Barotrauma Client Doc
Barotrauma.Items.Components.MeleeWeapon Member List

This is the complete list of members for Barotrauma.Items.Components.MeleeWeapon, including all inherited members.

AddToGUIUpdateList(int order=0)Barotrauma.Items.Components.ItemComponentvirtual
AddTooltipInfo(ref LocalizedString name, ref LocalizedString description)Barotrauma.Items.Components.ItemComponentvirtual
AIContainItems< T >(ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)Barotrauma.Items.Components.ItemComponentprotected
AimableBarotrauma.Items.Components.Holdable
AimAngleBarotrauma.Items.Components.Holdable
aimAngleBarotrauma.Items.Components.Holdableprotected
AimPosBarotrauma.Items.Components.Holdable
aimPosBarotrauma.Items.Components.Holdableprotected
AIUpdateIntervalBarotrauma.Items.Components.ItemComponentprotectedstatic
aiUpdateTimerBarotrauma.Items.Components.ItemComponentprotected
allowedSlotsBarotrauma.Items.Components.Pickableprotected
AllowedSlotsBarotrauma.Items.Components.Pickable
AllowHitMultipleBarotrauma.Items.Components.MeleeWeapon
AllowInGameEditingBarotrauma.Items.Components.ItemComponent
AllowUIOverlapBarotrauma.Items.Components.ItemComponent
AlternativeLayoutBarotrauma.Items.Components.ItemComponent
ApplyStatusEffects(ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)Barotrauma.Items.Components.ItemComponent
AttachableBarotrauma.Items.Components.Holdable
AttachedBarotrauma.Items.Components.Holdable
AttachedByDefaultBarotrauma.Items.Components.Holdable
AttachToWall()Barotrauma.Items.Components.Holdable
AttackBarotrauma.Items.Components.MeleeWeapon
BodyBarotrauma.Items.Components.Holdable
CanBeAttached(Character user)Barotrauma.Items.Components.Holdable
canBeCombinedBarotrauma.Items.Components.ItemComponentprotected
CanBeCombinedBarotrauma.Items.Components.ItemComponent
CanBeDeattached()Barotrauma.Items.Components.Holdable
canBePickedBarotrauma.Items.Components.ItemComponentprotected
CanBePickedBarotrauma.Items.Components.ItemComponent
canBeSelectedBarotrauma.Items.Components.ItemComponentprotected
CanBeSelectedBarotrauma.Items.Components.ItemComponent
CanPushBarotrauma.Items.Components.Holdable
characterUsableBarotrauma.Items.Components.ItemComponentprotected
CharacterUsableBarotrauma.Items.Components.ItemComponent
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Items.Components.Holdablevirtual
ClientEventWrite(IWriteMessage msg, NetEntityEvent.IData extraData=null)Barotrauma.Items.Components.Holdable
CombatPriorityBarotrauma.Items.Components.ItemComponent
Combine(Item item, Character user)Barotrauma.Items.Components.ItemComponentvirtual
ControlPoseBarotrauma.Items.Components.Holdable
CorrectionDelayBarotrauma.Items.Components.ItemComponentprotectedstatic
correctionTimerBarotrauma.Items.Components.ItemComponentprotected
CreateEditingHUD(SerializableEntityEditor editor)Barotrauma.Items.Components.ItemComponentvirtual
CreateGUI()Barotrauma.Items.Components.ItemComponentprotectedvirtual
CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)Barotrauma.Items.Components.ItemComponentvirtual
DeattachFromWall()Barotrauma.Items.Components.Holdable
DefaultLayoutBarotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character)Barotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character, List< Skill > requiredSkills)Barotrauma.Items.Components.ItemComponent
delayedCorrectionCoroutineBarotrauma.Items.Components.ItemComponentprotected
DeleteOnUseBarotrauma.Items.Components.ItemComponent
DisabledRequiredItemsBarotrauma.Items.Components.ItemComponent
DisableHeadRotationBarotrauma.Items.Components.Holdable
DisableWhenRangedWeaponEquippedBarotrauma.Items.Components.Holdable
DisallowSellingItemsFromContainerBarotrauma.Items.Components.ItemComponent
DisplayMsgBarotrauma.Items.Components.ItemComponent
DontTransferInventoryBetweenSubsBarotrauma.Items.Components.ItemComponent
Draw(SpriteBatch spriteBatch, bool editing, float itemDepth=-1, Color? overrideColor=null)Barotrauma.Items.Components.Holdable
DrawableBarotrauma.Items.Components.ItemComponent
DrawHUD(SpriteBatch spriteBatch, Character character)Barotrauma.Items.Components.ItemComponentvirtual
DrawHudWhenEquippedBarotrauma.Items.Components.ItemComponent
DrawSizeBarotrauma.Items.Components.Holdable
Drop(Character dropper, bool setTransform=true)Barotrauma.Items.Components.MeleeWeaponvirtual
DropConnectedWires(Character character)Barotrauma.Items.Components.Pickableprotected
Equip(Character character)Barotrauma.Items.Components.MeleeWeaponvirtual
