Barotrauma Client Doc
Barotrauma.Attack Member List

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

AfflictionsBarotrauma.Attack
AfterAttackBarotrauma.Attack
AfterAttackDelayBarotrauma.Attack
AimRotationTorqueBarotrauma.Attack
ApplyForceOnLimbsBarotrauma.Attack
ApplyForcesOnlyOnceBarotrauma.Attack
Attack(float damage, float bleedingDamage, float burnDamage, float structureDamage, float itemDamage, float range=0.0f)Barotrauma.Attack
Attack(ContentXElement element, string parentDebugName, Item sourceItem)Barotrauma.Attack
Attack(ContentXElement element, string parentDebugName)Barotrauma.Attack
AttackTimerBarotrauma.Attack
AvoidFriendlyFireBarotrauma.Attack
BlinkBarotrauma.Attack
CalculateAttackPhase(TransitionMode easing=TransitionMode.Linear)Barotrauma.Attack
ConditionalsBarotrauma.Attack
ContextBarotrauma.Attack
CoolDownBarotrauma.Attack
CoolDownRandomFactorBarotrauma.Attack
CoolDownTimerBarotrauma.Attack
CurrentRandomCoolDownBarotrauma.Attack
DamageMultiplierBarotrauma.Attack
DamageRangeBarotrauma.Attack
Deserialize(ContentXElement element, string parentDebugName)Barotrauma.Attack
DoDamage(Character attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound=true, PhysicsBody sourceBody=null, Limb sourceLimb=null)Barotrauma.Attack
DoDamageToLimb(Character attacker, Limb targetLimb, Vector2 worldPosition, float deltaTime, bool playSound=true, PhysicsBody sourceBody=null, Limb sourceLimb=null)Barotrauma.Attack
DurationBarotrauma.Attack
EmitStructureDamageParticlesBarotrauma.Attack
ForceBarotrauma.Attack
ForceOnLimbIndicesBarotrauma.Attack
FullSpeedAfterAttackBarotrauma.Attack
GetItemDamage(float deltaTime, float multiplier=1)Barotrauma.Attack
GetLevelWallDamage(float deltaTime)Barotrauma.Attack
GetMultipliedAfflictions(float multiplier)Barotrauma.Attack
GetStructureDamage(float deltaTime)Barotrauma.Attack
GetTotalDamage(bool includeStructureDamage=false)Barotrauma.Attack
HitDetectionTypeBarotrauma.Attack
ImpactMultiplierBarotrauma.Attack
IsRunningBarotrauma.Attack
IsValidContext(AttackContext context)Barotrauma.Attack
IsValidContext(IEnumerable< AttackContext > contexts)Barotrauma.Attack
IsValidTarget(AttackTarget targetType)Barotrauma.Attack
IsValidTarget(Entity target)Barotrauma.Attack
ItemDamageBarotrauma.Attack
LevelWallDamageBarotrauma.Attack
MinRangeBarotrauma.Attack
NameBarotrauma.Attack
OnlyHumansBarotrauma.Attack
PenetrationBarotrauma.Attack
PriorityBarotrauma.Attack
RangeBarotrauma.Attack
RangedBarotrauma.Attack
RangeMultiplierBarotrauma.Attack
ReloadAfflictions(ContentXElement element, string parentDebugName)Barotrauma.Attack
RequiredAngleBarotrauma.Attack
RequiredAngleToShootBarotrauma.Attack
ResetAttackTimer()Barotrauma.Attack
ResetCoolDown()Barotrauma.Attack
RetreatBarotrauma.Attack
ReverseBarotrauma.Attack
RootForceWorldEndBarotrauma.Attack
RootForceWorldMiddleBarotrauma.Attack
RootForceWorldStartBarotrauma.Attack
RootTransitionEasingBarotrauma.Attack
RotationLimbIndexBarotrauma.Attack
SecondaryCoolDownBarotrauma.Attack
SecondaryCoolDownTimerBarotrauma.Attack
SerializablePropertiesBarotrauma.Attack
Serialize(ContentXElement element)Barotrauma.Attack
SetCoolDown(bool applyRandom)Barotrauma.Attack
SetUser(Character user)Barotrauma.Attack
SeverLimbsProbabilityBarotrauma.Attack
SnapRopeOnNewAttackBarotrauma.Attack
SourceItemBarotrauma.Attack
StatusEffectsBarotrauma.Attack
StickChanceBarotrauma.Attack
StructureDamageBarotrauma.Attack
StructureSoundTypeBarotrauma.Attack
StunBarotrauma.Attack
SubmarineImpactMultiplierBarotrauma.Attack
SwayAmountBarotrauma.Attack
SwayFrequencyBarotrauma.Attack
TargetForceBarotrauma.Attack
TargetForceWorldBarotrauma.Attack
TargetImpulseBarotrauma.Attack
TargetImpulseWorldBarotrauma.Attack
TargetLimbTypeBarotrauma.Attack
TargetTypeBarotrauma.Attack
TorqueBarotrauma.Attack
UpdateAttackTimer(float deltaTime, Character character)Barotrauma.Attack
UpdateCoolDown(float deltaTime)Barotrauma.Attack