Barotrauma Client Doc
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Classes | |
class | DamageOverlayPrefab |
class | LimbHealth |
Public Member Functions | |
CharacterHealth (Character character) | |
CharacterHealth (ContentXElement element, Character character, ContentXElement limbHealthElement=null) | |
IReadOnlyCollection< Affliction > | GetAllAfflictions () |
IEnumerable< Affliction > | GetAllAfflictions (Func< Affliction, bool > limbHealthFilter) |
Affliction | GetAffliction (string identifier, bool allowLimbAfflictions=true) |
Affliction | GetAffliction (Identifier identifier, bool allowLimbAfflictions=true) |
Affliction | GetAfflictionOfType (Identifier afflictionType, bool allowLimbAfflictions=true) |
T | GetAffliction< T > (Identifier identifier, bool allowLimbAfflictions=true) |
Affliction | GetAffliction (Identifier identifier, Limb limb) |
Limb | GetAfflictionLimb (Affliction affliction) |
float | GetAfflictionStrength (Identifier afflictionType, Limb limb, bool requireLimbSpecific) |
Get the total strength of the afflictions of a specific type attached to a specific limb More... | |
float | GetAfflictionStrengthByType (Identifier afflictionType, bool allowLimbAfflictions=true) |
float | GetAfflictionStrengthByIdentifier (Identifier afflictionIdentifier, bool allowLimbAfflictions=true) |
float | GetAfflictionStrength (Identifier afflictionType, Identifier afflictionidentifier, bool allowLimbAfflictions=true) |
void | ApplyAffliction (Limb targetLimb, Affliction affliction, bool allowStacking=true, bool ignoreUnkillability=false) |
float | GetResistance (AfflictionPrefab afflictionPrefab) |
float | GetStatValue (StatTypes statType) |
bool | HasFlag (AbilityFlags flagType) |
void | ReduceAllAfflictionsOnAllLimbs (float amount, ActionType? treatmentAction=null) |
void | ReduceAfflictionOnAllLimbs (Identifier afflictionIdOrType, float amount, ActionType? treatmentAction=null) |
void | ReduceAllAfflictionsOnLimb (Limb targetLimb, float amount, ActionType? treatmentAction=null) |
void | ReduceAfflictionOnLimb (Limb targetLimb, Identifier afflictionIdOrType, float amount, ActionType? treatmentAction=null) |
void | ApplyDamage (Limb hitLimb, AttackResult attackResult, bool allowStacking=true) |
void | SetAllDamage (float damageAmount, float bleedingDamageAmount, float burnDamageAmount) |
float | GetLimbDamage (Limb limb, Identifier afflictionType) |
void | RemoveAllAfflictions () |
void | RemoveNegativeAfflictions () |
void | Update (float deltaTime) |
void | ForceUpdateVisuals () |
void | SetVitality (float newVitality) |
void | CalculateVitality () |
void | ApplyAfflictionStatusEffects (ActionType type) |
void | GetSuitableTreatments (Dictionary< Identifier, float > treatmentSuitability, bool normalize, Character user, Limb limb=null, bool ignoreHiddenAfflictions=false, float predictFutureDuration=0.0f) |
Get the identifiers of the items that can be used to treat the character. Takes into account all the afflictions the character has, and negative treatment suitabilities (e.g. a medicine that causes oxygen loss may not be suitable if the character is already suffocating) More... | |
float | GetTotalAdjustedAfflictionStrength (Affliction affliction, float otherAfflictionMultiplier=0.3f, bool includeSameAffliction=true) |
Returns the total strength of instances of the same affliction on all the characters limbs, with a smaller weight given to the other afflictions on other limbs More... | |
IEnumerable< Identifier > | GetActiveAfflictionTags () |
float | GetPredictedStrength (Affliction affliction, float predictFutureDuration, Limb limb=null) |
void | ServerWrite (IWriteMessage msg) |
void | Remove () |
void | Save (XElement healthElement) |
void | Load (XElement element, Func< AfflictionPrefab, bool > afflictionPredicate=null) |
void | UpdateClientSpecific (float deltaTime) |
void | UpdateHUD (float deltaTime) |
void | AddToGUIUpdateList () |
void | DrawHUD (SpriteBatch spriteBatch) |
void | UpdateStatusHUD (float deltaTime) |
bool | OnItemDropped (Item item, bool ignoreMousePos) |
void | SetHealthBarVisibility (bool value) |
void | ClientRead (IReadMessage inc) |
Static Public Member Functions | |
static IEnumerable< Affliction > | SortAfflictionsBySeverity (IEnumerable< Affliction > afflictions, bool excludeBuffs=true) |
Automatically filters out buffs. More... | |
static bool | IsMouseOnHealthBar () |
static Color | GetAfflictionIconColor (AfflictionPrefab prefab, Affliction affliction) |
static Color | GetAfflictionIconColor (AfflictionPrefab prefab, float afflictionStrength) |
static Color | GetAfflictionIconColor (Affliction affliction) |
Public Attributes | |
bool | Unkillable |
readonly Character | Character |
CauseOfDeathType | type |
float | DisplayedVitality |
Static Public Attributes | |
const float | InsufficientOxygenThreshold = 30.0f |
const float | LowOxygenThreshold = 50.0f |
static readonly Color | DefaultFaceTint = Color.TransparentBlack |
Protected Attributes | |
float | minVitality |
Properties | |
float | UnmodifiedMaxVitality [get, set] |
Maximum vitality without talent- or job-based modifiers More... | |
