
 CExtra[AI] Items related to the Extra string of key-value pairs found in MxOb
 CFlagBitfield[AI] Union that provides a convenient bit field view of a byte for flag manipulation
 CFLIC_CHUNK[AI] Represents a generic chunk header in a FLIC animation file
 CFLIC_FRAME[AI] Structure describing the header of a FLIC animation frame, used to organize frame subchunks and per-frame metadata
 CFLIC_HEADER[AI] Structure for the main header of a FLIC animation file
 CGasStationThe in-game gas station (garage) area/world logic controller, handling all interactive gameplay, state transitions, and actors [AI]
 CGasStationEntity[AI] Entity for the Gas Station building in LEGO Island
 CGasStationStateMaintains persistent, serializable state information for the gas station/garage area, including actor animation choice tracking [AI]
 CHelicopter[AI] Represents the flyable helicopter vehicle/path actor in the game, handling all in-game behaviors
 CHelicopterState[AI] Game state entity specialized for tracking Helicopter-related state during gameplay
 CHistoryBook[AI] The HistoryBook class represents the "History Book" world/scene shown in LEGO Island, displaying name, letter and score history
 CHospital[AI] Implements the main 3D area and logic flow for the Hospital location/scene in LEGO Island
 CHospitalEntity[AI] Entity for the Hospital building in LEGO Island
 CHospitalState[AI] State-holding class for the hospital area; persists area-specific progress and variables between game sessions
 CInfocenter[AI] Manages Infocenter world logic, UI, cutscenes, dialogue, and area transitions
 CInfocenterDoor[AI] Represents the door world for the information center, handling control, transitions and area switching when the player interacts with infocenter exits and arrows
 CInfoCenterEntity[AI] Entity for the Information Center building in LEGO Island
 CInfocenterMapEntry[AI] Maps a UI region in the Infocenter to a destination presenter for glow effects
 CInfocenterState[AI] Represents the state of the Infocenter area, storing scripts, dialogue playlists and UI letter presenters
 CIsle[AI] Represents the main overworld (LEGO Island) in the game, acting as the central hub and state machine for act transitions, minigames, elevators, mouse input, and audio/trigger/dialogue management
 CIsleActor[AI] Represents an actor instance specifically used within LEGO Island, extending LegoActor with notification and action-related behaviors
 CIsleApp[AI] Main application class for LEGO Island
 CIslePathActorDerived path actor type for handling player transitions and activities on LEGO Island
 CJailEntity[AI] Entity for the Jail building in LEGO Island
 CJetski[AI] Represents the jetski vehicle placed in the 3D world of LEGO Island
 CJetskiRace[AI] LEGO Island's "Jetski" racing game logic and presenter class, derived from LegoRace
 CJetskiRaceState[AI] Per-race state data and logic holder for JetskiRace, used for tracking player and AI standings, lap progress, and results
 CJukeBox[AI] Represents the Jukebox world environment in the game—handles display, state, notifications, player interaction, and control logic for the Jukebox area [AI]
 CJukeBoxEntity[AI] Represents the jukebox interactive entity in LEGO Island, handling click events, background music control, and script-driven animations for the jukebox object
 CJukeBoxState[AI] Represents the music selection state for the Jukebox in the game
 CLego3DManager[AI] Central class managing the LEGO Island 3D rendering subsystem
 CLego3DSound[AI] Implements 3D positional sound logic for LEGO Island using DirectSound 3D buffers
 CLego3DView[AI] Represents a 3D view for rendering and managing LEGO game objects in a 3D scene
 CLego3DWavePresenter[AI] Handles the presentation of 3D positional audio using DirectSound buffers within the LEGO Island engine
 CLegoAct2Implements the world and game logic for Act 2
 CLegoAct2StateRepresents the state object for Act 2 of the game
 CLegoActionControlPresenter[AI] Presenter for controlling action logic (e.g., invoking named actions such as "RUN", "EXIT") through parsed SI script extra data
 CLegoActor[AI] Represents an actor (character) entity in the LEGO Island 3D world, providing specific actor logic, such as sound, camera, and identity
 CLegoActorInfo[AI] Contains information about a single LEGO actor/character, including its name, head/part types, color/texture indices, and runtime pointers to objects
 CLegoActorLOD[AI] Describes a single Level-of-Detail (LOD) variant for an actor part, including bounds and orientation info
 CLegoActorPresenter[AI] Handles presentation logic specific to LegoActor entities, such as their instantiation, animation tickling, state-managed updates, and parsing script-based actions
 CLegoAnim[AI] Root class for all node-based animation blending/structure
 CLegoAnimActor[AI] Path-based actor which supports skeletal/mesh animation via an animation tree and multiple animation to mesh mappings
 CLegoAnimActorEntry[AI] Describes a single actor or model referenced by an animation
 CLegoAnimActorStruct[AI] Holds per-animation instance data for a LegoAnimActor
 CLegoAnimationManager[AI] Animation manager handling all world and character animation state, loading, and logic for extras and transitions
 CLegoAnimKey[AI] Represents a single generic animation keyframe, containing timing and per-keyframe flags
 CLegoAnimMMPresenter[AI] Composite presenter class that manages a multi-media animation sequence
 CLegoAnimNodeData[AI] Holds per-node animation data for a model's animation tree
 CLegoAnimPresenter[AI] Handles playback and synchronization of animated LEGO objects, including variable substitution, ROI mapping, and direct control over animation tick cycle
