Barotrauma Client Doc
Barotrauma.AfflictionPsychosis Class Reference

A special affliction type that makes the character see and hear things that aren't there. More...

Inheritance diagram for Barotrauma.AfflictionPsychosis:
Barotrauma.Affliction Barotrauma.Affliction Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity

Public Types

enum class  FloodType { None , Minor , Major , HideFlooding }
 

Public Member Functions

 AfflictionPsychosis (AfflictionPrefab prefab, float strength)
 
override void Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime)
 
- Public Member Functions inherited from Barotrauma.Affliction
 Affliction (AfflictionPrefab prefab, float strength)
 
void CopyProperties (Affliction source)
 Copy properties here instead of using SerializableProperties (with reflection). More...
 
void Serialize (XElement element)
 
void Deserialize (XElement element)
 
Affliction CreateMultiplied (float multiplier, Affliction affliction)
 
override string ToString ()
 
LocalizedString GetStrengthText ()
 
AfflictionPrefab.Effect GetActiveEffect ()
 
float GetVitalityDecrease (CharacterHealth characterHealth)
 
float GetVitalityDecrease (CharacterHealth characterHealth, float strength)
 
float GetScreenGrainStrength ()
 
float GetScreenDistortStrength ()
 
float GetRadialDistortStrength ()
 
float GetChromaticAberrationStrength ()
 
float GetAfflictionOverlayMultiplier ()
 
Color GetFaceTint ()
 
Color GetBodyTint ()
 
float GetScreenBlurStrength ()
 
float GetSkillMultiplier ()
 
void CalculateDamagePerSecond (float currentVitalityDecrease)
 
float GetResistance (Identifier afflictionId)
 
float GetSpeedMultiplier ()
 
float GetStatValue (StatTypes statType)
 
bool HasFlag (AbilityFlags flagType)
 
void ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
 
void ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb)
 
void SetStrength (float strength)
 Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring. More...
 
bool ShouldShowIcon (Character afflictedCharacter)
 

Properties

FloodType CurrentFloodType [get]
 
- Properties inherited from Barotrauma.Affliction
string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, set]
 
float PendingGrainEffectStrength [get, set]
 
float GrainEffectStrength [get, set]
 
virtual float Strength [get, set]
 
float NonClampedStrength [get]
 
Identifier Identifier [get]
 
float Probability = 1.0f [get, set]
 
bool DivideByLimbCount [get, set]
 
bool MultiplyByMaxVitality [get]
 
- Properties inherited from Barotrauma.ISerializableEntity
string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Affliction
static LocalizedString GetStrengthText (float strength, float maxStrength)
 
- Public Attributes inherited from Barotrauma.Affliction
readonly AfflictionPrefab Prefab
 
float DamagePerSecond
 
float DamagePerSecondTimer
 
float PreviousVitalityDecrease
 
float Value
 
readonly Dictionary< AfflictionPrefab.PeriodicEffect, float > PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>()
 
double AppliedAsSuccessfulTreatmentTime
 
float Duration
 
Character Source
 Which character gave this affliction More...
 
- Protected Attributes inherited from Barotrauma.Affliction
bool activeEffectDirty = true
 
float _strength
 

Detailed Description

A special affliction type that makes the character see and hear things that aren't there.

Definition at line 6 of file BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPsychosis.cs.

Member Enumeration Documentation

◆ FloodType

Enumerator
None 
Minor 
Major 
HideFlooding 

Definition at line 15 of file BarotraumaClient/ClientSource/Characters/Health/AfflictionPsychosis.cs.

Constructor & Destructor Documentation

◆ AfflictionPsychosis()

Barotrauma.AfflictionPsychosis.AfflictionPsychosis ( AfflictionPrefab  prefab,
float  strength 
)

Member Function Documentation

◆ Update()

override void Barotrauma.AfflictionPsychosis.Update ( CharacterHealth  characterHealth,
Limb  targetLimb,
float  deltaTime 
)
virtual

Property Documentation

◆ CurrentFloodType

FloodType Barotrauma.AfflictionPsychosis.CurrentFloodType
get