Barotrauma Client Doc
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Classes | |
struct | AddToCrewEventData |
struct | AssignCampaignInteractionEventData |
class | Attacker |
struct | CharacterStatusEventData |
struct | ControlEventData |
struct | ExecuteAttackEventData |
struct | InventoryStateEventData |
class | ObjectiveEntity |
struct | ObjectiveManagerStateEventData |
struct | RemoveFromCrewEventData |
struct | SetAttackTargetEventData |
struct | TreatmentEventData |
struct | UpdateExperienceEventData |
struct | UpdatePermanentStatsEventData |
struct | UpdateSkillsEventData |
struct | UpdateTalentsEventData |
Public Types | |
enum class | EventType { InventoryState = 0 , Control = 1 , Status = 2 , Treatment = 3 , SetAttackTarget = 4 , ExecuteAttack = 5 , AssignCampaignInteraction = 6 , ObjectiveManagerState = 7 , TeamChange = 8 , AddToCrew = 9 , UpdateExperience = 10 , UpdateTalents = 11 , UpdateSkills = 12 , UpdateMoney = 13 , UpdatePermanentStats = 14 , RemoveFromCrew = 15 , MinValue = 0 , MaxValue = 15 } |
Public Member Functions | |||
void | SetOriginalTeam (CharacterTeamType newTeam) | ||
bool | HasTeamChange (string identifier) | ||
bool | TryAddNewTeamChange (string identifier, ActiveTeamChange newTeamChange) | ||
bool | TryRemoveTeamChange (string identifier) | ||
void | UpdateTeam () | ||
void | ReleaseSecondaryItem () | ||
bool | IsAnySelectedItem (Item item) | ||
Is the item either the primary or the secondary selected item? More... | |||
bool | HasSelectedAnotherSecondaryItem (Item item) | ||
delegate void | OnDeathHandler (Character character, CauseOfDeath causeOfDeath) | ||
delegate void | OnAttackedHandler (Character attacker, AttackResult attackResult) | ||
void | ReloadHead (int? headId=null, int hairIndex=-1, int beardIndex=-1, int moustacheIndex=-1, int faceAttachmentIndex=-1) | ||
void | LoadHeadAttachments () | ||
bool | IsKeyHit (InputType inputType) | ||
bool | IsKeyDown (InputType inputType) | ||
void | SetInput (InputType inputType, bool hit, bool held) | ||
void | ClearInput (InputType inputType) | ||
void | ClearInputs () | ||
override string | ToString () | ||
void | GiveJobItems (WayPoint spawnPoint=null) | ||
void | GiveIdCardTags (WayPoint spawnPoint, bool createNetworkEvent=false) | ||
float | GetSkillLevel (string skillIdentifier) | ||
float | GetSkillLevel (Identifier skillIdentifier) | ||
Vector2 | GetTargetMovement () | ||
Vector2 | ApplyMovementLimits (Vector2 targetMovement, float currentSpeed) | ||
void | StackSpeedMultiplier (float val) | ||
void | ResetSpeedMultiplier () | ||
void | StackHealthMultiplier (float val) | ||
float | GetTemporarySpeedReduction () | ||
Speed reduction from the current limb specific damage. Min 0, max 1. More... | |||
float | GetRightHandPenalty () | ||
float | GetLeftHandPenalty () | ||
float | GetLegPenalty (float startSum=0) | ||
float | ApplyTemporarySpeedLimits (float speed) | ||
void | Control (float deltaTime, Camera cam) | ||
void | SetAttackTarget (Limb attackLimb, IDamageable damageTarget, Vector2 attackPos) | ||
bool | CanSeeTarget (ISpatialEntity target, ISpatialEntity seeingEntity=null, bool seeThroughWindows=false, bool checkFacing=false) | ||
bool | IsFacing (Vector2 targetWorldPos) | ||
A simple check if the character Dir is towards the target or not. Uses the world coordinates. More... | |||
bool | HasItem (Item item, bool requireEquipped=false, InvSlotType? slotType=null) | ||
bool | HasEquippedItem (Item item, InvSlotType? slotType=null, Func< InvSlotType, bool > predicate=null) | ||
bool | HasEquippedItem (Identifier tagOrIdentifier, bool allowBroken=true, InvSlotType? slotType=null) | ||
Item | GetEquippedItem (Identifier? tagOrIdentifier=null, InvSlotType? slotType=null) | ||
bool | CanAccessInventory (Inventory inventory) | ||
bool | 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) | ||
Finds the closest item seeking by identifiers or tags from the world. Ignores items that are outside or in another team's submarine or in a submarine that is not connected to this submarine. Also ignores non-interactable items and items that are taken by someone else. The method is run in steps for performance reasons. So you'll have to provide the reference to the itemIndex. Returns false while running and true when done. More... | |||
bool | IsItemTakenBySomeoneElse (Item item) | ||
bool | CanInteractWith (Character c, float maxDist=200.0f, bool checkVisibility=true, bool skipDistanceCheck=false) | ||
bool | CanInteractWith (Item item, bool checkLinked=true) | ||
bool | CanInteractWith (Item item, out float distanceToItem, bool checkLinked) | ||
void | SetCustomInteract (Action< Character, Character > onCustomInteract, LocalizedString hudText) | ||
Set an action that's invoked when another character interacts with this one. More... | |||
void | SelectCharacter (Character character) | ||
void | DeselectCharacter () | ||
void | DoInteractionUpdate (float deltaTime, Vector2 mouseSimPos) | ||
virtual void | Update (float deltaTime, Camera cam) | ||
void | AddAttacker (Character character, float damage) | ||
void | ForgiveAttacker (Character character) | ||
float | GetDamageDoneByAttacker (Character otherCharacter) | ||
float | GetDistanceToClosestLimb (Vector2 simPos) | ||
void | DespawnNow (bool createNetworkEvents=true) | ||
bool | CanHearCharacter (Character speaker) | ||
void | SetOrder (Order order, bool isNewOrder, bool speak=true, bool force=false) | ||
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Order | GetCurrentOrderWithTopPriority () | ||
Order | GetCurrentOrder (Order order) | ||
void | DisableLine (Identifier identifier) | ||
void | DisableLine (string identifier) | ||
void | Speak (string message, ChatMessageType? messageType=null, float delay=0.0f, Identifier identifier=default, float minDurationBetweenSimilar=0.0f) | ||
void | ShowSpeechBubble (float duration, Color color) | ||
void | SetAllDamage (float damageAmount, float bleedingDamageAmount, float burnDamageAmount) | ||
AttackResult | AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true) | ||
AttackResult | ApplyAttack (Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, Vector2 impulseDirection, bool playSound=false, Limb targetLimb=null, float penetration=0f) | ||
Apply the specified attack to this character. If the targetLimb is not specified, the limb closest to worldPosition will receive the damage. More... | |||
void | TrySeverLimbJoints (Limb targetLimb, float severLimbsProbability, float damage, bool allowBeheading, bool ignoreSeveranceProbabilityModifier=false, Character attacker=null) | ||
AttackResult | AddDamage (Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2? attackImpulse=null, Character attacker=null, float damageMultiplier=1f) | ||