bool | DoesBleed [get] |
bool | UseHealthWindow [get, set] |
float | CrushDepth [get] |
Affliction | BloodlossAffliction [get] |
bool | IsUnconscious [get] |
float | PressureKillDelay = 5.0f [get] |
float | Vitality [get] |
float | VitalityDisregardingDeath [get] |
How much vitality the character would have if it was alive? E.g. a character killed by disconnection or with console commands may not have any vitality-reducing afflictions despite being dead More... | |
float | HealthPercentage [get] |
float??? | MaxVitality [get] |
float??? | MinVitality [get] |
Color | FaceTint [get] |
Color | BodyTint [get] |
float | OxygenAmount [get, set] |
float | BloodlossAmount [get, set] |
float | Stun [get, set] |
bool | IsParalyzed [get] |
float | StunTimer [get] |
bool | WasInFullHealth [get] |
Was the character in full health at the beginning of the frame? More... | |
Affliction | PressureAffliction [get] |
float | OxygenLowResistance [get] |
0-1. More... | |
static Sprite | DamageOverlay [get] |
Alignment | Alignment [get, set] |
GUIButton | SuicideButton [get] |
float | DamageOverlayTimer [get] |
bool | MouseOnElement [get] |
static CharacterHealth?? | OpenHealthWindow [get, set] |
GUIButton | CPRButton [get] |
GUIComponent | InventorySlotContainer [get] |
float | HealthBarPulsateTimer [get, set] |
Definition at line 18 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
Barotrauma.CharacterHealth.CharacterHealth | ( | Character | character | ) |
Definition at line 258 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
Barotrauma.CharacterHealth.CharacterHealth | ( | ContentXElement | element, |
Character | character, | ||
ContentXElement | limbHealthElement = null |
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Definition at line 273 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.AddToGUIUpdateList | ( | ) |
Definition at line 997 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ApplyAffliction | ( | Limb | targetLimb, |
Affliction | affliction, | ||
bool | allowStacking = true , |
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bool | ignoreUnkillability = false |
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Definition at line 444 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ApplyAfflictionStatusEffects | ( | ActionType | type | ) |
Definition at line 1065 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ApplyDamage | ( | Limb | hitLimb, |
AttackResult | attackResult, | ||
bool | allowStacking = true |
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Definition at line 601 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.CalculateVitality | ( | ) |
Definition at line 987 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ClientRead | ( | IReadMessage | inc | ) |
Definition at line 2000 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.DrawHUD | ( | SpriteBatch | spriteBatch | ) |
Definition at line 1024 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ForceUpdateVisuals | ( | ) |
Definition at line 909 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
IEnumerable<Identifier> Barotrauma.CharacterHealth.GetActiveAfflictionTags | ( | ) |
Definition at line 1234 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
Affliction Barotrauma.CharacterHealth.GetAffliction | ( | Identifier | identifier, |
bool | allowLimbAfflictions = true |
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Affliction Barotrauma.CharacterHealth.GetAffliction | ( | Identifier | identifier, |
Limb | limb | ||
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Definition at line 360 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
Affliction Barotrauma.CharacterHealth.GetAffliction | ( | string | identifier, |
bool | allowLimbAfflictions = true |
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T Barotrauma.CharacterHealth.GetAffliction< T > | ( | Identifier | identifier, |
bool | allowLimbAfflictions = true |
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T | : | Affliction |
Definition at line 355 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 1237 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 1242 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
Limb Barotrauma.CharacterHealth.GetAfflictionLimb | ( | Affliction | affliction | ) |
Definition at line 375 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
Affliction Barotrauma.CharacterHealth.GetAfflictionOfType | ( | Identifier | afflictionType, |
bool | allowLimbAfflictions = true |
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float Barotrauma.CharacterHealth.GetAfflictionStrength | ( | Identifier | afflictionType, |
Identifier | afflictionidentifier, | ||
bool | allowLimbAfflictions = true |
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Definition at line 427 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetAfflictionStrength | ( | Identifier | afflictionType, |
Limb | limb, | ||
bool | requireLimbSpecific | ||
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Get the total strength of the afflictions of a specific type attached to a specific limb
afflictionType | Type of the affliction |