 CLegoAnimPresenterSetCompare[AI] Comparison functor used to order LegoAnimPresenter pointers for set containers, using their pointer value
 CLegoAnimScene[AI] Represents an animation scene; possibly used for camera motion or global transforms
 CLegoAnimStruct[AI] Maps an ROI and index for animation nodes/actors
 CLegoAnimStructComparator[AI] Comparator for anim struct maps using string (char*) keys
 CLegoAnimSubstComparator[AI] Comparator for substition map lookups using string (char*) keys
 CLegoBackgroundColorVariable controlling the sky background color (HSV) and related light color in the game
 CLegoBEWithFloat[AI] Represents a path edge with extra float data and potential linkage (single-linked)
 CLegoBEWithFloatComparator[AI] Function object for comparing LegoBEWithFloat pointers by their floating-point annotation
 CLegoBoundaryEdge[AI] Represents an edge within a path boundary, used for path following and geometric computations
 CLegoBox[AI] Represents an axis-aligned 3D bounding box, defined by minimum and maximum corners
 CLegoBuildingInfo[AI] Describes the state, configuration, and world placement of a single LEGO building entity, including its animation, sound, mood, and boundary location properties
 CLegoBuildingManager[AI] Manages LEGO buildings in the world, including their state, animation, switching, saving/loading, and scheduling of animations
 CLegoCacheSoundSound cache object managing DirectSound buffers and 3D positioning for preloaded sound data
 CLegoCacheSoundEntry[AI] Represents a single entry in the cached sound system, linking a sound pointer with its identifying name
 CLegoCacheSoundList[AI] Specialized pointer list for managing a collection of LegoCacheSound objects, providing comparison and list management
 CLegoCacheSoundListCursor[AI] Cursor/iterator class for traversing a LegoCacheSoundList
 CLegoCacheSoundManager[AI] Manages caching, reuse, and playback of LegoCacheSound objects
 CLegoCameraControllerCamera controller for 3D scenes, handles interactive camera manipulation and view transformation
 CLegoCarBuild[AI] World implementation for the LEGO vehicle builder (Racecar, Copter, Dune Car, Jetski), handling UI, input, 3D vehicle assembly, part placement, and all vehicle-specific interactions
 CLegoCarBuildAnimPresenter[AI] Handles the logic and animation presentation for the LEGO Island car-building activity, providing the main interface for coordinating the step-wise assembly of cars using animated 3D parts
 CLegoCarRaceActor[AI] Specialized actor class for car-based racing in LEGO Island racing sequences. Supports additional logic for acceleration, handling, and boundary switching during a race. [AI]
 CLegoCharacter[AI] Holds a LegoROI pointer and reference count for a character instance managed by LegoCharacterManager
 CLegoCharacterComparator[AI] Comparator for character names, performing case-insensitive comparison using strcmpi
 CLegoCharacterManager[AI] Manages reference-counted characters and provides character creation, switching, and property update functionality
 CLegoColorLEGO color representation with 8-bit RGB channels
 CLegoContainerTemplate container associating string names with object pointers, optional lifetime management
 CLegoContainerInfoTemplate alias for a map from C-string keys to object pointers, using LegoContainerInfoComparator for ordering
 CLegoContainerInfoComparatorComparator used to order keys in LegoContainerInfo maps; compares C-strings lexicographically
 CLegoControlManager[AI] Manages control presenters and dispatches notifications for control/input events within the LEGO Island engine
 CLegoControlManagerNotificationParam[AI] Notification parameter for the LegoControlManager, used to propagate information about control events (like clicks) to listeners
 CLegoDeviceEnumerate[AI] Enumerates and manages Direct3D devices and drivers for the LEGO Island engine
 CLegoEdge[AI] Represents an edge in the LEGO world geometry graph
 CLegoEndAnimNotificationParamNotification parameter for signaling the end of an animation in the LEGO Island engine
 CLegoEntity[AI] Represents an entity that can be placed and managed in the LEGO Island world
 CLegoEntityList[AI] A strongly typed list for holding LegoEntity pointers
 CLegoEntityListCursor[AI] Cursor class for iterating through a LegoEntityList
 CLegoEntityPresenter[AI] Presenter responsible for managing the lifecycle, location, and logic for a LegoEntity instance as part of a presenter-based media action, typically managing the appearance and animation of an in-game actor
 CLegoEventNotificationParamNotification parameter class for LEGO event notifications such as mouse events and modifier keys
 CLegoEventQueue[AI] Event queue for processing Lego input (mouse/keyboard/joystick) events.[AI] Queue of input events. [AI]
 CLegoExtraActorRepresents a special actor in the world with additional animation state machines and complex interactions
 CLegoFileImplementation of LegoStorage for file-backed storage using stdio FILE*
 CLegoFlcTexturePresenter[AI] Presenter for rendering FLC animation frames as textures in the LEGO engine
 CLegoFullScreenMovieVariable controlling full screen movie playback in the video manager
 CLegoGameStateComprehensive persistent game state manager: handles save/load, player selection, area switching, and score history
 CLegoHideAnimPresenter[AI] Presenter class responsible for controlling animations that hide or show actors based on animation nodes
 CLegoHideAnimStruct[AI] Structure associating a path boundary with an index
 CLegoHideAnimStructComparator[AI] Comparator for string keys in map for use with LegoHideAnimStruct
