| ACK_DATA | ACKNEX Data struct |
| ACTION_DATA | Data used to act on CGameEntities |
| CAngle3D | Mange a 3D set of angles (pan, tilt, roll) |
| CAnimation | Entity animation info |
| CAnimationEvent | Animation Event Base Class |
| CAnimationEventSound | Animation Event for Sounds |
| CAnimationPool | Singleton used to store animation data |
| CCameraBase | Camera base class |
| CCameraFirst | First Person camera |
| CCameraFree | Free moving camera |
| CCameraManager | Camera Manager class |
| CCameraOrbit | Orbiting camera |
| CCameraTarget | Camera Target class. Stores the position, angle, and entity pointer used as the target for all cameras |
| CCameraThird | Third Person camera |
| CCmp | Base component class |
| CCmpActivator | Send activation events to other entities |
| CCmpAnimate | Animation Component |
| CCmpBrain | AI used to control Entities |
| CCmpCollision | Manage collision data |
| CCmpControl | Entity Controller Component |
| CCmpDebug | Debug component |
| CCmpFader | Fade out a Game Entity Countdown starts on kActDie action. Once it finishes, the entity fades and then is removed |
| CCmpHead | 'Head' offsets. Gives the actual direction/location this entity is looking to/from. Used for camera, aiming, scanning, etc |
| CCmpHealth | Health Component |
| CCmpHUD | HUD Component |
| CCmpInventory | Inventory Component |
| CCmpMoveBasic | Simple movement component |
| CCmpMoveLift | Lift movement component |
| CCmpObjType | Object Type Gives the GE a 'type' that can be scanned by other entities |
| CCmpPath | Path following Component |
| CCmpPhys | Physics Component |
| CCmpPhys_Environ | Environmental values used to calculate physics |
| CCmpPhysBiped | Simple biped movement physics |
| CCmpSenses | Senses Looks, listens, smells for GEs with certain ObjTypes (see CCmpObjType) |
| CCmpSound | Sound Component |
| CCmpTrigger | Trigger Component |
| CCmpWeapon | Define a weapon. Owned by GameEntity |
| CDebugOut | Debug output |
| CDisplay | Set, edit, and store the current display settings |
| CFileManager | Handle loading and saving to files |
| CFlagSet< EnumT > | Enum dependent bit flags |
| CFx | Base class for all managed effects |
| CFxBatch | Effects |
| CFxBrass | "Gun Brass" effect |
| CFxHole | "Bullet Hole" effect |
| CFxPool | Effects Pool |
| CGame | Manages all the elements of the game (level, input, network, etc.) |
| CGameEntity | Game Entity (GEs) |
| CGameEntityData | Data for creating game entities |
| CInputMap | Used to get the state of a key, control, button etc |
| CLevel | Manages a game level |
| CObjTypePool | Stores the ids of GEs by their CCmpObjType values |
| CRangeType | Store a range A pair of numbers storing the start/end values |
| CSound | Used to play a sound |
| CSoundPool | Singleton used to store sounds |
| CTriggerPool | Singleton used to store trigger states |
| CUi | Base class for all User Interface objects |
| CUiHealth | Display information about health |
| CUiWeapon | Display information about weapons |
| CUserInput | Interface to user input |
| CVector3D | Mange a 3D vector |
| CWeapon | Define a weapon. Owned by GameEntity |
| CWeaponDef | Define common weapon data |
| CWeaponDefPool | Singleton used to store all the weapon definitions used in the game |
| EDIT_CMP_DATA | Data used to preform multiple edits on a single CMP |
| EDIT_DATA | Data used to edit CGameEntities (get or set) |
| EDIT_SKILL_DATA | Data used for skill edits |
| FX_DATA | Data used to play an FX |
| INT_PAIR | Simple int pair |
| INT_VEC | Simple int vec |
| OBJTYPE_DATA | Record of object type data plus link to the source GE (id) |
| T7EVENT_DATA | Data used to pass EVENTs |
1.5.4