limb | The limb the affliction is attached to |
requireLimbSpecific | Does the affliction have to be attached to only the specific limb. Most monsters for example don't have separate healths for different limbs, essentially meaning that every affliction is applied to every limb. |
Definition at line 396 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetAfflictionStrengthByIdentifier | ( | Identifier | afflictionIdentifier, |
bool | allowLimbAfflictions = true |
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Definition at line 422 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetAfflictionStrengthByType | ( | Identifier | afflictionType, |
bool | allowLimbAfflictions = true |
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Definition at line 417 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
IReadOnlyCollection<Affliction> Barotrauma.CharacterHealth.GetAllAfflictions | ( | ) |
Definition at line 311 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
IEnumerable<Affliction> Barotrauma.CharacterHealth.GetAllAfflictions | ( | Func< Affliction, bool > | limbHealthFilter | ) |
Definition at line 316 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetLimbDamage | ( | Limb | limb, |
Identifier | afflictionType | ||
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Definition at line 665 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetPredictedStrength | ( | Affliction | affliction, |
float | predictFutureDuration, | ||
Limb | limb = null |
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Definition at line 1248 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetResistance | ( | AfflictionPrefab | afflictionPrefab | ) |
Definition at line 473 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetStatValue | ( | StatTypes | statType | ) |
Definition at line 484 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.GetSuitableTreatments | ( | Dictionary< Identifier, float > | treatmentSuitability, |
bool | normalize, | ||
Character | user, | ||
Limb | limb = null , |
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bool | ignoreHiddenAfflictions = false , |
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float | predictFutureDuration = 0.0f |
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Get the identifiers of the items that can be used to treat the character. Takes into account all the afflictions the character has, and negative treatment suitabilities (e.g. a medicine that causes oxygen loss may not be suitable if the character is already suffocating)
treatmentSuitability | A dictionary where the key is the identifier of the item and the value the suitability |
normalize | If true, the suitability values are normalized between 0 and 1. If not, they're arbitrary values defined in the medical item XML, where negative values are unsuitable, and positive ones suitable. |
predictFutureDuration | If above 0, the method will take into account how much currently active status effects while affect the afflictions in the next x seconds. |
Definition at line 1138 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.GetTotalAdjustedAfflictionStrength | ( | Affliction | affliction, |
float | otherAfflictionMultiplier = 0.3f , |
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bool | includeSameAffliction = true |
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Returns the total strength of instances of the same affliction on all the characters limbs, with a smaller weight given to the other afflictions on other limbs
otherAfflictionMultiplier | Multiplier on the strengths of the afflictions on other limbs. |
includeSameAffliction | Should the strength of the provided affliction be included too? |
Definition at line 1217 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
bool Barotrauma.CharacterHealth.HasFlag | ( | AbilityFlags | flagType | ) |
Definition at line 495 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 633 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.Load | ( | XElement | element, |
Func< AfflictionPrefab, bool > | afflictionPredicate = null |
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Definition at line 1373 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
bool Barotrauma.CharacterHealth.OnItemDropped | ( | Item | item, |
bool | ignoreMousePos | ||
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Definition at line 1703 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ReduceAfflictionOnAllLimbs | ( | Identifier | afflictionIdOrType, |
float | amount, | ||
ActionType? | treatmentAction = null |
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Definition at line 515 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ReduceAfflictionOnLimb | ( | Limb | targetLimb, |
Identifier | afflictionIdOrType, | ||
float | amount, | ||
ActionType? | treatmentAction = null |
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Definition at line 544 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ReduceAllAfflictionsOnAllLimbs | ( | float | amount, |
ActionType? | treatmentAction = null |
