Barotrauma Client Doc
Barotrauma.AICharacter Member List

This is the complete list of members for Barotrauma.AICharacter, including all inherited members.

ActiveConversationBarotrauma.Character
ActiveObjectiveEntitiesBarotrauma.Character
activeTeamChangesBarotrauma.Characterprotected
AddAbilityFlag(AbilityFlags abilityFlag)Barotrauma.Character
AddActiveObjectiveEntity(Entity entity, Sprite sprite, Color? color=null)Barotrauma.Character
AddAllToGUIUpdateList()Barotrauma.Characterstatic
AddAttacker(Character character, float damage)Barotrauma.Character
AddDamage(Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true)Barotrauma.Character
AddDamage(Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2? attackImpulse=null, Character attacker=null, float damageMultiplier=1f)Barotrauma.Character
AddDamage(Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2 attackImpulse, out Limb hitLimb, Character attacker=null, float damageMultiplier=1)Barotrauma.Character
AddMessage(string rawText, Color color, bool playSound, Identifier identifier=default, int? value=null, float lifetime=3.0f)Barotrauma.Character
AddToGUIUpdateList()Barotrauma.Charactervirtual
AICharacter(CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isNetworkPlayer=false, RagdollParams ragdoll=null, bool spawnInitialItems=true)Barotrauma.AICharacter
AIControllerBarotrauma.AICharacter
AimRefPositionBarotrauma.Character
AIStateBarotrauma.Character
AiTargetBarotrauma.Entity
aiTargetBarotrauma.Entityprotected
AITurretPriorityBarotrauma.Character
AllowCustomInteractBarotrauma.Character
AllowInputBarotrauma.Character
AnimBarotrauma.Character
AnimControllerBarotrauma.Character
ApplyAttack(Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, Vector2 impulseDirection, bool playSound=false, Limb targetLimb=null, float penetration=0f)Barotrauma.Character
ApplyMovementLimits(Vector2 targetMovement, float currentSpeed)Barotrauma.Character
ApplyStatusEffects(ActionType actionType, float deltaTime)Barotrauma.Character
ApplyTemporarySpeedLimits(float speed)Barotrauma.Character
AttachedProjectilesBarotrauma.Character
BleedingBarotrauma.Character
BloodDecalNameBarotrauma.Character
BloodEmittersBarotrauma.Character
BloodlossBarotrauma.Character
BlurStrengthBarotrauma.Character
BreakJoints()Barotrauma.Character
CameraShakeBarotrauma.Character
CampaignInteractionTypeBarotrauma.Character
CanAccessInventory(Inventory inventory)Barotrauma.Character
CanAimBarotrauma.Character
CanBeDraggedBarotrauma.Character
CanBeSelectedBarotrauma.Character
CanEatBarotrauma.Character
CanHearCharacter(Character speaker)Barotrauma.Character
CanInteractBarotrauma.Character
CanInteractWith(Character c, float maxDist=200.0f, bool checkVisibility=true, bool skipDistanceCheck=false)Barotrauma.Character
CanInteractWith(Item item, bool checkLinked=true)Barotrauma.Character
CanInteractWith(Item item, out float distanceToItem, bool checkLinked)Barotrauma.Character
CanInventoryBeAccessedBarotrauma.Character
CanMoveBarotrauma.Character
CanRunBarotrauma.Character
CanSeeTarget(ISpatialEntity target, ISpatialEntity seeingEntity=null, bool seeThroughWindows=false, bool checkFacing=false)Barotrauma.Character
CanSpeakBarotrauma.Character
CauseOfDeathBarotrauma.Character
ChangeAbilityResistance(TalentResistanceIdentifier identifier, float value)Barotrauma.Character
ChangeStat(StatTypes statType, float value)Barotrauma.Character
Character(CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, RagdollParams ragdollParams=null, bool spawnInitialItems=true)Barotrauma.Characterprotected
CharacterHealthBarotrauma.Character