AttackResult | AddDamage (Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2 attackImpulse, out Limb hitLimb, Character attacker=null, float damageMultiplier=1) | ||
void | RecordKill (Character target) | ||
AttackResult | 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) | ||
void | TryAdjustAttackerSkill (Character attacker, AttackResult attackResult) | ||
void | TryAdjustHealerSkill (Character healer, float healthChange=0, Affliction affliction=null) | ||
void | SetStun (float newStun, bool allowStunDecrease=false, bool isNetworkMessage=false) | ||
void | ApplyStatusEffects (ActionType actionType, float deltaTime) | ||
void | BreakJoints () | ||
void | Kill (CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool isNetworkMessage=false, bool log=true) | ||
void | Revive (bool removeAfflictions=true, bool createNetworkEvent=false) | ||
override void | Remove () | ||
void | TeleportTo (Vector2 worldPos) | ||
void | SaveInventory () | ||
Calls SaveInventory(Barotrauma.Inventory, XElement) using 'Inventory' and 'Info.InventoryData' More... | |||
void | SpawnInventoryItems (Inventory inventory, ContentXElement itemData) | ||
IEnumerable< AttackContext > | GetAttackContexts () | ||
List< Hull > | GetVisibleHulls () | ||
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls. Can be heavy if used every frame. More... | |||
Vector2 | GetRelativeSimPosition (ISpatialEntity target, Vector2? worldPos=null) | ||
bool | HasJob (string identifier) | ||
bool | HasJob (Identifier identifier) | ||
void | LoadTalents () | ||
bool | GiveTalent (Identifier talentIdentifier, bool addingFirstTime=true) | ||
bool | GiveTalent (UInt32 talentIdentifier, bool addingFirstTime=true) | ||
bool | GiveTalent (TalentPrefab talentPrefab, bool addingFirstTime=true) | ||
bool | HasTalent (Identifier identifier) | ||
bool | HasUnlockedAllTalents () | ||
bool | HasTalents () | ||
void | CheckTalents (AbilityEffectType abilityEffectType, AbilityObject abilityObject) | ||
void | CheckTalents (AbilityEffectType abilityEffectType) | ||
bool | IsInSameRoomAs (Character character) | ||
Check if the character is in the same room Room and hull differ in that a room can consist of multiple linked hulls More... | |||
bool | HasRecipeForItem (Identifier recipeIdentifier) | ||
bool | HasStoreAccessForItem (ItemPrefab prefab) | ||
void | GiveMoney (int amount) | ||
Shows visual notification of money gained by the specific player. Useful for mid-mission monetary gains. More... | |||
void | SetMoney (int amount) | ||
float | GetStatValue (StatTypes statType, bool includeSaved=true) | ||
void | OnWearablesChanged () | ||
void | ChangeStat (StatTypes statType, float value) | ||
void | AddAbilityFlag (AbilityFlags abilityFlag) | ||
void | RemoveAbilityFlag (AbilityFlags abilityFlag) | ||
bool | HasAbilityFlag (AbilityFlags abilityFlag) | ||
float | GetAbilityResistance (AfflictionPrefab affliction) | ||
void | ChangeAbilityResistance (TalentResistanceIdentifier identifier, float value) | ||
void | RemoveAbilityResistance (TalentResistanceIdentifier identifier) | ||
bool | IsFriendly (Character other) | ||
bool | IsOnFriendlyTeam (Character other) | ||
bool | IsOnFriendlyTeam (CharacterTeamType otherTeam) | ||
bool | IsSameSpeciesOrGroup (Character other) | ||
void | StopClimbing () | ||
void | ResetNetState () | ||
void | ControlLocalPlayer (float deltaTime, Camera cam, bool moveCam=true) | ||
Control the Character according to player input More... | |||
void | UpdateLocalCursor (Camera cam) | ||
void | EmulateInput (InputType input) | ||
Item | FindItemAtPosition (Vector2 simPosition, float aimAssistModifier=0.0f, Item[] ignoredItems=null) | ||
Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item. More... | |||
bool | ShouldLockHud () | ||
virtual void | AddToGUIUpdateList () | ||
void | DoVisibilityCheck (Camera cam) | ||
void | Draw (SpriteBatch spriteBatch, Camera cam) | ||
void | DrawHUD (SpriteBatch spriteBatch, Camera cam, bool drawHealth=true) | ||
void | DrawGUIMessages (SpriteBatch spriteBatch, Camera cam) | ||
virtual void | DrawFront (SpriteBatch spriteBatch, Camera cam) | ||
Color | GetNameColor () | ||
void | AddMessage (string rawText, Color color, bool playSound, Identifier identifier=default, int? value=null, float lifetime=3.0f) | ||
HUDProgressBar | UpdateHUDProgressBar (object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor, string textTag="") | ||
Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object) The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time More... | |||
void | PlaySound (CharacterSound.SoundType soundType, float soundIntervalFactor=1.0f, float maxInterval=0) | ||
void | AddActiveObjectiveEntity (Entity entity, Sprite sprite, Color? color=null) | ||
void | RemoveActiveObjectiveEntity (Entity entity) | ||
CharacterSound | GetSound (Func< CharacterSound, bool > predicate=null, bool random=false) | ||
Note that when a predicate is provided, the random option uses Linq.Where() extension method, which creates a new collection. More... | |||
void | ClientWriteInput (in SegmentTableWriter< ClientNetSegment > segmentTableWriter, IWriteMessage msg) | ||
virtual void | ClientEventWrite (IWriteMessage msg, NetEntityEvent.IData extraData=null) | ||
void | ClientReadPosition (IReadMessage msg, float sendingTime) | ||
virtual void | ClientEventRead (IReadMessage msg, float sendingTime) | ||
Public Member Functions inherited from Barotrauma.Entity | |||
Entity (Submarine submarine, ushort id) | |||
void | FreeID () | ||
Removes the entity from the entity dictionary and frees up the ID it was using. More... | |||
Static Public Member Functions | |
static Character | Create (CharacterInfo characterInfo, Vector2 position, string seed, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, RagdollParams ragdoll=null, bool spawnInitialItems=true) |
Create a new character More... | |
static Character | 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) |
Create a new character More... | |
static Character | 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) |
static Character | 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) |
static bool | IsTargetVisible (ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows=false, bool checkFacing=false) |
static void | UpdateAnimAll (float deltaTime) |
static void | UpdateAll (float deltaTime, Camera cam) |
static void | RemoveByPrefab (CharacterPrefab prefab) |
static void | SaveInventory (Inventory inventory, XElement parentElement) |
static IEnumerable< Character > | GetFriendlyCrew (Character character) |
static bool | IsFriendly (Character me, Character other) |
static bool | IsOnFriendlyTeam (CharacterTeamType myTeam, CharacterTeamType otherTeam) |
static bool | IsOnFriendlyTeam (Character me, Character other) |
static bool | IsSameSpeciesOrGroup (Character me, Character other) |
static void | AddAllToGUIUpdateList () |
