Barotrauma Client Doc
Barotrauma.CharacterHealth Member List

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

AddToGUIUpdateList()Barotrauma.CharacterHealth
AlignmentBarotrauma.CharacterHealth
ApplyAffliction(Limb targetLimb, Affliction affliction, bool allowStacking=true, bool ignoreUnkillability=false)Barotrauma.CharacterHealth
ApplyAfflictionStatusEffects(ActionType type)Barotrauma.CharacterHealth
ApplyDamage(Limb hitLimb, AttackResult attackResult, bool allowStacking=true)Barotrauma.CharacterHealth
BloodlossAfflictionBarotrauma.CharacterHealth
BloodlossAmountBarotrauma.CharacterHealth
BodyTintBarotrauma.CharacterHealth
CalculateVitality()Barotrauma.CharacterHealth
CharacterBarotrauma.CharacterHealth
CharacterHealth(Character character)Barotrauma.CharacterHealth
CharacterHealth(ContentXElement element, Character character, ContentXElement limbHealthElement=null)Barotrauma.CharacterHealth
ClientRead(IReadMessage inc)Barotrauma.CharacterHealth
CPRButtonBarotrauma.CharacterHealth
CrushDepthBarotrauma.CharacterHealth
DamageOverlayBarotrauma.CharacterHealthstatic
DamageOverlayTimerBarotrauma.CharacterHealth
DefaultFaceTintBarotrauma.CharacterHealthstatic
DisplayedVitalityBarotrauma.CharacterHealth
DoesBleedBarotrauma.CharacterHealth
DrawHUD(SpriteBatch spriteBatch)Barotrauma.CharacterHealth
FaceTintBarotrauma.CharacterHealth
ForceUpdateVisuals()Barotrauma.CharacterHealth
GetActiveAfflictionTags()Barotrauma.CharacterHealth
GetAffliction(string identifier, bool allowLimbAfflictions=true)Barotrauma.CharacterHealth
GetAffliction(Identifier identifier, bool allowLimbAfflictions=true)Barotrauma.CharacterHealth
GetAffliction(Identifier identifier, Limb limb)Barotrauma.CharacterHealth
GetAffliction< T >(Identifier identifier, bool allowLimbAfflictions=true)Barotrauma.CharacterHealth
GetAfflictionIconColor(AfflictionPrefab prefab, Affliction affliction)Barotrauma.CharacterHealthstatic
GetAfflictionIconColor(AfflictionPrefab prefab, float afflictionStrength)Barotrauma.CharacterHealthstatic
GetAfflictionIconColor(Affliction affliction)Barotrauma.CharacterHealthstatic
GetAfflictionLimb(Affliction affliction)Barotrauma.CharacterHealth
GetAfflictionOfType(Identifier afflictionType, bool allowLimbAfflictions=true)Barotrauma.CharacterHealth
GetAfflictionStrength(Identifier afflictionType, Limb limb, bool requireLimbSpecific)Barotrauma.CharacterHealth
GetAfflictionStrength(Identifier afflictionType, Identifier afflictionidentifier, bool allowLimbAfflictions=true)Barotrauma.CharacterHealth
GetAfflictionStrengthByIdentifier(Identifier afflictionIdentifier, bool allowLimbAfflictions=true)Barotrauma.CharacterHealth
GetAfflictionStrengthByType(Identifier afflictionType, bool allowLimbAfflictions=true)Barotrauma.CharacterHealth
GetAllAfflictions()Barotrauma.CharacterHealth
GetAllAfflictions(Func< Affliction, bool > limbHealthFilter)Barotrauma.CharacterHealth
GetLimbDamage(Limb limb, Identifier afflictionType)Barotrauma.CharacterHealth
GetPredictedStrength(Affliction affliction, float predictFutureDuration, Limb limb=null)Barotrauma.CharacterHealth
GetResistance(AfflictionPrefab afflictionPrefab)Barotrauma.CharacterHealth
GetStatValue(StatTypes statType)Barotrauma.CharacterHealth
GetSuitableTreatments(Dictionary< Identifier, float > treatmentSuitability, bool normalize, Character user, Limb limb=null, bool ignoreHiddenAfflictions=false, float predictFutureDuration=0.0f)Barotrauma.CharacterHealth
GetTotalAdjustedAfflictionStrength(Affliction affliction, float otherAfflictionMultiplier=0.3f, bool includeSameAffliction=true)Barotrauma.CharacterHealth
HasFlag(AbilityFlags flagType)Barotrauma.CharacterHealth
HealthBarPulsateTimerBarotrauma.CharacterHealth
HealthPercentageBarotrauma.CharacterHealth
InsufficientOxygenThresholdBarotrauma.CharacterHealthstatic
InventorySlotContainerBarotrauma.CharacterHealth
IsMouseOnHealthBar()Barotrauma.CharacterHealthstatic
IsParalyzedBarotrauma.CharacterHealth
IsUnconsciousBarotrauma.CharacterHealth
Load(XElement element, Func< AfflictionPrefab, bool > afflictionPredicate=null)Barotrauma.CharacterHealth
LowOxygenThresholdBarotrauma.CharacterHealthstatic
MaxVitalityBarotrauma.CharacterHealth
minVitalityBarotrauma.CharacterHealthprotected
MinVitalityBarotrauma.CharacterHealth
MouseOnElementBarotrauma.CharacterHealth
OnItemDropped(Item item, bool ignoreMousePos)Barotrauma.CharacterHealth
OpenHealthWindowBarotrauma.CharacterHealthstatic
OxygenAmountBarotrauma.CharacterHealth
OxygenLowResistanceBarotrauma.CharacterHealth
PressureAfflictionBarotrauma.CharacterHealth
PressureKillDelayBarotrauma.CharacterHealth
ReduceAfflictionOnAllLimbs(Identifier afflictionIdOrType, float amount, ActionType? treatmentAction=null)Barotrauma.CharacterHealth
ReduceAfflictionOnLimb(Limb targetLimb, Identifier afflictionIdOrType, float amount, ActionType? treatmentAction=null)Barotrauma.CharacterHealth
ReduceAllAfflictionsOnAllLimbs(float amount, ActionType? treatmentAction=null)Barotrauma.CharacterHealth
ReduceAllAfflictionsOnLimb(Limb targetLimb, float amount, ActionType? treatmentAction=null)Barotrauma.CharacterHealth
Remove()Barotrauma.CharacterHealth
RemoveAllAfflictions()Barotrauma.CharacterHealth
RemoveNegativeAfflictions()Barotrauma.CharacterHealth
Save(XElement healthElement)Barotrauma.CharacterHealth
ServerWrite(IWriteMessage msg)Barotrauma.CharacterHealth
SetAllDamage(float damageAmount, float bleedingDamageAmount, float burnDamageAmount)Barotrauma.CharacterHealth
SetHealthBarVisibility(bool value)Barotrauma.CharacterHealth
SetVitality(float newVitality)Barotrauma.CharacterHealth
SortAfflictionsBySeverity(IEnumerable< Affliction > afflictions, bool excludeBuffs=true)Barotrauma.CharacterHealthstatic
StunBarotrauma.CharacterHealth
StunTimerBarotrauma.CharacterHealth
SuicideButtonBarotrauma.CharacterHealth
typeBarotrauma.CharacterHealth
UnkillableBarotrauma.CharacterHealth
UnmodifiedMaxVitalityBarotrauma.CharacterHealthprotected
Update(float deltaTime)Barotrauma.CharacterHealth
UpdateClientSpecific(float deltaTime)Barotrauma.CharacterHealth
UpdateHUD(float deltaTime)Barotrauma.CharacterHealth
UpdateStatusHUD(float deltaTime)Barotrauma.CharacterHealth
UseHealthWindowBarotrauma.CharacterHealth
VitalityBarotrauma.CharacterHealth
VitalityDisregardingDeathBarotrauma.CharacterHealth
WasInFullHealthBarotrauma.CharacterHealth