 CLegoImage[AI] Class representing an 8-bit palettized image with up to 256 palette entries and indexed pixel data
 CLegoInputManager[AI] Handles keyboard, mouse, and joystick input for the game
 CLegoJetski[AI] Represents a Jetski actor in the race, combining behavior from LegoJetskiRaceActor and LegoRaceMap
 CLegoJetskiRaceActor[AI] A racing actor subclass representing jetski (water-based) vehicles. Modifies car parameters and control logic for water-based racing. [AI]
 CLegoLoadCacheSoundPresenterDerived presenter class used for loading and creating cached sound objects from streamed audio data
 CLegoLocationData structure representing a named spatial location and orientation in the LEGO Island world, with associated boundaries for source/destination triggers and some custom flags
 CLegoLocomotionAnimPresenter[AI] Specialized presenter class for handling locomotion animation playback and state in the LEGO Island game engine
 CLegoLOD[AI] Level-Of-Detail (LOD) object used for rendering and managing polygonal mesh data with LOD switching
 CLegoLODList[AI] Manages a list of LOD (Level-of-Detail) objects used for efficient 3D rendering by trading detail for performance
 CLegoLODListCursor[AI] Cursor class for traversing a LegoLODList
 CLegoLoopingAnimPresenter[AI] Presenter for looping animated sequences in the LEGO Island engine
 CLegoMemoryImplementation of LegoStorage for memory-backed buffers
 CLegoMesh[AI] Represents the rendering attributes and state of a LEGO mesh, including color, transparency, shading mode, texture, and material
 CLegoMeshUnkComponent[AI] Unknown mesh sub-component structure possibly used for materials or textures
 CLegoMeterPresenterPresenter class for displaying and updating a graphical meter element, such as a progress bar or health bar, with support for different fill directions and variable-driven values
 CLegoModelPresenter[AI] Presenter class for managing 3D model (ROI) presentation and their relationship with entities in the world
 CLegoMorphKey[AI] Animation key for morphing states or mesh morphing
 CLegoMouseController[AI] Handles mouse input relevant to camera or entity control
 CLegoNamedPart[AI] Encapsulates a named part within a LEGO object that contains a list of LODs (Levels of Detail)
 CLegoNamedPartList[AI] A list container for storing pointers to LegoNamedPart objects
 CLegoNamedPartListCursor[AI] Cursor/iterator for traversing a LegoNamedPartList
 CLegoNamedPlane[AI] Represents a named 3D plane with orientation and position, used to describe places or camera targets in LEGO Island's world
 CLegoNamedTexture[AI] Associates a named string with a LegoTexture instance, allowing textures to be referenced symbolically (by name)
 CLegoNamedTextureList[AI] A list class that manages a collection of pointers to LegoNamedTexture objects
 CLegoNamedTextureListCursor[AI] Cursor/iterator for traversing a LegoNamedTextureList
 CLegoNavController[AI] Handles user navigation input (keyboard and joystick) and determines avatar movement and direction in the world
 CLegoNotifyList[AI] A list of notification targets (MxCore*) interested in input events (primarily keyboard)
 CLegoNotifyListCursor[AI] Cursor (iterator) for traversing a LegoNotifyList. Used to find or detach notification targets. [AI]
 CLegoObjectFactory[AI] Object factory for the LEGO Island game, responsible for instantiating all game-specific entities and presenters via name-based lookup
 CLegoOmni[AI] Central hub singleton for the LEGO Island game engine, managing all core game systems, state, world switching, and providing high-level access to all major engine subsystems
 CLegoPaletteEntry[AI] Represents a single entry in an 8-bit RGB palette with red, green, and blue components
 CLegoPalettePresenterClass responsible for presenting and handling palettes for video sequences that require palette management [AI]
 CLegoPartPresenter[AI] Presents and loads Lego part definitions from SI chunks and manages their installation in ViewLODListManager
 CLegoPathActor[AI] An actor that moves along a predefined path, supporting boundary transitions, navigation and collisions
 CLegoPathActorSetCompare[AI] Comparison functor used to order LegoPathActor pointers for set containers, using their pointer value
 CLegoPathBoundary[AI] Represents a path segment or boundary in the navigation network for actors (vehicles, NPCs)
 CLegoPathController[AI] Manager for controlling actors' movement along predefined geometric paths
 CLegoPathControllerListClass representing a list of pointers to LegoPathController objects, with optional ownership semantics
 CLegoPathControllerListCursorCursor/iterator for traversing a LegoPathControllerList
 CLegoPathCtrlEdge[AI] Controller-specific edge used in path navigation
 CLegoPathCtrlEdgeCompare[AI] Comparator functor for LegoPathCtrlEdge pointer sets
 CLegoPathEdgeContainer[AI] Container for path boundary edges, also stores position, direction, and flags
 CLegoPathPresenter[AI] Presenter class for loading and managing path data from scripts/actions, used for actor pathing in the LEGO Island engine
 CLegoPathStruct[AI] Represents a trigger/control element in the LEGO world's path system, linked logically to the world and supporting complex event logic via triggers
 CLegoPathStructBase[AI] Abstract base describing named, flag-based elements of the LEGO world path system
 CLegoPathStructNotificationParam[AI] Specialized notification parameter used for path structure related events in LEGO Island
 CLegoPhoneme[AI] Represents a single phoneme (mouth shape) used for character lip-sync and speech animation
 CLegoPhonemeListSpecialized list class for managing LegoPhoneme objects
 CLegoPhonemeListCursorCursor class for iterating over LegoPhonemeList