static Character | ReadSpawnData (IReadMessage inc) |
Static Public Member Functions inherited from Barotrauma.Entity | |
static IReadOnlyCollection< Entity > | GetEntities () |
static int | FindFreeIdBlock (int minBlockSize) |
Finds a contiguous block of free IDs of at least the given size More... | |
static Entity | FindEntityByID (ushort ID) |
Find an entity based on the ID More... | |
static void | RemoveAll () |
static void | DumpIds (int count, string filename) |
Static Public Attributes | |
static readonly List< Character > | CharacterList = new List<Character>() |
static int | CharacterUpdateInterval = 1 |
const float | MaxHighlightDistance = 150.0f |
const float | MaxDragDistance = 200.0f |
const float | KnockbackCooldown = 5.0f |
static bool | DisableControls |
static bool | DebugDrawInteract |
Static Public Attributes inherited from Barotrauma.Entity | |
const ushort | NullEntityID = 0 |
const ushort | EntitySpawnerID = ushort.MaxValue |
const ushort | RespawnManagerID = ushort.MaxValue - 1 |
const ushort | DummyID = ushort.MaxValue - 2 |
const ushort | ReservedIDStart = ushort.MaxValue - 3 |
const ushort | MaxEntityCount = ushort.MaxValue - 4 |
static EntitySpawner | Spawner |
Protected Member Functions | |
Character (CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, RagdollParams ragdollParams=null, bool spawnInitialItems=true) | |
float | GetDistanceToClosestPlayer () |
How far the character is from the closest human player (including spectators) More... | |
float | GetDistanceSqrToClosestPlayer () |
How far the character is from the closest human player (including spectators) More... | |
Protected Member Functions inherited from Barotrauma.Entity | |
virtual ushort | DetermineID (ushort id, Submarine submarine) |
Protected Attributes | |
Key[] | keys |
readonly Dictionary< string, ActiveTeamChange > | activeTeamChanges = new Dictionary<string, ActiveTeamChange>() |
ActiveTeamChange | currentTeamChange |
float | oxygenAvailable |
Item | focusedItem |
float | soundTimer |
float | hudInfoTimer = 1.0f |
bool | hudInfoVisible = false |
float | lastRecvPositionUpdateTime |
Protected Attributes inherited from Barotrauma.Entity | |
AITarget | aiTarget |
Properties | |
bool | Enabled [get, set] |
bool | DisabledByEvent [get, set] |
MonsterEvents disable monsters (which includes removing them from the character list, so they essentially "don't exist") until they're ready to spawn More... | |
bool | IsRemotelyControlled [get] |
Is the character controlled remotely (either by another player, or a server-side AIController) More... | |
bool | IsRemotePlayer [get, set] |
Is the character controlled by another human player (should always be false in single player) More... | |
bool | IsLocalPlayer [get] |
bool | IsPlayer [get] |
bool | IsCommanding [get] |
Is the character player or does it have an active ship command manager (an AI controlled sub)? Bots in the player team are not treated as commanders. More... | |
bool | IsBot [get] |
bool | IsEscorted [get, set] |
Identifier | JobIdentifier [get] |
bool | DoesBleed [get, set] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
Key[] | Keys [get] |
HumanPrefab | HumanPrefab [get, set] |
Identifier????? | Faction [get, set] |
CharacterTeamType | TeamID [get, set] |
CharacterTeamType?? | OriginalTeamID [get] |
Wallet | Wallet [get, set] |
bool | IsOnPlayerTeam [get] |
bool | IsOriginallyOnPlayerTeam [get] |
bool | IsFriendlyNPCTurnedHostile [get] |
bool | IsInstigator [get] |
IEnumerable< Attacker > | LastAttackers [get] |
Character | LastAttacker [get] |
Character | LastOrderedCharacter [get] |
Character | SecondLastOrderedCharacter [get] |
Dictionary< ItemPrefab, double > | ItemSelectedDurations [get] |
float | InvisibleTimer [get, set] |
Identifier | SpeciesName [get] |
Identifier | Group [get] |
bool | IsHumanoid [get] |
bool | IsMachine [get] |
bool | IsHusk [get] |
bool | IsDisguisedAsHusk [get] |
bool | IsHuskInfected [get] |
bool | IsMale [get] |
bool | IsFemale [get] |
string | BloodDecalName [get] |
bool | CanSpeak [get, set] |
bool | NeedsAir [get, set] |
bool | NeedsWater [get, set] |
bool | NeedsOxygen [get] |
float | Noise [get, set] |
float | Visibility [get, set] |
bool | IsTraitor [get, set] |
bool | IsHuman [get] |
List< Order > | CurrentOrders [get] |
bool | IsDismissed [get] |
Entity | ViewTarget [get, set] |
Vector2 | AimRefPosition [get] |
CharacterInfo | Info [get, set] |
Identifier | VariantOf [get] |
string? | Name [get] |
string? | DisplayName [get] |
string?? | LogName [get] |
bool? | HideFace [get, set] |
string | ConfigPath [get] |
float | Mass [get] |
CharacterInventory | Inventory [get] |
bool | DisableInteract [get, set] |
Prevents the character from interacting with items or characters More... | |
bool | DisableFocusingOnEntities [get, set] |
Prevents the character from highlighting items or characters with the cursor, meaning it can't interact with anything but the things it has currently selected/equipped More... | |
LocalizedString | CustomInteractHUDText [get] |
bool | AllowCustomInteract [get] |
bool? | LockHands [get, set] |
bool | AllowInput [get] |
bool | CanMove [get] |
bool | CanInteract [get] |
bool | CanEat [get] |
Vector2 | CursorPosition [get, set] |
Vector2 | SmoothedCursorPosition [get] |
Vector2? | CursorWorldPosition [get] |
Character | FocusedCharacter [get, set] |
Character | SelectedCharacter [get, set] |
Character | SelectedBy [get, set] |
IEnumerable< Item >?? | HeldItems [get] |
Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once. More... | |
float | LowPassMultiplier [get, set] |
bool? | ObstructVision [get, set] |
float | PressureProtection [get, set] |
bool | InPressure [get] |
Can be used by status effects to check whether the characters is in a high-pressure environment More... | |
AnimController.Animation??? | Anim [get] |
Can be used by status effects More... | |
bool | IsIncapacitated [get] |
bool | IsUnconscious [get] |
bool | IsArrested [get] |
bool | IsPet [get] |
float | Oxygen [get, set] |
float | OxygenAvailable [get, set] |
float??? | HullOxygenPercentage [get] |
bool | UseHullOxygen = true [get, set] |
float? | Stun [get, set] |
CharacterHealth | CharacterHealth [get] |
float | Vitality [get] |
float | Health [get] |
float | HealthPercentage [get] |
float | MaxVitality [get] |
float | MaxHealth [get] |
bool | WasFullHealth [get] |
Was the character in full health at the beginning of the frame? More... | |
AIState | AIState [get] |
bool | IsLatched [get] |
float | EmpVulnerability [get] |
float | PoisonVulnerability [get] |
bool | IsFlipped [get] |
float | Bloodloss [get, set] |
float | Bleeding [get] |
float | SpeechImpediment [get, set] |
float | PressureTimer [get] |
float | DisableImpactDamageTimer [get, set] |
bool | IgnoreMeleeWeapons [get, set] |
float???? | CurrentSpeed [get] |
Current speed of the character's collider. Can be used by status effects to check if the character is moving. More... | |
Item????????? | SelectedItem [get, set] |
The primary selected item. It can be any device that character interacts with. This excludes items like ladders and chairs which are assigned to SelectedSecondaryItem. More... | |
Item | SelectedSecondaryItem [get, set] |
The secondary selected item. It's an item other than a device (see SelectedItem), e.g. a ladder or a chair. More... | |
bool | HasSelectedAnyItem [get] |
Has the characters selected a primary or a secondary item? More... | |
Item | FocusedItem [get, set] |
Item | PickingItem [get, set] |
virtual AIController | AIController [get] |
bool | IsDead [get, set] |
bool | EnableDespawn = true [get, set] |
CauseOfDeath | CauseOfDeath [get] |
bool | CanBeSelected [get] |
bool | CanBeDragged [get, set] |
bool | CanInventoryBeAccessed [get, set] |
bool | CanAim [get] |
bool | InWater [get] |
bool | IsLowInOxygen [get] |
bool | Unkillable [get, set] |
bool | UseHealthWindow [get, set] |
Is the health interface available on this character? Can be used by status effects More... | |
override Vector2? | SimPosition [get] |
override Vector2 | Position [get] |
override Vector2 | DrawPosition [get] |
bool | IsInFriendlySub [get] |
bool | IsInPlayerSub [get] |
float | AITurretPriority [get] |
Vector2? | OverrideMovement [get, set] |
bool | ForceRun [get, set] |
bool | IsClimbing [get] |
bool | CanRun [get] |
float | SpeedMultiplier = 1 [get] |
Can be used to modify the character's speed via StatusEffects More... | |
float | PropulsionSpeedMultiplier [get, set] |
Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters) More... | |
float | HealthMultiplier = 1 [get] |
Can be used to modify the character's health via StatusEffects More... | |
float | HumanPrefabHealthMultiplier = 1 [get] |
Health multiplier of the human prefab this character is an instance of (if any) More... | |
bool | IsKnockedDown [get] |
Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned. With stunning, the parameter uses an one second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property. More... | |
bool | IsCaptain [get] |
bool | IsEngineer [get] |
bool | IsMechanic [get] |
bool | IsMedic [get] |
bool | IsSecurity [get] |
bool | IsAssistant [get] |
bool | IsWatchman [get] |
bool | IsVip [get] |
bool | IsPrisoner [get] |
bool | IsKiller [get] |
Color? | UniqueNameColor = null [get, set] |
bool | IsProtectedFromPressure [get] |
Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit). More... | |
bool | IsImmuneToPressure [get] |
IReadOnlyCollection< CharacterTalent > | CharacterTalents [get] |
float? | HealthUpdateInterval [get, set] |
List< CharacterStateInfo > | MemState [get] |
List< CharacterStateInfo > | MemLocalState [get] |
bool | IsVisible = true [get] |
Is the character currently visible on the camera. Refresh the value by calling DoVisibilityCheck. More... | |
static Character? | Controlled [get, set] |
Dictionary< object, HUDProgressBar > | HUDProgressBars [get] |
float | BlurStrength [get, set] |
float | DistortStrength [get, set] |
float | RadialDistortStrength [get, set] |
float | ChromaticAberrationStrength [get, set] |
Color | GrainColor [get, set] |
float | GrainStrength [get, set] |
float???????? | CollapseEffectStrength [get, set] |
Can be used by status effects More... | |
float????? | CameraShake [get, set] |
Can be used to set camera shake from status effects More... | |
IEnumerable< ParticleEmitter > | BloodEmitters [get] |
IEnumerable< ParticleEmitter > | DamageEmitters [get] |
IEnumerable< ParticleEmitter > | GibEmitters [get] |
static bool | IsMouseOnUI [get] |
IEnumerable< ObjectiveEntity > | ActiveObjectiveEntities [get] |
Properties inherited from Barotrauma.Entity | |
static int | EntityCount [get] |
bool | Removed [get] |
bool | IdFreed [get] |
virtual Vector2 | SimPosition [get] |
virtual Vector2 | Position [get] |
virtual Vector2 | WorldPosition [get] |
virtual Vector2 | DrawPosition [get] |
Submarine | Submarine [get, set] |
AITarget | AiTarget [get] |
bool | InDetectable [get, set] |
double | SpawnTime [get] |
string | ErrorLine [get] |
Properties inherited from Barotrauma.ISpatialEntity | |
Vector2 | Position [get] |
Vector2 | WorldPosition [get] |
Vector2 | SimPosition [get] |
Submarine | Submarine [get] |
Properties inherited from Barotrauma.IDamageable | |
Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
float | Health [get] |
Properties inherited from Barotrauma.ISerializableEntity | |
string | Name [get] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
Definition at line 31 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
strong |
Definition at line 12 of file CharacterEventData.cs.
|
protected |
Definition at line 1284 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.AddAbilityFlag | ( | AbilityFlags | abilityFlag | ) |
Definition at line 5435 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.AddActiveObjectiveEntity | ( | Entity | entity, |
Sprite | sprite, | ||
Color? | color = null |
||
) |
Definition at line 1165 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
static |
Definition at line 782 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.AddAttacker | ( | Character | character, |
float | damage | ||
) |
Definition at line 3414 of file BarotraumaShared/SharedSource/Characters/Character.cs.
AttackResult Barotrauma.Character.AddDamage | ( | Character | attacker, |
Vector2 | worldPosition, | ||
Attack | attack, | ||
Vector2 | impulseDirection, | ||
float | deltaTime, | ||
bool | playSound = true |
||
) |
Implements Barotrauma.IDamageable.
Definition at line 4043 of file BarotraumaShared/SharedSource/Characters/Character.cs.
AttackResult Barotrauma.Character.AddDamage | ( | Vector2 | worldPosition, |
IEnumerable< Affliction > | afflictions, | ||
float | stun, | ||
bool | playSound, | ||
Vector2 | attackImpulse, | ||
out Limb | hitLimb, | ||
Character | attacker = null , |
||
float | damageMultiplier = 1 |
||
) |
Definition at line 4206 of file BarotraumaShared/SharedSource/Characters/Character.cs.
AttackResult Barotrauma.Character.AddDamage | ( | Vector2 | worldPosition, |
IEnumerable< Affliction > | afflictions, | ||
float | stun, | ||
bool | playSound, | ||
Vector2? | attackImpulse = null , |
||
Character | attacker = null , |
||
float | damageMultiplier = 1f |
||
) |
Definition at line 4201 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.AddMessage | ( | string | rawText, |
Color | color, | ||
bool | playSound, | ||
Identifier | identifier = default , |
||
int? | value = null , |
||
float | lifetime = 3.0f |
||
) |
Definition at line 1067 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
virtual |
Definition at line 790 of file BarotraumaClient/ClientSource/Characters/Character.cs.
AttackResult Barotrauma.Character.ApplyAttack | ( | Character | attacker, |
Vector2 | worldPosition, | ||
Attack | attack, | ||
float | deltaTime, | ||
Vector2 | impulseDirection, | ||
bool | playSound = false , |
||
Limb | targetLimb = null , |
||
float | penetration = 0f |
||
) |
Apply the specified attack to this character. If the targetLimb is not specified, the limb closest to worldPosition will receive the damage.
Definition at line 4051 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Vector2 Barotrauma.Character.ApplyMovementLimits | ( | Vector2 | targetMovement, |
float | currentSpeed | ||
) |
Definition at line 1835 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ApplyStatusEffects | ( | ActionType | actionType, |
float | deltaTime | ||
) |
Definition at line 4442 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.ApplyTemporarySpeedLimits | ( | float | speed | ) |
Definition at line 1993 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.BreakJoints | ( | ) |
Definition at line 4570 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.CanAccessInventory | ( | Inventory | inventory | ) |
Definition at line 2511 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.CanHearCharacter | ( | Character | speaker | ) |
Definition at line 3731 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.CanInteractWith | ( | Character | c, |
float | maxDist = 200.0f , |
||
bool | checkVisibility = true , |
||
bool | skipDistanceCheck = false |
||
) |
Definition at line 2631 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.CanInteractWith | ( | Item | item, |
bool | checkLinked = true |
||
) |
Definition at line 2649 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.CanInteractWith | ( | Item | item, |
out float | distanceToItem, | ||
bool | checkLinked | ||
) |
Definition at line 2654 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.CanSeeTarget | ( | ISpatialEntity | target, |
ISpatialEntity | seeingEntity = null , |
||
bool | seeThroughWindows = false , |
||
bool | checkFacing = false |
||
) |
Definition at line 2317 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ChangeAbilityResistance | ( | TalentResistanceIdentifier | identifier, |
float | value | ||
) |
Definition at line 5470 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ChangeStat | ( | StatTypes | statType, |
float | value | ||
) |
Definition at line 5401 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.CheckTalents | ( | AbilityEffectType | abilityEffectType | ) |
Definition at line 5230 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.CheckTalents | ( | AbilityEffectType | abilityEffectType, |
AbilityObject | abilityObject | ||
) |
Definition at line 5222 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ClearInput | ( | InputType | inputType | ) |
Definition at line 1674 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ClearInputs | ( | ) |
Definition at line 1680 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
virtual |
Implements Barotrauma.Networking.IServerSerializable.
Definition at line 331 of file BarotraumaClient/ClientSource/Characters/CharacterNetworking.cs.
|
virtual |
Implements Barotrauma.Networking.IClientSerializable.
Definition at line 143 of file BarotraumaClient/ClientSource/Characters/CharacterNetworking.cs.
void Barotrauma.Character.ClientReadPosition | ( | IReadMessage | msg, |
float | sendingTime | ||
) |
Implements Barotrauma.Networking.IServerPositionSync.
Definition at line 171 of file BarotraumaClient/ClientSource/Characters/CharacterNetworking.cs.
void Barotrauma.Character.ClientWriteInput | ( | in SegmentTableWriter< ClientNetSegment > | segmentTableWriter, |
IWriteMessage | msg | ||
) |
Definition at line 116 of file BarotraumaClient/ClientSource/Characters/CharacterNetworking.cs.
void Barotrauma.Character.Control | ( | float | deltaTime, |
Camera | cam | ||
) |
Definition at line 2013 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ControlLocalPlayer | ( | float | deltaTime, |
Camera | cam, | ||
bool | moveCam = true |
||
) |
Control the Character according to player input
Definition at line 280 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
static |
Create a new character
characterInfo | The name, gender, config file, etc of the character. |
position | Position in display units. |
seed | RNG seed to use if the character config has randomizable parameters. |
isRemotePlayer | Is the character controlled by a remote player. |
hasAi | Is the character controlled by AI. |
ragdoll | Ragdoll configuration file. If null, will select the default. |
Definition at line 1203 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 1249 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 1229 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Create a new character
speciesName | Name of the species (or the path to the config file) |
position | Position in display units. |
seed | RNG seed to use if the character config has randomizable parameters. |
characterInfo | The name, gender, etc of the character. Only used for humans, and if the parameter is not given, a random CharacterInfo is generated. |
id | ID to assign to the character. If set to 0, automatically find an available ID. |
isRemotePlayer | Is the character controlled by a remote player. |
hasAi | Is the character controlled by AI. |
createNetworkEvent | Should clients receive a network event about the creation of this character? |
ragdoll | Ragdoll configuration file. If null, will select the default. |
Definition at line 1220 of file BarotraumaShared/SharedSource/Characters/Character.cs.
AttackResult Barotrauma.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 |
||
) |
Definition at line 4239 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.DeselectCharacter | ( | ) |
Definition at line 2838 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.DespawnNow | ( | bool | createNetworkEvents = true | ) |
Definition at line 3670 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.DisableLine | ( | Identifier | identifier | ) |
Definition at line 3929 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.DisableLine | ( | string | identifier | ) |
Definition at line 3937 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.DoInteractionUpdate | ( | float | deltaTime, |
Vector2 | mouseSimPos | ||
) |
Definition at line 2850 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.DoVisibilityCheck | ( | Camera | cam | ) |
Definition at line 799 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.Draw | ( | SpriteBatch | spriteBatch, |
Camera | cam | ||
) |
Definition at line 815 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
virtual |
Definition at line 848 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.DrawGUIMessages | ( | SpriteBatch | spriteBatch, |
Camera | cam | ||
) |
Definition at line 827 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.DrawHUD | ( | SpriteBatch | spriteBatch, |
Camera | cam, | ||
bool | drawHealth = true |
||
) |
Definition at line 821 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.EmulateInput | ( | InputType | input | ) |
Definition at line 480 of file BarotraumaClient/ClientSource/Characters/Character.cs.
bool Barotrauma.Character.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 |
||
) |
Finds the closest item seeking by identifiers or tags from the world. Ignores items that are outside or in another team's submarine or in a submarine that is not connected to this submarine. Also ignores non-interactable items and items that are taken by someone else. The method is run in steps for performance reasons. So you'll have to provide the reference to the itemIndex. Returns false while running and true when done.
Definition at line 2555 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Item Barotrauma.Character.FindItemAtPosition | ( | Vector2 | simPosition, |
float | aimAssistModifier = 0.0f , |
||
Item[] | ignoredItems = null |
||
) |
Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item.
character | The Character who is looking for the interactable item, only items that are close enough to this character are returned |
simPosition | The item at the simPosition, with the lowest depth, is returned |
allowFindingNearestItem | If this is true and an item cannot be found at simPosition then a nearest item will be returned if possible |
hull | If a hull is specified, only items within that hull are returned |
Definition at line 564 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.ForgiveAttacker | ( | Character | character | ) |
Definition at line 3435 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.GetAbilityResistance | ( | AfflictionPrefab | affliction | ) |
Definition at line 5452 of file BarotraumaShared/SharedSource/Characters/Character.cs.
IEnumerable<AttackContext> Barotrauma.Character.GetAttackContexts | ( | ) |
Definition at line 5018 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Definition at line 3904 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Order Barotrauma.Character.GetCurrentOrderWithTopPriority | ( | ) |
Definition at line 3893 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.GetDamageDoneByAttacker | ( | Character | otherCharacter | ) |
Definition at line 3444 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
protected |
How far the character is from the closest human player (including spectators)
Definition at line 3523 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.GetDistanceToClosestLimb | ( | Vector2 | simPos | ) |
Definition at line 3555 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
protected |
How far the character is from the closest human player (including spectators)
Definition at line 3515 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Item Barotrauma.Character.GetEquippedItem | ( | Identifier? | tagOrIdentifier = null , |
InvSlotType? | slotType = null |
||
) |
Definition at line 2488 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Definition at line 5268 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.GetLeftHandPenalty | ( | ) |
float Barotrauma.Character.GetLegPenalty | ( | float | startSum = 0 | ) |
Definition at line 1977 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Color Barotrauma.Character.GetNameColor | ( | ) |
Definition at line 1033 of file BarotraumaClient/ClientSource/Characters/Character.cs.
Vector2 Barotrauma.Character.GetRelativeSimPosition | ( | ISpatialEntity | target, |
Vector2? | worldPos = null |
||
) |
float Barotrauma.Character.GetRightHandPenalty | ( | ) |
float Barotrauma.Character.GetSkillLevel | ( | Identifier | skillIdentifier | ) |
Definition at line 1752 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.GetSkillLevel | ( | string | skillIdentifier | ) |
CharacterSound Barotrauma.Character.GetSound | ( | Func< CharacterSound, bool > | predicate = null , |
bool | random = false |
||
) |
Note that when a predicate is provided, the random option uses Linq.Where() extension method, which creates a new collection.
float Barotrauma.Character.GetStatValue | ( | StatTypes | statType, |
bool | includeSaved = true |
||
) |
Definition at line 5352 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Vector2 Barotrauma.Character.GetTargetMovement | ( | ) |
Definition at line 1804 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.GetTemporarySpeedReduction | ( | ) |
Speed reduction from the current limb specific damage. Min 0, max 1.
Definition at line 1928 of file BarotraumaShared/SharedSource/Characters/Character.cs.
List<Hull> Barotrauma.Character.GetVisibleHulls | ( | ) |
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls. Can be heavy if used every frame.
Definition at line 5048 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.GiveIdCardTags | ( | WayPoint | spawnPoint, |
bool | createNetworkEvent = false |
||
) |
Definition at line 1718 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.GiveJobItems | ( | WayPoint | spawnPoint = null | ) |
Definition at line 1699 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.GiveMoney | ( | int | amount | ) |
Shows visual notification of money gained by the specific player. Useful for mid-mission monetary gains.
Definition at line 5298 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.GiveTalent | ( | Identifier | talentIdentifier, |
bool | addingFirstTime = true |
||
) |
Definition at line 5149 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.GiveTalent | ( | TalentPrefab | talentPrefab, |
bool | addingFirstTime = true |
||
) |
Definition at line 5171 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.GiveTalent | ( | UInt32 | talentIdentifier, |
bool | addingFirstTime = true |
||
) |
Definition at line 5160 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasAbilityFlag | ( | AbilityFlags | abilityFlag | ) |
Definition at line 5445 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasEquippedItem | ( | Identifier | tagOrIdentifier, |
bool | allowBroken = true , |
||
InvSlotType? | slotType = null |
||
) |
Definition at line 2467 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasEquippedItem | ( | Item | item, |
InvSlotType? | slotType = null , |
||
Func< InvSlotType, bool > | predicate = null |
||
) |
Definition at line 2444 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasItem | ( | Item | item, |
bool | requireEquipped = false , |
||
InvSlotType? | slotType = null |
||
) |
bool Barotrauma.Character.HasJob | ( | Identifier | identifier | ) |
bool Barotrauma.Character.HasJob | ( | string | identifier | ) |
bool Barotrauma.Character.HasRecipeForItem | ( | Identifier | recipeIdentifier | ) |
Definition at line 5277 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasSelectedAnotherSecondaryItem | ( | Item | item | ) |
bool Barotrauma.Character.HasStoreAccessForItem | ( | ItemPrefab | prefab | ) |
Definition at line 5282 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasTalent | ( | Identifier | identifier | ) |
Definition at line 5193 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasTalents | ( | ) |
Definition at line 5217 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasTeamChange | ( | string | identifier | ) |
Definition at line 285 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.HasUnlockedAllTalents | ( | ) |
Definition at line 5199 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.IsAnySelectedItem | ( | Item | item | ) |
Is the item either the primary or the secondary selected item?
item |
bool Barotrauma.Character.IsFacing | ( | Vector2 | targetWorldPos | ) |
A simple check if the character Dir is towards the target or not. Uses the world coordinates.
bool Barotrauma.Character.IsFriendly | ( | Character | other | ) |
bool Barotrauma.Character.IsInSameRoomAs | ( | Character | character | ) |
Check if the character is in the same room Room and hull differ in that a room can consist of multiple linked hulls
Definition at line 5248 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.IsItemTakenBySomeoneElse | ( | Item | item | ) |
bool Barotrauma.Character.IsKeyDown | ( | InputType | inputType | ) |
Definition at line 1603 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.IsKeyHit | ( | InputType | inputType | ) |
Definition at line 1561 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.IsOnFriendlyTeam | ( | Character | other | ) |
|
static |
Definition at line 5496 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.IsOnFriendlyTeam | ( | CharacterTeamType | otherTeam | ) |
bool Barotrauma.Character.IsSameSpeciesOrGroup | ( | Character | other | ) |
|
static |
Definition at line 2330 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.Kill | ( | CauseOfDeathType | causeOfDeath, |
Affliction | causeOfDeathAffliction, | ||
bool | isNetworkMessage = false , |
||
bool | log = true |
||
) |
Definition at line 4606 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.LoadHeadAttachments | ( | ) |
Definition at line 1530 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.LoadTalents | ( | ) |
Definition at line 5127 of file BarotraumaShared/SharedSource/Characters/Character.cs.
delegate void Barotrauma.Character.OnAttackedHandler | ( | Character | attacker, |
AttackResult | attackResult | ||
) |
delegate void Barotrauma.Character.OnDeathHandler | ( | Character | character, |
CauseOfDeath | causeOfDeath | ||
) |
void Barotrauma.Character.OnWearablesChanged | ( | ) |
Definition at line 5378 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.PlaySound | ( | CharacterSound.SoundType | soundType, |
float | soundIntervalFactor = 1.0f , |
||
float | maxInterval = 0 |
||
) |
Definition at line 1143 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
static |
Definition at line 559 of file BarotraumaClient/ClientSource/Characters/CharacterNetworking.cs.
void Barotrauma.Character.RecordKill | ( | Character | target | ) |
Definition at line 4226 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ReleaseSecondaryItem | ( | ) |
void Barotrauma.Character.ReloadHead | ( | int? | headId = null , |
int | hairIndex = -1 , |
||
int | beardIndex = -1 , |
||
int | moustacheIndex = -1 , |
||
int | faceAttachmentIndex = -1 |
||
) |
Definition at line 1491 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
virtual |
Reimplemented from Barotrauma.Entity.
Definition at line 4779 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.RemoveAbilityFlag | ( | AbilityFlags | abilityFlag | ) |
Definition at line 5440 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.RemoveAbilityResistance | ( | TalentResistanceIdentifier | identifier | ) |
void Barotrauma.Character.RemoveActiveObjectiveEntity | ( | Entity | entity | ) |
Definition at line 1172 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
static |
Definition at line 3680 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.ResetNetState | ( | ) |
Definition at line 115 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
void Barotrauma.Character.ResetSpeedMultiplier | ( | ) |
Definition at line 1888 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.Revive | ( | bool | removeAfflictions = true , |
bool | createNetworkEvent = false |
||
) |
Definition at line 4723 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SaveInventory | ( | ) |
Calls SaveInventory(Barotrauma.Inventory, XElement) using 'Inventory' and 'Info.InventoryData'
Definition at line 4882 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 4858 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SelectCharacter | ( | Character | character | ) |
Definition at line 2832 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetAllDamage | ( | float | damageAmount, |
float | bleedingDamageAmount, | ||
float | burnDamageAmount | ||
) |
Definition at line 4038 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetAttackTarget | ( | Limb | attackLimb, |
IDamageable | damageTarget, | ||
Vector2 | attackPos | ||
) |
Definition at line 2302 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetCustomInteract | ( | Action< Character, Character > | onCustomInteract, |
LocalizedString | hudText | ||
) |
Set an action that's invoked when another character interacts with this one.
onCustomInteract | Action invoked when another character interacts with this one. T1 = this character, T2 = the interacting character |
hudText | Displayed on the character when highlighted. |
Definition at line 2826 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetInput | ( | InputType | inputType, |
bool | hit, | ||
bool | held | ||
) |
Definition at line 1667 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetMoney | ( | int | amount | ) |
Definition at line 5328 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetOrder | ( | Order | order, |
bool | isNewOrder, | ||
bool | speak = true , |
||
bool | force = false |
||
) |
force | Force an order to be set for the character, bypassing hearing checks |
Definition at line 3742 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetOriginalTeam | ( | CharacterTeamType | newTeam | ) |
Definition at line 260 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SetStun | ( | float | newStun, |
bool | allowStunDecrease = false , |
||
bool | isNetworkMessage = false |
||
) |
Definition at line 4416 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.ShouldLockHud | ( | ) |
Definition at line 681 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.ShowSpeechBubble | ( | float | duration, |
Color | color | ||
) |
Definition at line 4032 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.SpawnInventoryItems | ( | Inventory | inventory, |
ContentXElement | itemData | ||
) |
Definition at line 4887 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.Speak | ( | string | message, |
ChatMessageType? | messageType = null , |
||
float | delay = 0.0f , |
||
Identifier | identifier = default , |
||
float | minDurationBetweenSimilar = 0.0f |
||
) |
Definition at line 3942 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.StackHealthMultiplier | ( | float | val | ) |
Definition at line 1906 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.StackSpeedMultiplier | ( | float | val | ) |
Definition at line 1882 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.StopClimbing | ( | ) |
Definition at line 5517 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.TeleportTo | ( | Vector2 | worldPos | ) |
Definition at line 4844 of file BarotraumaShared/SharedSource/Characters/Character.cs.
override string Barotrauma.Character.ToString | ( | ) |
Definition at line 1690 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.TryAddNewTeamChange | ( | string | identifier, |
ActiveTeamChange | newTeamChange | ||
) |
Definition at line 290 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.TryAdjustAttackerSkill | ( | Character | attacker, |
AttackResult | attackResult | ||
) |
Definition at line 4334 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.TryAdjustHealerSkill | ( | Character | healer, |
float | healthChange = 0 , |
||
Affliction | affliction = null |
||
) |
Definition at line 4394 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.TryRemoveTeamChange | ( | string | identifier | ) |
Definition at line 309 of file BarotraumaShared/SharedSource/Characters/Character.cs.
void Barotrauma.Character.TrySeverLimbJoints | ( | Limb | targetLimb, |
float | severLimbsProbability, | ||
float | damage, | ||
bool | allowBeheading, | ||
bool | ignoreSeveranceProbabilityModifier = false , |
||
Character | attacker = null |
||
) |
Definition at line 4131 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
virtual |
Reimplemented in Barotrauma.AICharacter.
Definition at line 3163 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 3085 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 3075 of file BarotraumaShared/SharedSource/Characters/Character.cs.
HUDProgressBar Barotrauma.Character.UpdateHUDProgressBar | ( | object | linkedObject, |
Vector2 | worldPosition, | ||
float | progress, | ||
Color | emptyColor, | ||
Color | fullColor, | ||
string | textTag = "" |
||
) |
Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object) The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time
Definition at line 1120 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.UpdateLocalCursor | ( | Camera | cam | ) |
Definition at line 443 of file BarotraumaClient/ClientSource/Characters/Character.cs.
void Barotrauma.Character.UpdateTeam | ( | ) |
Definition at line 321 of file BarotraumaShared/SharedSource/Characters/Character.cs.
ConversationAction Barotrauma.Character.ActiveConversation |
Definition at line 606 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
protected |
Definition at line 245 of file BarotraumaShared/SharedSource/Characters/Character.cs.
readonly AnimController Barotrauma.Character.AnimController |
Definition at line 358 of file BarotraumaShared/SharedSource/Characters/Character.cs.
readonly HashSet<Projectile> Barotrauma.Character.AttachedProjectiles = new HashSet<Projectile>() |
Definition at line 243 of file BarotraumaShared/SharedSource/Characters/Character.cs.
CampaignMode.InteractionType Barotrauma.Character.CampaignInteractionType |
Definition at line 1127 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Definition at line 33 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 35 of file BarotraumaShared/SharedSource/Characters/Character.cs.
CombatAction Barotrauma.Character.CombatAction |
Definition at line 356 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Hull Barotrauma.Character.CurrentHull = null |
Definition at line 117 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
protected |
Definition at line 246 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 20 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
static |
Definition at line 18 of file BarotraumaClient/ClientSource/Characters/Character.cs.
bool Barotrauma.Character.DisableHealthWindow |
Definition at line 860 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.dontFollowCursor |
Definition at line 799 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.ExternalHighlight |
Definition at line 34 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
protected |
Definition at line 366 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.GodMode = false |
Godmoded characters cannot receive any afflictions whatsoever
Definition at line 1110 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.healthUpdateTimer |
Definition at line 90 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
|
protected |
Definition at line 23 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
protected |
Definition at line 24 of file BarotraumaClient/ClientSource/Characters/Character.cs.
bool Barotrauma.Character.IsForceRagdolled |
Definition at line 798 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.IsRagdolled |
Definition at line 797 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.isSynced = false |
Definition at line 103 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
|
protected |
Definition at line 175 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 793 of file BarotraumaShared/SharedSource/Characters/Character.cs.
float Barotrauma.Character.KnockbackCooldownTimer |
Definition at line 794 of file BarotraumaShared/SharedSource/Characters/Character.cs.
AttackResult Barotrauma.Character.LastDamage |
Definition at line 385 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Entity Barotrauma.Character.LastDamageSource |
Definition at line 383 of file BarotraumaShared/SharedSource/Characters/Character.cs.
UInt16 Barotrauma.Character.LastNetworkUpdateID = 0 |
Definition at line 69 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
UInt16 Barotrauma.Character.LastProcessedID |
ID of the last inputs the server has processed
Definition at line 74 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
|
protected |
Definition at line 28 of file BarotraumaClient/ClientSource/Characters/Character.cs.
readonly HashSet<LatchOntoAI> Barotrauma.Character.Latchers = new HashSet<LatchOntoAI>() |
Definition at line 242 of file BarotraumaShared/SharedSource/Characters/Character.cs.
HashSet<Identifier> Barotrauma.Character.MarkedAsLooted = new() |
Definition at line 1177 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 39 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
static |
Definition at line 38 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Identifier Barotrauma.Character.MerchantIdentifier |
Definition at line 1128 of file BarotraumaShared/SharedSource/Characters/Character.cs.
OnAttackedHandler Barotrauma.Character.OnAttacked |
Definition at line 1192 of file BarotraumaShared/SharedSource/Characters/Character.cs.
OnDeathHandler Barotrauma.Character.OnDeath |
Definition at line 1189 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
protected |
Definition at line 362 of file BarotraumaShared/SharedSource/Characters/Character.cs.
readonly CharacterParams Barotrauma.Character.Params |
Definition at line 398 of file BarotraumaShared/SharedSource/Characters/Character.cs.
readonly CharacterPrefab Barotrauma.Character.Prefab |
Definition at line 396 of file BarotraumaShared/SharedSource/Characters/Character.cs.
Hull Barotrauma.Character.PreviousHull = null |
Definition at line 116 of file BarotraumaShared/SharedSource/Characters/Character.cs.
readonly Dictionary<Identifier, SerializableProperty> Barotrauma.Character.Properties |
Definition at line 164 of file BarotraumaShared/SharedSource/Characters/Character.cs.
bool Barotrauma.Character.RequireConsciousnessForCustomInteract = true |
Definition at line 608 of file BarotraumaShared/SharedSource/Characters/Character.cs.
readonly string Barotrauma.Character.Seed |
Definition at line 365 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
protected |
Definition at line 22 of file BarotraumaClient/ClientSource/Characters/Character.cs.
LocalizedString Barotrauma.Character.TraitorCurrentObjective = "" |
Definition at line 456 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 236 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 1024 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 472 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 873 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1182 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 609 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 634 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Can be used by status effects
Definition at line 788 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 889 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 416 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 148 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
getset |
Definition at line 879 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 74 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
getset |
Can be used to set camera shake from status effects
Definition at line 133 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 1095 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 1065 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1056 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 648 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 645 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 1078 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 636 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1831 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 418 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1049 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 858 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5125 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 95 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
getset |
Can be used by status effects
Definition at line 113 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 580 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
staticgetset |
Definition at line 48 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 461 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Current speed of the character's collider. Can be used by status effects to check if the character is moving.
Definition at line 934 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 650 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 666 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 604 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 154 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
getset |
MonsterEvents disable monsters (which includes removing them from the character list, so they essentially "don't exist") until they're ready to spawn
Definition at line 95 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Prevents the character from highlighting items or characters with the cursor, meaning it can't interact with anything but the things it has currently selected/equipped
Definition at line 601 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 919 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Prevents the character from interacting with items or characters
Definition at line 595 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 524 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 81 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
getset |
Definition at line 158 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1168 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 875 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 44 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 1047 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 202 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 671 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 1012 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 1800 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 160 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
getset |
Definition at line 101 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
getset |
Definition at line 104 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 402 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Has the characters selected a primary or a secondary item?
Definition at line 1003 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 864 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Can be used to modify the character's health via StatusEffects
Definition at line 1904 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 865 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 93 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
|
get |
Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once.
Definition at line 734 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 562 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 68 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 841 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 178 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Health multiplier of the human prefab this character is an instance of (if any)
Definition at line 1923 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 925 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 494 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Can be used by status effects to check whether the characters is in a high-pressure environment
Definition at line 780 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 587 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 394 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1103 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 815 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5103 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 154 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5098 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1802 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Is the character player or does it have an active ship command manager (an AI controlled sub)? Bots in the player team are not treated as commanders.
Definition at line 153 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 1030 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 409 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 462 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5099 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 155 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 414 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 877 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 353 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 457 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 404 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 408 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 410 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5120 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 801 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1179 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1180 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 355 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5107 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned. With stunning, the parameter uses an one second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property.
Definition at line 4414 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 874 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 147 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 1105 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 406 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 412 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5100 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5101 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
staticget |
Definition at line 209 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 349 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 351 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 820 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 148 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5106 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit).
Definition at line 5118 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Is the character controlled remotely (either by another player, or a server-side AIController)
Definition at line 122 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Is the character controlled by another human player (should always be false in single player)
Definition at line 145 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5102 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 450 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 810 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 5105 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Is the character currently visible on the camera. Refresh the value by calling DoVisibilityCheck.
Definition at line 39 of file BarotraumaClient/ClientSource/Characters/Character.cs.
|
get |
Definition at line 5104 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 387 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 156 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 170 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 379 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 378 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 380 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 615 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 552 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 746 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 582 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 867 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 866 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 110 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
|
get |
Definition at line 105 of file BarotraumaShared/SharedSource/Characters/CharacterNetworking.cs.
|
get |
Definition at line 516 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 424 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 436 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 430 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 438 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 753 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
get |
Definition at line 221 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 1799 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 825 of file BarotraumaShared/SharedSource/Characters/Character.cs.
|
getset |
Definition at line 835 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 1018 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Definition at line 876 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Definition at line 1163 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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getset |
Definition at line 767 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 913 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters)
Definition at line 1872 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 88 of file BarotraumaClient/ClientSource/Characters/Character.cs.
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get |
Definition at line 381 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 718 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 673 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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The primary selected item. It can be any device that character interacts with. This excludes items like ladders and chairs which are assigned to SelectedSecondaryItem.
Definition at line 943 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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The secondary selected item. It's an item other than a device (see SelectedItem), e.g. a ladder or a chair.
Definition at line 998 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 165 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Definition at line 1131 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Definition at line 660 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Definition at line 400 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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getset |
Definition at line 898 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Can be used to modify the character's speed via StatusEffects
Definition at line 1864 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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getset |
Definition at line 848 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 209 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 5109 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 1112 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Is the health interface available on this character? Can be used by status effects
Definition at line 1121 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 846 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Definition at line 514 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 466 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 444 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 863 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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Definition at line 228 of file BarotraumaShared/SharedSource/Characters/Character.cs.
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get |
Was the character in full health at the beginning of the frame?
Definition at line 872 of file BarotraumaShared/SharedSource/Characters/Character.cs.