CharacterListBarotrauma.Characterstatic
CharacterTalentsBarotrauma.Character
CharacterUpdateIntervalBarotrauma.Characterstatic
CheckTalents(AbilityEffectType abilityEffectType, AbilityObject abilityObject)Barotrauma.Character
CheckTalents(AbilityEffectType abilityEffectType)Barotrauma.Character
ChromaticAberrationStrengthBarotrauma.Character
ClearInput(InputType inputType)Barotrauma.Character
ClearInputs()Barotrauma.Character
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Charactervirtual
ClientEventWrite(IWriteMessage msg, NetEntityEvent.IData extraData=null)Barotrauma.Charactervirtual
ClientReadPosition(IReadMessage msg, float sendingTime)Barotrauma.Character
ClientWriteInput(in SegmentTableWriter< ClientNetSegment > segmentTableWriter, IWriteMessage msg)Barotrauma.Character
CollapseEffectStrengthBarotrauma.Character
CombatActionBarotrauma.Character
ConfigPathBarotrauma.Character
Control(float deltaTime, Camera cam)Barotrauma.Character
ControlledBarotrauma.Characterstatic
ControlLocalPlayer(float deltaTime, Camera cam, bool moveCam=true)Barotrauma.Character
Create(CharacterInfo characterInfo, Vector2 position, string seed, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, RagdollParams ragdoll=null, bool spawnInitialItems=true)Barotrauma.Characterstatic
Create(string speciesName, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool throwErrorIfNotFound=true, bool spawnInitialItems=true)Barotrauma.Characterstatic
Create(Identifier speciesName, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool throwErrorIfNotFound=true, bool spawnInitialItems=true)Barotrauma.Characterstatic
Create(CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool spawnInitialItems=true)Barotrauma.Characterstatic
CreationIndexBarotrauma.Entity
CreationStackTraceBarotrauma.Entity
CurrentHullBarotrauma.Character
CurrentOrdersBarotrauma.Character
CurrentSpeedBarotrauma.Character
currentTeamChangeBarotrauma.Characterprotected
CursorPositionBarotrauma.Character
CursorWorldPositionBarotrauma.Character
CustomInteractHUDTextBarotrauma.Character
DamageEmittersBarotrauma.Character
DamageLimb(Vector2 worldPosition, Limb hitLimb, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2 attackImpulse, Character attacker=null, float damageMultiplier=1, bool allowStacking=true, float penetration=0f, bool shouldImplode=false)Barotrauma.Character
DebugDrawInteractBarotrauma.Characterstatic
DeselectCharacter()Barotrauma.Character
DespawnNow(bool createNetworkEvents=true)Barotrauma.Character
DetermineID(ushort id, Submarine submarine)Barotrauma.Entityprotectedvirtual
DisableControlsBarotrauma.Characterstatic
DisabledByEventBarotrauma.Character
DisableFocusingOnEntitiesBarotrauma.Character
DisableHealthWindowBarotrauma.Character
DisableImpactDamageTimerBarotrauma.Character
DisableInteractBarotrauma.Character
DisableLine(Identifier identifier)Barotrauma.Character
DisableLine(string identifier)Barotrauma.Character
DisplayNameBarotrauma.Character
DistortStrengthBarotrauma.Character
DoesBleedBarotrauma.Character
DoInteractionUpdate(float deltaTime, Vector2 mouseSimPos)Barotrauma.Character
dontFollowCursorBarotrauma.Character
DoVisibilityCheck(Camera cam)Barotrauma.Character
Draw(SpriteBatch spriteBatch, Camera cam)Barotrauma.Character
DrawFront(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Camera cam)Barotrauma.AICharacter
Barotrauma::Character.DrawFront(SpriteBatch spriteBatch, Camera cam)Barotrauma.Charactervirtual
DrawGUIMessages(SpriteBatch spriteBatch, Camera cam)Barotrauma.Character
DrawHUD(SpriteBatch spriteBatch, Camera cam, bool drawHealth=true)Barotrauma.Character
DrawPositionBarotrauma.Character
DummyIDBarotrauma.Entitystatic
DumpIds(int count, string filename)Barotrauma.Entitystatic
EmpVulnerabilityBarotrauma.Character
EmulateInput(InputType input)Barotrauma.Character
EnabledBarotrauma.Character
EnableDespawnBarotrauma.Character
Entity(Submarine submarine, ushort id)Barotrauma.Entity
EntityCountBarotrauma.Entitystatic
EntitySpawnerIDBarotrauma.Entitystatic
ErrorLineBarotrauma.Entity
EventType enum nameBarotrauma.Character
ExternalHighlightBarotrauma.Character
FactionBarotrauma.Character
FindEntityByID(ushort ID)Barotrauma.Entitystatic
FindFreeIdBlock(int minBlockSize)Barotrauma.Entitystatic
FindItem(ref int itemIndex, out Item targetItem, IEnumerable< Identifier > identifiers=null, bool ignoreBroken=true, IEnumerable< Item > ignoredItems=null, IEnumerable< Identifier > ignoredContainerIdentifiers=null, Func< Item, bool > customPredicate=null, Func< Item, float > customPriorityFunction=null, float maxItemDistance=10000, ISpatialEntity positionalReference=null)Barotrauma.Character
FindItemAtPosition(Vector2 simPosition, float aimAssistModifier=0.0f, Item[] ignoredItems=null)Barotrauma.Character
FocusedCharacterBarotrauma.Character
focusedItemBarotrauma.Characterprotected
FocusedItemBarotrauma.Character
ForceRunBarotrauma.Character
ForgiveAttacker(Character character)Barotrauma.Character
FreeID()Barotrauma.Entity
GetAbilityResistance(AfflictionPrefab affliction)Barotrauma.Character
GetAttackContexts()Barotrauma.Character
GetCurrentOrder(Order order)Barotrauma.Character
GetCurrentOrderWithTopPriority()Barotrauma.Character
GetDamageDoneByAttacker(Character otherCharacter)Barotrauma.Character
GetDistanceSqrToClosestPlayer()Barotrauma.Characterprotected
GetDistanceToClosestLimb(Vector2 simPos)Barotrauma.Character
GetDistanceToClosestPlayer()Barotrauma.Characterprotected
GetEntities()Barotrauma.Entitystatic
GetEquippedItem(Identifier? tagOrIdentifier=null, InvSlotType? slotType=null)Barotrauma.Character
GetFriendlyCrew(Character character)Barotrauma.Characterstatic
GetLeftHandPenalty()Barotrauma.Character
GetLegPenalty(float startSum=0)Barotrauma.Character
GetNameColor()Barotrauma.Character
GetRelativeSimPosition(ISpatialEntity target, Vector2? worldPos=null)Barotrauma.Character
GetRightHandPenalty()Barotrauma.Character
GetSkillLevel(string skillIdentifier)Barotrauma.Character
GetSkillLevel(Identifier skillIdentifier)Barotrauma.Character
GetSound(Func< CharacterSound, bool > predicate=null, bool random=false)Barotrauma.Character
GetStatValue(StatTypes statType, bool includeSaved=true)Barotrauma.Character
GetTargetMovement()Barotrauma.Character
GetTemporarySpeedReduction()Barotrauma.Character
GetVisibleHulls()Barotrauma.Character
GibEmittersBarotrauma.Character
GiveIdCardTags(WayPoint spawnPoint, bool createNetworkEvent=false)Barotrauma.Character
GiveJobItems(WayPoint spawnPoint=null)Barotrauma.Character
GiveMoney(int amount)Barotrauma.Character
GiveTalent(Identifier talentIdentifier, bool addingFirstTime=true)Barotrauma.Character
GiveTalent(UInt32 talentIdentifier, bool addingFirstTime=true)Barotrauma.Character
GiveTalent(TalentPrefab talentPrefab, bool addingFirstTime=true)Barotrauma.Character
GodModeBarotrauma.Character
GrainColorBarotrauma.Character
GrainStrengthBarotrauma.Character
GroupBarotrauma.Character
HasAbilityFlag(AbilityFlags abilityFlag)Barotrauma.Character
HasEquippedItem(Item item, InvSlotType? slotType=null, Func< InvSlotType, bool > predicate=null)Barotrauma.Character
HasEquippedItem(Identifier tagOrIdentifier, bool allowBroken=true, InvSlotType? slotType=null)Barotrauma.Character