 CLegoPhonemePresenterClass responsible for presenting lip-synced ("phoneme") mouth animations on LEGO character head textures using FLC animations
 CLegoPlantInfo[AI] Struct representing a single plant's static configuration on LEGO Island, including placement, type, physical attributes, and references to world geometry
 CLegoPlantManager[AI] Manages the lifecycle, state, and properties for all plant objects (flowers, trees, bushes, palms) on LEGO Island
 CLegoPointOfViewController[AI] Controller that links mouse actions to manipulation of the user's point of view in the 3D scene
 CLegoRace[AI] Base class for all race-type LegoWorlds
 CLegoRaceActor[AI] Represents an actor that participates in races (usually vehicles or racers) on LEGO Island
 CLegoRaceCar[AI] Represents a Race Car actor in the game, combining advanced pathing, skeleton kick logic, event and animation handling
 CLegoRaceMap[AI] Represents the world-space to screen-space mapping and rendering handler for the interactive race minimap
 CLegoROI[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality
 CLegoROIList[AI] A specialized pointer list for managing LegoROI instances
 CLegoROIListCursor[AI] A typed list cursor for iterating over a LegoROIList
 CLegoROIMapList[AI] Specialized pointer list that manages collections of LegoROI pointers, for ROI map management in the LEGO Island engine
 CLegoRotationKey[AI] Animation key class for rotations (axis-angle format)
 CLegoScaleKey[AI] Animation key class for scaling transformations
 CLegoSoundManager[AI] Manages 3D sound effects and music playback for LEGO Island, integrating with DirectSound and providing caching
 CLegoSphere[AI] Represents a sphere in 3D space, used for bounding volume calculations and spatial queries
 CLegoState[AI] Base class for game state blocks which encapsulate serializable and/or resettable aspects of the game's state
 CLegoStorageAbstract base class providing an interface for file-like storage with binary and text read/write operations
 CLegoTexture[AI] Represents a texture which wraps a LegoImage and provides loading/saving functionality
 CLegoTextureContainerSpecialized LegoContainer handling LegoTextureInfo objects and their DirectDraw/Direct3D caching
 CLegoTextureInfo[AI] Contains DirectDraw and Direct3DRM handles and metadata for a texture used in the LEGO Island rendering system
 CLegoTexturePresenter[AI] Manages the loading, storage, and management of named textures for the LEGO Island engine
 CLegoTranInfo[AI] Holds transformation and animation information for a LEGO object/ROI, especially in the context of animation presentation
 CLegoTranInfoList[AI] List container holding pointers to LegoTranInfo objects for use in transfer/pathfinding/ROIs
 CLegoTranInfoListCursor[AI] Cursor/iterator for traversing a LegoTranInfoList
 CLegoTranslationKey[AI] Animation key class for translations (vector 3D positions)
 CLegoTree[AI] Represents an N-ary tree of LegoTreeNode objects, with support for recursive reading and writing of tree structures
 CLegoTreeNode[AI] Represents a node within a general, N-ary tree structure
 CLegoTreeNodeData[AI] Abstract base class for storing data payloads inside nodes of a tree structure, forming the data content of each tree node
 CLegoUnknownOpaque Bezier curve utility used for actor or path position interpolation
 CLegoUnknown100db7f4[AI] Represents an advanced edge in the LEGO Island geometry system, with direction, flags, and geometric query utilities
 CLegoUnknownKey[AI] Animation key of unknown type, used internally by camera/track animation
 CLegoVehicleBuildState[AI] Represents the persistent state of the LEGO vehicle build world, tracking animation and part placement state
 CLegoVertex[AI] Represents a 3D vertex with floating point coordinates
 CLegoVideoManager[AI] Extends the functionality of MxVideoManager to provide LEGO Island–specific video and 3D graphics management, including interface with DirectDraw/Direct3D, 3D scene composition, custom resource and palette/sky color handling, and in-engine FPS/cursor overlays
 CLegoView[AI] Represents a 3D rendering surface holding the main scene group and camera for rendering
 CLegoView1[AI] 3D view that supports advanced lighting for scene rendering
 CLegoWEEdge[AI] Represents a face (polygon) composed of a list of edges in the LEGO Island world engine
 CLegoWEGEdge[AI] Represents a "geometry edge" in the LEGO Island world polygon/path system
 CLegoWorldRepresents the active 3D world, holding all entity, animation, sound, path, and ROI objects
 CLegoWorldListA specialized list for managing pointers to LegoWorld instances
 CLegoWorldListCursorProvides iteration access to a LegoWorldList
 CLegoWorldPresenter[AI] Presenter for the entire LEGO world, responsible for loading, parsing, and managing world entities, geometry, and environmental data for a world
 CList[AI] Custom wrapper around std::list providing consistent allocator usage and swap semantics
 CLODList[AI] Type-safe extension of LODListBase, templated for any LODObject-derived type
 CLODListBase[AI] Abstract base class for an ordered list of LODObject pointers, where each entry represents an increasing level of geometric detail
 CLODObject[AI] Abstract base class for a Level-of-Detail (LOD) variant of a geometric object
 CMap[AI] Custom wrapper for std::map with consistent allocator and customizable comparator
 CMatrix44x4 Matrix class with virtual interface for manipulation and transformation
 CModelDbModel[AI] Represents a 3D model entry in a model database, including metadata and spatial transform info
 CModelDbPart[AI] Represents a single part within a 3D model database entry, including its name and data offsets in a file