ExtractEventData< T >(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentprotected
FlipX(bool relativeToSub)Barotrauma.Items.Components.Holdablevirtual
FlipY(bool relativeToSub)Barotrauma.Items.Components.ItemComponentvirtual
GetLinkUIToComponent()Barotrauma.Items.Components.ItemComponent
GetReplacementOrThis()Barotrauma.Items.Components.ItemComponent
GetRope()Barotrauma.Items.Components.Holdable
GetSkillMultiplier()Barotrauma.Items.Components.ItemComponentvirtual
GetTextureDirectory(ContentXElement subElement)Barotrauma.Items.Components.ItemComponentprotected
GuiFrameBarotrauma.Items.Components.ItemComponent
GuiFrameOffsetBarotrauma.Items.Components.ItemComponent
handlePosBarotrauma.Items.Components.Holdableprotected
HasAccess(Character character)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredContainedItems(Character user, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponent
HasRequiredItems(Character character, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredSkills(Character character)Barotrauma.Items.Components.ItemComponent
HasRequiredSkills(Character character, out Skill insufficientSkill)Barotrauma.Items.Components.ItemComponent
HasSoundsBarotrauma.Items.Components.ItemComponent
HasSoundsOfTypeBarotrauma.Items.Components.ItemComponent
HitOnlyCharactersBarotrauma.Items.Components.MeleeWeapon
HittingBarotrauma.Items.Components.MeleeWeapon
Holdable(Item item, ContentXElement element)Barotrauma.Items.Components.Holdable
HoldAngleBarotrauma.Items.Components.Holdable
holdAngleBarotrauma.Items.Components.Holdableprotected
holdPosBarotrauma.Items.Components.Holdableprotected
HoldPosBarotrauma.Items.Components.Holdable
HudLayerBarotrauma.Items.Components.ItemComponent
HudPriorityBarotrauma.Items.Components.ItemComponent
InheritParentIsActiveBarotrauma.Items.Components.ItemComponent
InheritStatusEffectsBarotrauma.Items.Components.ItemComponent
IsActiveBarotrauma.Items.Components.ItemComponent
IsActiveConditionalComparisonBarotrauma.Items.Components.ItemComponent
IsActiveConditionalsBarotrauma.Items.Components.ItemComponent
IsActiveTimerBarotrauma.Items.Components.ItemComponent
IsAttachedBarotrauma.Items.Components.Holdable
IsEmpty(Character user)Barotrauma.Items.Components.ItemComponent
itemBarotrauma.Items.Components.ItemComponentprotected
ItemBarotrauma.Items.Components.ItemComponent
ItemComponent(Item item, ContentXElement element)Barotrauma.Items.Components.ItemComponent
ItemUseInfo(Item Item, Character User)Barotrauma.Items.Components.ItemComponent
LimitedAttachableBarotrauma.Items.Components.Holdable
LinkUIToComponentBarotrauma.Items.Components.ItemComponent
Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)Barotrauma.Items.Components.Holdablevirtual
Barotrauma::Items::Components::Pickable.Load(ContentXElement element, Item item, bool errorMessages=true)Barotrauma.Items.Components.ItemComponentstatic
LockGuiFramePositionBarotrauma.Items.Components.ItemComponent
ManuallySelectedSoundBarotrauma.Items.Components.ItemComponent
MeleeWeapon(Item item, ContentXElement element)Barotrauma.Items.Components.MeleeWeapon
Move(Vector2 amount, bool ignoreContacts=false)Barotrauma.Items.Components.ItemComponentvirtual
MsgBarotrauma.Items.Components.ItemComponent
NameBarotrauma.Items.Components.ItemComponent
nameBarotrauma.Items.Components.ItemComponentprotected
NeedsSoundUpdate()Barotrauma.Items.Components.ItemComponent
OnActiveStateChangedBarotrauma.Items.Components.ItemComponent
OnGUIParentChanged(RectTransform newParent)Barotrauma.Items.Components.ItemComponentprotected
OnInventoryChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnItemLoaded()Barotrauma.Items.Components.Holdablevirtual
OnMapLoaded()Barotrauma.Items.Components.Holdablevirtual
OnPicked(Character picker)Barotrauma.Items.Components.Holdablevirtual
Barotrauma::Items::Components::Pickable.OnPicked(Character picker, bool pickDroppedStack)Barotrauma.Items.Components.Pickablevirtual
OnPlayerSkillsChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnResolutionChanged()Barotrauma.Items.Components.ItemComponentprotectedvirtual
OnScaleChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnUsedBarotrauma.Items.Components.ItemComponent
originalElementBarotrauma.Items.Components.ItemComponent
ParentBarotrauma.Items.Components.ItemComponent
ParseMsg()Barotrauma.Items.Components.Holdablevirtual
Pick(Character picker)Barotrauma.Items.Components.Holdablevirtual
Pickable(Item item, ContentXElement element)Barotrauma.Items.Components.Pickable