HasItem(Item item, bool requireEquipped=false, InvSlotType? slotType=null)Barotrauma.Character
HasJob(string identifier)Barotrauma.Character
HasJob(Identifier identifier)Barotrauma.Character
HasRecipeForItem(Identifier recipeIdentifier)Barotrauma.Character
HasSelectedAnotherSecondaryItem(Item item)Barotrauma.Character
HasSelectedAnyItemBarotrauma.Character
HasStoreAccessForItem(ItemPrefab prefab)Barotrauma.Character
HasTalent(Identifier identifier)Barotrauma.Character
HasTalents()Barotrauma.Character
HasTeamChange(string identifier)Barotrauma.Character
HasUnlockedAllTalents()Barotrauma.Character
HealthBarotrauma.Character
HealthMultiplierBarotrauma.Character
HealthPercentageBarotrauma.Character
HealthUpdateIntervalBarotrauma.Character
healthUpdateTimerBarotrauma.Character
HeldItemsBarotrauma.Character
HideFaceBarotrauma.Character
hudInfoTimerBarotrauma.Characterprotected
hudInfoVisibleBarotrauma.Characterprotected
HUDProgressBarsBarotrauma.Character
HullOxygenPercentageBarotrauma.Character
HumanPrefabBarotrauma.Character
HumanPrefabHealthMultiplierBarotrauma.Character
IDBarotrauma.Entity
IdFreedBarotrauma.Entity
IgnoreMeleeWeaponsBarotrauma.Character
InDetectableBarotrauma.Entity
InfoBarotrauma.Character
InPressureBarotrauma.Character
InventoryBarotrauma.Character
InvisibleTimerBarotrauma.Character
InWaterBarotrauma.Character
IsAnySelectedItem(Item item)Barotrauma.Character
IsArrestedBarotrauma.Character
IsAssistantBarotrauma.Character
IsBotBarotrauma.Character
IsCaptainBarotrauma.Character
IsClimbingBarotrauma.Character
IsCommandingBarotrauma.Character
IsDeadBarotrauma.Character
IsDisguisedAsHuskBarotrauma.Character
IsDismissedBarotrauma.Character
IsEngineerBarotrauma.Character
IsEscortedBarotrauma.Character
IsFacing(Vector2 targetWorldPos)Barotrauma.Character
IsFemaleBarotrauma.Character
IsFlippedBarotrauma.Character
IsForceRagdolledBarotrauma.Character
IsFriendly(Character other)Barotrauma.Character
IsFriendly(Character me, Character other)Barotrauma.Characterstatic
IsFriendlyNPCTurnedHostileBarotrauma.Character
IsHumanBarotrauma.Character
IsHumanoidBarotrauma.Character
IsHuskBarotrauma.Character
IsHuskInfectedBarotrauma.Character
IsImmuneToPressureBarotrauma.Character
IsIncapacitatedBarotrauma.Character
IsInFriendlySubBarotrauma.Character
IsInPlayerSubBarotrauma.Character
IsInSameRoomAs(Character character)Barotrauma.Character
IsInstigatorBarotrauma.Character
IsItemTakenBySomeoneElse(Item item)Barotrauma.Character
IsKeyDown(InputType inputType)Barotrauma.Character
IsKeyHit(InputType inputType)Barotrauma.Character
IsKillerBarotrauma.Character
IsKnockedDownBarotrauma.Character
IsLatchedBarotrauma.Character
IsLocalPlayerBarotrauma.Character
IsLowInOxygenBarotrauma.Character
IsMachineBarotrauma.Character
IsMaleBarotrauma.Character
IsMechanicBarotrauma.Character
IsMedicBarotrauma.Character
IsMouseOnUIBarotrauma.Characterstatic
IsOnFriendlyTeam(CharacterTeamType myTeam, CharacterTeamType otherTeam)Barotrauma.Characterstatic
IsOnFriendlyTeam(Character me, Character other)Barotrauma.Characterstatic
IsOnFriendlyTeam(Character other)Barotrauma.Character
IsOnFriendlyTeam(CharacterTeamType otherTeam)Barotrauma.Character
IsOnPlayerTeamBarotrauma.Character
IsOriginallyOnPlayerTeamBarotrauma.Character
IsPetBarotrauma.Character
IsPlayerBarotrauma.Character
IsPrisonerBarotrauma.Character
IsProtectedFromPressureBarotrauma.Character
IsRagdolledBarotrauma.Character
IsRemotelyControlledBarotrauma.Character
IsRemotePlayerBarotrauma.Character
IsSameSpeciesOrGroup(Character other)Barotrauma.Character
IsSameSpeciesOrGroup(Character me, Character other)Barotrauma.Characterstatic
IsSecurityBarotrauma.Character
isSyncedBarotrauma.Character
IsTargetVisible(ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows=false, bool checkFacing=false)Barotrauma.Characterstatic
IsTraitorBarotrauma.Character
IsUnconsciousBarotrauma.Character
IsVipBarotrauma.Character
IsVisibleBarotrauma.Character
IsWatchmanBarotrauma.Character
ItemSelectedDurationsBarotrauma.Character
JobIdentifierBarotrauma.Character
KeysBarotrauma.Character
keysBarotrauma.Characterprotected
Kill(CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool isNetworkMessage=false, bool log=true)Barotrauma.Character
KnockbackCooldownBarotrauma.Characterstatic
KnockbackCooldownTimerBarotrauma.Character
LastAttackerBarotrauma.Character
LastAttackersBarotrauma.Character
LastDamageBarotrauma.Character
LastDamageSourceBarotrauma.Character
LastNetworkUpdateIDBarotrauma.Character
LastOrderedCharacterBarotrauma.Character
LastProcessedIDBarotrauma.Character
lastRecvPositionUpdateTimeBarotrauma.Characterprotected
LatchersBarotrauma.Character
LoadHeadAttachments()Barotrauma.Character
LoadTalents()Barotrauma.Character
LockHandsBarotrauma.Character
LogNameBarotrauma.Character
LowPassMultiplierBarotrauma.Character
MarkedAsLootedBarotrauma.Character
MassBarotrauma.Character
MaxDragDistanceBarotrauma.Characterstatic
MaxEntityCountBarotrauma.Entitystatic
MaxHealthBarotrauma.Character
MaxHighlightDistanceBarotrauma.Characterstatic
MaxVitalityBarotrauma.Character
MemLocalStateBarotrauma.Character
MemStateBarotrauma.Character
MerchantIdentifierBarotrauma.Character
NameBarotrauma.Character
NeedsAirBarotrauma.Character
NeedsOxygenBarotrauma.Character
NeedsWaterBarotrauma.Character
NoiseBarotrauma.Character
NullEntityIDBarotrauma.Entitystatic
ObstructVisionBarotrauma.Character
OnAttackedBarotrauma.Character
OnAttackedHandler(Character attacker, AttackResult attackResult)Barotrauma.Character
OnDeathBarotrauma.Character
OnDeathHandler(Character character, CauseOfDeath causeOfDeath)Barotrauma.Character
OnWearablesChanged()Barotrauma.Character
OriginalTeamIDBarotrauma.Character
OverrideMovementBarotrauma.Character
OxygenBarotrauma.Character
OxygenAvailableBarotrauma.Character
oxygenAvailableBarotrauma.Characterprotected
ParamsBarotrauma.Character
PickingItemBarotrauma.Character
PlaySound(CharacterSound.SoundType soundType, float soundIntervalFactor=1.0f, float maxInterval=0)Barotrauma.Character
PoisonVulnerabilityBarotrauma.Character
PositionBarotrauma.Character
PrefabBarotrauma.Character
PressureProtectionBarotrauma.Character
PressureTimerBarotrauma.Character
PreviousHullBarotrauma.Character
PropertiesBarotrauma.Character
PropulsionSpeedMultiplierBarotrauma.Character
RadialDistortStrengthBarotrauma.Character
ReadSpawnData(IReadMessage inc)Barotrauma.Characterstatic
RecordKill(Character target)Barotrauma.Character
ReleaseSecondaryItem()Barotrauma.Character
ReloadHead(int? headId=null, int hairIndex=-1, int beardIndex=-1, int moustacheIndex=-1, int faceAttachmentIndex=-1)Barotrauma.Character
Remove()Barotrauma.Charactervirtual
RemoveAbilityFlag(AbilityFlags abilityFlag)Barotrauma.Character
RemoveAbilityResistance(TalentResistanceIdentifier identifier)Barotrauma.Character
RemoveActiveObjectiveEntity(Entity entity)Barotrauma.Character
RemoveAll()Barotrauma.Entitystatic
RemoveByPrefab(CharacterPrefab prefab)Barotrauma.Characterstatic
RemovedBarotrauma.Entity
RequireConsciousnessForCustomInteractBarotrauma.Character
ReservedIDStartBarotrauma.Entitystatic
ResetNetState()Barotrauma.Character
ResetSpeedMultiplier()Barotrauma.Character