 CModelDbPartList[AI] Collection class representing a list of ModelDbPart pointers with custom comparison logic
 CModelDbPartListCursor[AI] Iterator for traversing ModelDbPartList contents (ModelDbPart pointers)
 CModelDbWorld[AI] Represents a world/scene in the model database, containing its parts and models
 CModelInfo[AI] Contains information about a model used in an animation, including name and orientation
 CMotocycleMotocycle is an IslePathActor representing the motorcycle vehicle the user can drive in LEGO Island
 CMultimap[AI] Custom multimap supporting multiple values per key with custom allocator and comparator
 CMultiset[AI] Multiset wrapper for storing ordered collections of non-unique elements with a custom allocator
 CMx3DPointFloat[AI] Represents a 3D point with floating-point precision, inheriting from Vector3
 CMx4DPointFloat[AI] 4D point class for floating point values
 CMxActionNotificationParam[AI] Notification parameter class that contains information about an MxDSAction, used for inter-object notifications related to dynamic script (SI) actions
 CMxAssignedDevice[AI] Holds assignment and description details for a Direct3D rendering device in use
 CMxAtom[AI] Key-value pair representing a unique string (atom) and its reference count
 CMxAtomCompare[AI] Functor for comparing two MxAtom pointers based on their keys (strings)
 CMxAtomId[AI] Atomized (unique) string identifier, managed by reference counting
 CMxAtomSet[AI] Set of unique atom pointers, managed with custom comparison for atomization and fast lookup
 CMxAudioManager[AI] Audio subsystem manager for the LEGO Island engine, responsible for managing audio playback and audio resources
 CMxAudioPresenter[AI] Presents (plays/streams) audio (WAV, MID, etc.) as part of the Omni engine's media handler system
 CMxAutoLock[AI] Provides automatic RAII-style locking and unlocking for a critical section
 CMxBackgroundAudioManager[AI] Background music manager that handles playback, volume, state transitions, and notifications for background audio tracks in the game
 CMxBitmap[AI] Represents an 8bpp or high color device-independent bitmap (DIB) and provides operations for bitmap loading, manipulation, and palette management
 CMxBITMAPINFO[AI] Represents a bitmap information header plus a 256-color palette, matching the layout for 8-bit DIBs used in the game engine
 CMxBitsetTemplated fixed-size bitset for bit manipulation
 CMxCollection[AI] Template class for a generic collection, providing fundamental storage and comparison facilities, in addition to customized destruction policies
 CMxCompositeMediaPresenterComposite presenter for handling multiple synchronized media actions
 CMxCompositePresenter[AI] Composite presenter that manages a collection of child presenters, orchestrating their actions and notifications as a group
 CMxCompositePresenterList[AI] STL list of MxPresenter pointers, used to manage multiple child presenters under composite control
 CMxControlPresenter[AI] Presenter for UI controls, supporting toggles, grids, and "map" style controls with multiple interactive regions
 CMxCore[AI] Base virtual class for all Mindscape engine (Mx) objects
 CMxCriticalSection[AI] Provides a critical section object for mutual exclusion with optional use of OS mutex
 CMxDeviceEnumerate[AI] Enumerates DirectDraw/Direct3D drivers, devices, and display modes on the system
 CMxDirect3D[AI] MxDirect3D provides Direct3D (D3D) rendering capabilities layered on top of MxDirectDraw, managing device selection, initialization, and drawing contexts for LEGO Island's 3D rendering
 CMxDirectDrawClass responsible for interfacing with DirectDraw to manage rendering surfaces, palettes, and fullscreen/windowed device modes
 CMxDiskStreamController[AI] Controller for streaming from disk-based SI resources, manages buffers and streaming actions
 CMxDiskStreamProvider[AI] Disk-based stream provider for resource loading using background streaming and multithreading
 CMxDiskStreamProviderThread[AI] Thread to handle disk-based streaming for MxDiskStreamProvider, running as a worker for disk streaming actions
 CMxDisplayMode[AI] Represents a display mode with specific resolution and color depth
 CMxDisplaySurfaceProvides a DirectDraw-based drawing surface for blitting bitmaps, managing palette, and screen updates
 CMxDriver[AI] Holds data about a DirectDraw driver including devices and supported display modes
 CMxDSAction[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters such as location, duration, and extra action-specific data
 CMxDSActionList[AI] A list (collection) of pointers to MxDSAction objects, supporting comparison, destruction, and list management
 CMxDSActionListCursor[AI] Convenience cursor class for iterating over an MxDSActionList
 CMxDSAnimDerived class representing an animation action extracted from SI files
 CMxDSBuffer[AI] Buffer for managing streamed DS (Data Stream) chunks and actions
 CMxDSChunk[AI] Represents a chunk of data extracted from a stream (typically from a Mindscape/Mx SI file or streaming media resource)
 CMxDSEvent[AI] Represents an event media action (a discrete event) parsed from script/scene data (SI files)
 CMxDSFile[AI] Represents a source file handler for SI (Streamer Interface) files, providing buffered access for reading SI file data and managing chunks
 CMxDSMediaActionMxDSMediaAction extends MxDSAction to add media-specific playback properties and management
 CMxDSMultiAction[AI] Represents a container for multiple MxDSAction objects, facilitating the grouping and management of several actions as a single entity
 CMxDSObject[AI] Base class for any object deserialized from an SI (script/data) file in the LEGO Island engine
