Afflictions | Barotrauma.Attack | |
AfterAttack | Barotrauma.Attack | |
AfterAttackDelay | Barotrauma.Attack | |
AimRotationTorque | Barotrauma.Attack | |
ApplyForceOnLimbs | Barotrauma.Attack | |
ApplyForcesOnlyOnce | Barotrauma.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 | |
AttackTimer | Barotrauma.Attack | |
AvoidFriendlyFire | Barotrauma.Attack | |
Blink | Barotrauma.Attack | |
CalculateAttackPhase(TransitionMode easing=TransitionMode.Linear) | Barotrauma.Attack | |
Conditionals | Barotrauma.Attack | |
Context | Barotrauma.Attack | |
CoolDown | Barotrauma.Attack | |
CoolDownRandomFactor | Barotrauma.Attack | |
CoolDownTimer | Barotrauma.Attack | |
CurrentRandomCoolDown | Barotrauma.Attack | |
DamageMultiplier | Barotrauma.Attack | |
DamageRange | Barotrauma.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 | |
Duration | Barotrauma.Attack | |
EmitStructureDamageParticles | Barotrauma.Attack | |
Force | Barotrauma.Attack | |
ForceOnLimbIndices | Barotrauma.Attack | |
FullSpeedAfterAttack | Barotrauma.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 | |
HitDetectionType | Barotrauma.Attack | |
ImpactMultiplier | Barotrauma.Attack | |
IsRunning | Barotrauma.Attack | |
IsValidContext(AttackContext context) | Barotrauma.Attack | |
IsValidContext(IEnumerable< AttackContext > contexts) | Barotrauma.Attack | |
IsValidTarget(AttackTarget targetType) | Barotrauma.Attack | |
IsValidTarget(Entity target) | Barotrauma.Attack | |
ItemDamage | Barotrauma.Attack | |
LevelWallDamage | Barotrauma.Attack | |
MinRange | Barotrauma.Attack | |
Name | Barotrauma.Attack | |
OnlyHumans | Barotrauma.Attack | |
Penetration | Barotrauma.Attack | |
Priority | Barotrauma.Attack | |
Range | Barotrauma.Attack | |
Ranged | Barotrauma.Attack | |
RangeMultiplier | Barotrauma.Attack | |
ReloadAfflictions(ContentXElement element, string parentDebugName) | Barotrauma.Attack | |
RequiredAngle | Barotrauma.Attack | |
RequiredAngleToShoot | Barotrauma.Attack | |
ResetAttackTimer() | Barotrauma.Attack | |
ResetCoolDown() | Barotrauma.Attack | |
Retreat | Barotrauma.Attack | |
Reverse | Barotrauma.Attack | |
RootForceWorldEnd | Barotrauma.Attack | |
RootForceWorldMiddle | Barotrauma.Attack | |
RootForceWorldStart | Barotrauma.Attack | |
RootTransitionEasing | Barotrauma.Attack | |
RotationLimbIndex | Barotrauma.Attack | |
SecondaryCoolDown | Barotrauma.Attack | |
SecondaryCoolDownTimer | Barotrauma.Attack | |
SerializableProperties | Barotrauma.Attack | |
Serialize(ContentXElement element) | Barotrauma.Attack | |
SetCoolDown(bool applyRandom) | Barotrauma.Attack | |
SetUser(Character user) | Barotrauma.Attack | |
SeverLimbsProbability | Barotrauma.Attack | |
SnapRopeOnNewAttack | Barotrauma.Attack | |
SourceItem | Barotrauma.Attack | |
StatusEffects | Barotrauma.Attack | |
StickChance | Barotrauma.Attack | |
StructureDamage | Barotrauma.Attack | |
StructureSoundType | Barotrauma.Attack | |
Stun | Barotrauma.Attack | |
SubmarineImpactMultiplier | Barotrauma.Attack | |
SwayAmount | Barotrauma.Attack | |
SwayFrequency | Barotrauma.Attack | |
TargetForce | Barotrauma.Attack | |
TargetForceWorld | Barotrauma.Attack | |
TargetImpulse | Barotrauma.Attack | |
TargetImpulseWorld | Barotrauma.Attack | |
TargetLimbType | Barotrauma.Attack | |
TargetType | Barotrauma.Attack | |
Torque | Barotrauma.Attack | |
UpdateAttackTimer(float deltaTime, Character character) | Barotrauma.Attack | |
UpdateCoolDown(float deltaTime) | Barotrauma.Attack | |