RespawnManagerIDBarotrauma.Entitystatic
Revive(bool removeAfflictions=true, bool createNetworkEvent=false)Barotrauma.Character
SaveInventory(Inventory inventory, XElement parentElement)Barotrauma.Characterstatic
SaveInventory()Barotrauma.Character
SecondLastOrderedCharacterBarotrauma.Character
SeedBarotrauma.Character
SelectCharacter(Character character)Barotrauma.Character
SelectedByBarotrauma.Character
SelectedCharacterBarotrauma.Character
SelectedItemBarotrauma.Character
SelectedSecondaryItemBarotrauma.Character
SerializablePropertiesBarotrauma.Character
SetAI(AIController aiController)Barotrauma.AICharacter
SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)Barotrauma.Character
SetAttackTarget(Limb attackLimb, IDamageable damageTarget, Vector2 attackPos)Barotrauma.Character
SetCustomInteract(Action< Character, Character > onCustomInteract, LocalizedString hudText)Barotrauma.Character
SetInput(InputType inputType, bool hit, bool held)Barotrauma.Character
SetMoney(int amount)Barotrauma.Character
SetOrder(Order order, bool isNewOrder, bool speak=true, bool force=false)Barotrauma.Character
SetOriginalTeam(CharacterTeamType newTeam)Barotrauma.Character
SetStun(float newStun, bool allowStunDecrease=false, bool isNetworkMessage=false)Barotrauma.Character
ShouldLockHud()Barotrauma.Character
ShowSpeechBubble(float duration, Color color)Barotrauma.Character
SimPositionBarotrauma.Character
SmoothedCursorPositionBarotrauma.Character
soundTimerBarotrauma.Characterprotected
SpawnerBarotrauma.Entitystatic
SpawnInventoryItems(Inventory inventory, ContentXElement itemData)Barotrauma.Character
SpawnTimeBarotrauma.Entity
Speak(string message, ChatMessageType? messageType=null, float delay=0.0f, Identifier identifier=default, float minDurationBetweenSimilar=0.0f)Barotrauma.Character
SpeciesNameBarotrauma.Character
SpeechImpedimentBarotrauma.Character
SpeedMultiplierBarotrauma.Character
StackHealthMultiplier(float val)Barotrauma.Character
StackSpeedMultiplier(float val)Barotrauma.Character
StopClimbing()Barotrauma.Character
StunBarotrauma.Character
SubmarineBarotrauma.Entity
TeamIDBarotrauma.Character
TeleportTo(Vector2 worldPos)Barotrauma.Character
ToString()Barotrauma.Character
TraitorCurrentObjectiveBarotrauma.Character
TryAddNewTeamChange(string identifier, ActiveTeamChange newTeamChange)Barotrauma.Character
TryAdjustAttackerSkill(Character attacker, AttackResult attackResult)Barotrauma.Character
TryAdjustHealerSkill(Character healer, float healthChange=0, Affliction affliction=null)Barotrauma.Character
TryRemoveTeamChange(string identifier)Barotrauma.Character
TrySeverLimbJoints(Limb targetLimb, float severLimbsProbability, float damage, bool allowBeheading, bool ignoreSeveranceProbabilityModifier=false, Character attacker=null)Barotrauma.Character
UniqueNameColorBarotrauma.Character
UnkillableBarotrauma.Character
Update(float deltaTime, Camera cam)Barotrauma.AICharactervirtual
UpdateAll(float deltaTime, Camera cam)Barotrauma.Characterstatic
UpdateAnimAll(float deltaTime)Barotrauma.Characterstatic
UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor, string textTag="")Barotrauma.Character
UpdateLocalCursor(Camera cam)Barotrauma.Character
UpdateTeam()Barotrauma.Character
UseHealthWindowBarotrauma.Character
UseHullOxygenBarotrauma.Character
VariantOfBarotrauma.Character
ViewTargetBarotrauma.Character
VisibilityBarotrauma.Character
VitalityBarotrauma.Character
WalletBarotrauma.Character
WasFullHealthBarotrauma.Character
Barotrauma::Character.Barotrauma::Entity.WorldPositionBarotrauma.Entity
Barotrauma::IDamageable.WorldPositionBarotrauma.IDamageable