 CMxDSObjectAction[AI] Represents an extracted SI file action of type "ObjectAction"
 CMxDSObjectList[AI] Utility list for managing dynamic sequence (DS) objects, provides search and removal by pointer and state
 CMxDSParallelAction[AI] Represents an action that can play multiple MxDSActions in parallel
 CMxDSSelectAction[AI] Represents a "select" action within a DS (Script/Scene) file, deserialized from SI files to select from a set of available actions at runtime based on a variable or random value
 CMxDSSerialAction[AI] Represents a serial (sequential) action group for data-driven sequence execution in LEGO Island
 CMxDSSound[AI] Represents a sound action extracted from an SI script and used in the data-driven action system
 CMxDSSource[AI] Abstract base class representing a source of streamable data, providing an interface for reading, seeking, and buffer management used for audio/video/other resource streaming in the LEGO Island engine
 CMxDSStill[AI] Represents a "still" media action in the LEGO Island SI script system
 CMxDSStreamingAction[AI] Represents an action that streams data from a buffer within a DirectScript (DS) media timeline
 CMxDSSubscriber[AI] Handles the receipt, queuing, and batch management of data chunks streamed by a MxStreamController
 CMxDSSubscriberList[AI] List container for pointers to MxDSSubscriber objects, with utility methods
 CMxEndActionNotificationParam[AI] Notification parameter marking the end of an action, specialization of MxActionNotificationParam
 CMxEntityMxEntity is a base class for game entities which are uniquely identified by an integer ID and an AtomId
 CMxEventManagerMxEventManager is a subclass of MxMediaManager responsible for managing timed event delivery, either via cooperative thread or tickle-based mechanism
 CMxEventPresenter[AI] Presenter for handling "Event" stream data, typically parsed from event actions in SI files
 CMxFlcPresenterImplements playback and presentation of Autodesk FLIC (FLC) video streams
 CMxFrequencyMeterUtility for measuring the frequency (operations per second) of a repeated operation
 CMxHashTable[AI] Generic hash table collection implementing chained (bucketed) hashing, used for efficient lookup and storage of objects by key or value
 CMxHashTableCursor[AI] Non-intrusive search-and-edit cursor for navigating, querying, or deleting a specific entry in an MxHashTable
 CMxHashTableNode[AI] Node used within the MxHashTable to store an individual object and associated hash, for organizing elements in a bucketed linked list
 CMxIdList[AI] List of object IDs used to track registered notification listeners
 CMXIOINFO[AI] A wrapper for low-level file I/O, abstracting MMIOINFO functionality, and providing additional buffer and chunk management geared toward wave and RIFF file manipulation
 CMxList[AI] Forward declaration for MxList
 CMxListCursor[AI] Forward declaration for MxListCursor
 CMxListEntry[AI]
 CMxLoopingFlcPresenter[AI] Presents a looping FLC (Autodesk Animator FLIC) animation, extending the core FLC presenter to support frame looping behavior
 CMxLoopingMIDIPresenter[AI] Handles playback and management of looping MIDI actions, extending MIDI presentation functionality for repeated/looped music in the game
 CMxLoopingSmkPresenter[AI] Presenter for looping Smacker video resources
 CMxMatrix[AI] Represents a 4x4 transformation matrix, specialized for the LEGO Island engine and derived from Matrix4
 CMxMediaManager[AI] Central class for managing the lifecycle and thread-safety of MxPresenter objects for audio/video playback
 CMxMediaPresenter[AI] Abstract base class for presenters that play back continuous media streams such as video or audio
 CMxMemoryPool[AI] Fixed-size memory pool template for fast allocation and deallocation
 CMxMIDIPresenterMIDI presenter class responsible for handling playback of MIDI music streams
 CMxMusicManagerManages MIDI music playback with Win32 MIDI streaming for the LEGO Island engine
 CMxMusicPresenter[AI] Presenter class that handles playback and management of music (streamed or MIDI) in LEGO Island
 CMxNextActionDataStart[AI] Contains data for scheduling the next action in a process, storing an object id, a parameter, and an associated data value
 CMxNextActionDataStartList[AI] List class specialized for storing MxNextActionDataStart pointers, managing streaming action start data
 CMxNotification[AI] Carries a notification to be sent to a target MxCore object
 CMxNotificationManager[AI] Central registry and dispatcher of asynchronous notifications between MxCore objects
 CMxNotificationParam[AI] Parameter object representing a single notification or event, carrying an identifier and sender pointer
 CMxNotificationPtrList[AI] List of notification pointers used to queue notifications for delivery
 CMxObjectFactory[AI] Forward declaration for the factory responsible for constructing core objects from atom or type ids
 CMxOmni[AI] Central subsystem coordinator and singleton of the LEGO Island engine
 CMxOmniCreateFlags[AI] Stores creation flags for initializing core LEGO Island engine subsystems
 CMxOmniCreateParam[AI] Encapsulates parameters required to initialize the core Omni engine
 CMxPalette[AI] Encapsulates a DirectDraw 8-bit (256 color) palette for use with DirectX rendering
 CMxParam[AI] MxParam serves as a polymorphic base class for parameter passing in event and notification systems throughout the LEGO Island engine
 CMxPoint[AI] 2D point class templated on its coordinate type
 CMxPoint16[AI] 2D point with 16-bit signed integer coordinates
 CMxPoint16List[AI] List class for pointers to MxPoint16
 CMxPoint16ListCursor[AI] Cursor for iterating MxPoint16List
 CMxPoint32[AI] 2D point with 32-bit signed integer coordinates
 CMxPoint32List[AI] List class for pointers to MxPoint32
 CMxPoint32ListCursor[AI] Cursor for iterating MxPoint32List
 CMxPresenter[AI] Abstract base class for all presenter types in the LEGO Island engine, responsible for managing the lifecycle of the presentation of actions and their corresponding tickle (update) state
 CMxPresenterList[AI] List to hold pointers to MxPresenter objects with optional ownership semantics
 CMxPresenterListCursor[AI] Cursor/iterator for traversing an MxPresenterList
 CMxPtrList[AI]
 CMxPtrListCursor[AI]
 CMxQuaternionTransformerQuaternion interpolation utility for 4D transformations, supporting quaternion start/end points and spherical interpolation
 CMxQueueTemplate class implementing a queue, derived from MxList
 CMxRAMStreamControllerDerived stream controller that manages media streaming from memory buffers as opposed to disk
 CMxRAMStreamProvider[AI] Provides RAM-backed stream data access
 CMxRect[AI] 2D rectangle class templated on its value type
 CMxRect16[AI] Rectangle using 16-bit signed integer coordinates
 CMxRect16List[AI] List for pointers to MxRect16 rectangles
 CMxRect16ListCursor[AI] Cursor for iterating lists of MxRect16 pointers
 CMxRect32[AI] Rectangle using 32-bit signed integer coordinates
 CMxRect32List[AI] List for pointers to MxRect32 rectangles
 CMxRect32ListCursor[AI] Cursor for iterating lists of MxRect32 pointers
 CMxRegion[AI] Represents a 2D region as a set of vertical spans each containing one or more horizontal segments
 CMxRegionCursor[AI] Cursor object suitable for traversing all rectangles covered by an MxRegion
 CMxScheduler[AI] Singleton class for managing and starting multitasking functionality in the system
 CMxSegment[AI] Represents a 1D segment defined by a minimum and maximum integer value
 CMxSegmentList[AI] List container for segments; stores pointers to MxSegment objects and may take ownership depending on construction
 CMxSegmentListCursor[AI] Cursor for traversing an MxSegmentList; allows sequential access through the segments
 CMxSemaphoreImplements a lightweight wrapper for Windows semaphores, allowing safe synchronization between threads
 CMxSize[AI] 2D size class templated on its value type
 CMxSize16[AI] Size with 16-bit signed integer width and height
 CMxSize16List[AI] List class for pointers to MxSize16
 CMxSize16ListCursor[AI] Cursor for iterating MxSize16List
 CMxSize32[AI] Size with 32-bit signed integer width and height
 CMxSize32List[AI] List class for pointers to MxSize32
 CMxSize32ListCursor[AI] Cursor for iterating MxSize32List
 CMxSmk[AI] The MxSmk struct encapsulates all data required to decode and display a Smacker (SMK) video stream
 CMxSmkPresenter[AI] Presenter for rendering .SMK (Smacker) video media within the game engine
 CMxSoundManager[AI] Manages DirectSound-based sound playback, implementing volume, resource, and device management
 CMxSoundPresenter[AI] Concrete presenter for sound playback and control within the LEGO Island engine
 CMxSpan[AI] Represents a vertical span—a 1D range plus a set of contained horizontal segments, used as a row (span) of contiguous horizontal regions
 CMxSpanList[AI] List container for spans; holds MxSpan pointers and may automatically destroy them
 CMxSpanListCursor[AI] Cursor for traversing an MxSpanList, to sequentially access all spans in the list
 CMxStartActionNotificationParam[AI] Notification parameter marking the start of an action, specialization of MxActionNotificationParam
 CMxStillPresenter[AI] Presenter for single still image/bitmap media sources in the game
 CMxStopWatchMeasures elapsed wall clock time using high resolution performance counters
 CMxStreamChunk[AI] Represents a streamable chunk of data, typically sourced from a media buffer and designed for notification and streaming within Lego Island's resource system
 CMxStreamChunkList[AI] A list for managing collections of pointers to MxStreamChunk objects, used for organizing and managing the chunks of a data stream within the engine
 CMxStreamChunkListCursor[AI] Cursor for iterating over a MxStreamChunkList
 CMxStreamController[AI] Controller for streaming and managing multimedia resources and actions during gameplay
 CMxStreamerStreams and manages media data, handles memory pools for RAM/disk streaming [AI]
 CMxStreamerNotificationStreamer notification param for streaming events in MxStreamer [AI]
 CMxStreamProvider[AI] Abstract base class for stream resource providers in the LEGO Island engine
 CMxStringMindscape custom string class for managing dynamic C-strings within the game engine
 CMxStringList[AI] Specialized list class for storing MxString objects
 CMxStringListCursor[AI] Cursor class for traversing an MxStringList
 CMxThread[AI] Abstract thread class providing a platform-independent interface for thread management
 CMxTickleClient[AI] Associates an MxCore object with tickle timing/interval information
 CMxTickleManager[AI] Manages ticking ("tickling") a set of MxCore objects at specified intervals
 CMxTickleThreadMxTickleThread periodically calls Tickle() on a target MxCore object in a separate thread
 CMxTimerTimer class for measuring elapsed time or frame time
 CMxTransitionManager[AI] Handles screen transitions and animations (such as dissolve, mosaic, wipe, etc.) between scenes or active states
 CMxType4NotificationParam[AI] Specialized notification parameter, used for notification type 4, extending MxActionNotificationParam with a presenter pointer
 CMxUtilityList[AI] A utility list extending the STL list<T>, providing simplified PushBack, Remove, and a PopFront operation
 CMxVariable[AI] Represents a key-value variable as used in the variable table for the LEGO Island engine
 CMxVariableTableMxVariableTable is a specialized hash table for storing key/value string variables used by the LEGO Island engine
 CMxVideoManager[AI] Video subsystem manager for DirectDraw/Direct3D video rendering and presenter control
 CMxVideoParam[AI] Video parameter configuration for display and rendering, encapsulates resolution, palette, backbuffers, display flags, and device identifier
 CMxVideoParamFlags[AI] Manages video parameter flags, providing an abstraction for various video settings such as fullscreen, buffer flipping, color depth, and view angle controls
 CMxVideoPresenterDerived video presenter responsible for displaying video frames using DirectDraw surfaces
 CMxWavePresenter[AI] Presenter for streaming and managing PCM waveform audio via DirectSound buffer
 COrientableROI[AI] Represents an ROI (Real-time Object Instance) that can be oriented in world space, supporting local-to-world transformations and hierarchical parenting of orientation
 CPathWithTrigger[AI] Represents a path segment with an associated trigger in LEGO Island pathing logic
 CPizzaInteractive pizza entity actor; manages the in-game pizza delivery sequence and reacts to mission triggers
 CPizzaMissionStatePizza mission state for the pizza delivery minigame and related characters
 CPizzeria[AI] Actor representing the pizzeria (Pizza Shop) as an interactive entity in the LEGO Island world
 CPizzeriaState[AI] Stores all state information for the pizzeria (Pizza Shop) minigame
 CPolice[AI] Main world object for the Police Station area in LEGO Island
 CPoliceEntity[AI] Entity for the Police building in LEGO Island
 CPoliceState[AI] Represents the state information specific to the Police area of the game
 CPriority_queue[AI] Customized priority queue for use with game-specific containers and allocators
 CQueue[AI] Customized queue for compatibility with the engine's allocator requirements
 CRaceCar[AI] Represents the drivable race car entity in the LEGO Island world
 CRaceSkel[AI] Specialized skeleton animation actor for LEGO Island car racing sequences
 CRaceStandsEntity[AI] Entity for the Race Stands (grandstands) building in LEGO Island
 CRaceState[AI] Maintains persistent information about race progress, results, and high scores for up to five races
 CRadio[AI] High-level manager for the in-game radio, handling notifications, playing/stopping, and state synchronization
 CRadioState[AI] Handles and stores state for the in-game radio, including track playlists, cycling, and active status
 CRealtimeView[AI] Handles global view and level-of-detail (LOD) settings for real-time rendering
 CRegistrationBookDerived world for handling the user registration book/infocenter name entry interface
 CROI[AI] Abstract base class for Real-time Object Instances (ROI) in the world
 CROIColorAlias
 CROINameComparator[AI] Comparator for ROIName (C-style strings) to be used as keys in maps, using strcmp for sorting
 CScore[AI] Implements the InfoScore/High Score game world/area, including score table display and handling user actions to transition to other areas
 CScoreState[AI] State object used to track the status of the Score/High Score area, particularly whether the educational "cube" tutorial should be shown to the player
 CSet[AI] Set wrapper utilizing a custom allocator and comparator
 CSet100d6b4cComparator[AI] Comparator used in the sound cache sound entry set (Set100d6b4c)
 CSkateBoard[AI] Represents the skateboard vehicle actor used in the minigame and cutscenes
 CSkeletonKickPhase[AI] Represents a phase of the skeleton kick animation/action, delimiting animation intervals along a boundary
 CSmackSumTag
 CSmackTag
 CStack[AI] Customized stack for compatibility with the engine's allocator and usage patterns
 CTglSurface[AI] Encapsulates a rendering surface, its associated hardware device, renderer, and view
 CTimeROI[AI] An extension of LegoROI that adds support for keeping and applying a base time reference (used for time-based animation/control)
 CTowTrack[AI] 3D world actor for the Tow Track mini-game; manages Tow Track mission logic, scene activation and input events
 CTowTrackMissionState[AI] State class for the TowTrack mini-game, storing scores by character and handling their serialization
 CUnknownMatrixTypeMatrix-like wrapper of 4x4 float array, with no methods
 CVector[AI] Custom vector supporting allocator and custom swap semantics
 CVector2[AI] Represents a 2D mathematical vector with floating-point coordinates
 CVector3[AI] 3D vector class, providing vector and cross-product operations in 3D space
 CVector4[AI] A four-dimensional vector, supporting operations relevant for matrix and quaternion math (homogeneous coordinates)
 CViewLOD[AI] Represents a Level of Detail (LOD) object for rendering, implemented with a mesh builder and supporting bitwise flag operations
 CViewLODList[AI] Reference-counted list of Level-of-Detail (LOD) objects associated with a single ROI (Realtime Object Instance), shared by all instances of the same ROI
 CViewLODListManager[AI] Manages the lifecycle, lookup, and sharing of ViewLODList instances for different ROI names
 CViewManager[AI] Manages all ViewROI objects that are rendered in a given scene, handles frustum culling, LOD management, and visibility determination for 3D ROI objects
 CViewportAppData
 CViewROI[AI] ViewROI objects represent viewable and placeable objects in the scene, each holding their own transformation and geometry group for rendering
 CVisibilityVariable[AI] Variable to trigger show/hide operations on in-game 3D objects (ROIs) by parsing visibility commands
 CWhoAmIVariable[AI] Variable representing the current player's character, allowing the game to switch the active actor accordingly