pickerBarotrauma.Items.Components.Pickableprotected
PickerBarotrauma.Items.Components.Pickable
PickingDoneBarotrauma.Items.Components.Pickable
PickingMsgBarotrauma.Items.Components.ItemComponent
PickingTimeBarotrauma.Items.Components.ItemComponent
PickKeyBarotrauma.Items.Components.ItemComponent
PlaySound(ActionType type, Character user=null)Barotrauma.Items.Components.ItemComponent
PreferredContainedItemsBarotrauma.Items.Components.MeleeWeapon
PusherBarotrauma.Items.Components.Holdable
RangeBarotrauma.Items.Components.MeleeWeapon
ReattachableBarotrauma.Items.Components.Holdable
ReceiveSignal(Signal signal, Connection connection)Barotrauma.Items.Components.Holdablevirtual
RecreateGUIOnResolutionChangeBarotrauma.Items.Components.ItemComponent
ReleaseGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
ReloadBarotrauma.Items.Components.MeleeWeapon
ReloadGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
Remove()Barotrauma.Items.Components.ItemComponent
RemoveComponentSpecific()Barotrauma.Items.Components.Holdableprotectedvirtual
RemoveOnCombinedBarotrauma.Items.Components.ItemComponent
removeOnCombinedBarotrauma.Items.Components.ItemComponentprotected
ReplacedByBarotrauma.Items.Components.ItemComponent
requiredItemsBarotrauma.Items.Components.ItemComponent
requiredSkillsBarotrauma.Items.Components.ItemComponent
Reset()Barotrauma.Items.Components.ItemComponentvirtual
Save(XElement parentElement)Barotrauma.Items.Components.Holdablevirtual
SecondaryUse(float deltaTime, Character character=null)Barotrauma.Items.Components.MeleeWeaponvirtual
Select(Character character)Barotrauma.Items.Components.ItemComponentvirtual
SelectKeyBarotrauma.Items.Components.ItemComponent
SerializablePropertiesBarotrauma.Items.Components.ItemComponent
ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)Barotrauma.Items.Components.Pickablevirtual
SetRequiredItems(ContentXElement element, bool allowEmpty=false)Barotrauma.Items.Components.ItemComponent
ShallowRemove()Barotrauma.Items.Components.ItemComponent
ShallowRemoveComponentSpecific()Barotrauma.Items.Components.ItemComponentprotectedvirtual
ShouldDrawHUD(Character character)Barotrauma.Items.Components.ItemComponentvirtual
SpeedBarotrauma.Items.Components.ItemComponent
SpriteDepthWhenDroppedBarotrauma.Items.Components.Holdable
StartDelayedCorrection(IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false)Barotrauma.Items.Components.ItemComponentprotected
statusEffectListsBarotrauma.Items.Components.ItemComponent
StopLoopingSound()Barotrauma.Items.Components.ItemComponent
StopPicking(Character picker)Barotrauma.Items.Components.Pickableprotected
StopSounds(ActionType type)Barotrauma.Items.Components.ItemComponent
SwingBarotrauma.Items.Components.MeleeWeapon
SwingAmountBarotrauma.Items.Components.Holdable
SwingForceBarotrauma.Items.Components.MeleeWeapon
SwingPosBarotrauma.Items.Components.MeleeWeapon
SwingSpeedBarotrauma.Items.Components.Holdable
SwingWhenAimingBarotrauma.Items.Components.Holdable
SwingWhenHoldingBarotrauma.Items.Components.Holdable
SwingWhenUsingBarotrauma.Items.Components.Holdable
TryCreateDragHandle()Barotrauma.Items.Components.ItemComponentprotected
TryExtractEventData< T >(NetEntityEvent.IData data, out T componentData)Barotrauma.Items.Components.ItemComponentprotected
Unequip(Character character)Barotrauma.Items.Components.Holdablevirtual
Update(float deltaTime, Camera cam)Barotrauma.Items.Components.MeleeWeaponvirtual
UpdateBroken(float deltaTime, Camera cam)Barotrauma.Items.Components.MeleeWeaponvirtual
UpdateEditing(float deltaTime)Barotrauma.Items.Components.ItemComponentvirtual
UpdateHUD(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponent
UpdateHUDComponentSpecific(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponentvirtual
UpdateSounds()Barotrauma.Items.Components.ItemComponent
UpdateSwingPos(float deltaTime, out Vector2 swingPos)Barotrauma.Items.Components.Holdable
UpdateWhenInactiveBarotrauma.Items.Components.ItemComponent
UsageDisabledByRangedWeapon(Character character)Barotrauma.Items.Components.Holdableprotected
Use(float deltaTime, Character character=null)Barotrauma.Items.Components.MeleeWeaponvirtual
UseAlternativeLayoutBarotrauma.Items.Components.ItemComponent
UseHandRotationForHoldAngleBarotrauma.Items.Components.Holdable
UserBarotrauma.Items.Components.MeleeWeapon
ValidateEventData(NetEntityEvent.IData data)Barotrauma.Items.Components.Holdablevirtual
WasUsedBarotrauma.Items.Components.ItemComponent