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Definition at line 507 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ReduceAllAfflictionsOnLimb | ( | Limb | targetLimb, |
float | amount, | ||
ActionType? | treatmentAction = null |
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Definition at line 534 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.Remove | ( | ) |
Definition at line 1329 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.RemoveAllAfflictions | ( | ) |
Definition at line 693 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.RemoveNegativeAfflictions | ( | ) |
Definition at line 708 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.Save | ( | XElement | healthElement | ) |
Definition at line 1344 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.ServerWrite | ( | IWriteMessage | msg | ) |
Definition at line 1276 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.SetAllDamage | ( | float | damageAmount, |
float | bleedingDamageAmount, | ||
float | burnDamageAmount | ||
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Definition at line 640 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.SetHealthBarVisibility | ( | bool | value | ) |
Definition at line 1992 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.SetVitality | ( | float | newVitality | ) |
Definition at line 981 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Automatically filters out buffs.
void Barotrauma.CharacterHealth.Update | ( | float | deltaTime | ) |
Definition at line 820 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.UpdateClientSpecific | ( | float | deltaTime | ) |
Definition at line 515 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.UpdateHUD | ( | float | deltaTime | ) |
Definition at line 639 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
void Barotrauma.CharacterHealth.UpdateStatusHUD | ( | float | deltaTime | ) |
Definition at line 1077 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
readonly Character Barotrauma.CharacterHealth.Character |
Definition at line 256 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 198 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
float Barotrauma.CharacterHealth.DisplayedVitality |
Definition at line 120 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 100 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 101 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 102 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
CauseOfDeathType Barotrauma.CharacterHealth.type |
Definition at line 1075 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
bool Barotrauma.CharacterHealth.Unkillable |
Definition at line 113 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 41 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 141 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 226 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 206 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 180 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 127 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 33 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 114 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 115 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 200 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 191 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 169 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 185 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 242 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 143 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 171 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 186 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 122 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 128 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Definition at line 212 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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0-1.
Definition at line 937 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 251 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 148 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 232 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 244 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 52 of file BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs.
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Maximum vitality without talent- or job-based modifiers
Definition at line 107 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 121 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Definition at line 151 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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How much vitality the character would have if it was alive? E.g. a character killed by disconnection or with console commands may not have any vitality-reducing afflictions despite being dead
Definition at line 167 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.
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Was the character in full health at the beginning of the frame?
Definition at line 249 of file BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs.