Barotrauma Client Doc
Barotrauma.Items.Components.Turret Class Reference
Inheritance diagram for Barotrauma.Items.Components.Turret:
Barotrauma.Items.Components.Powered Barotrauma.Items.Components.IDrawableComponent Barotrauma.Networking.IServerSerializable Barotrauma.Items.Components.Powered Barotrauma.Items.Components.IDrawableComponent Barotrauma.Networking.IServerSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.INetSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity

Public Member Functions

 Turret (Item item, ContentXElement element)
 
override void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items. More...
 
override void Update (float deltaTime, Camera cam)
 
void UpdateLightComponents ()
 
override bool Use (float deltaTime, Character character=null)
 
float GetPowerRequiredToShoot ()
 
bool HasPowerToShoot ()
 
void UpdateAutoOperate (float deltaTime, bool ignorePower, Identifier friendlyTag=default)
 
override bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed
More...
 
override float GetCurrentPowerConsumption (Connection conn=null)
 Turret doesn't consume grid power, directly takes from the batteries on its grid instead. More...
 
bool IsWithinAimingRadius (Vector2 target)
 
override void FlipX (bool relativeToSub)
 
override void FlipY (bool relativeToSub)
 
override void ReceiveSignal (Signal signal, Connection connection)
 
override void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such. More...
 
void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
override void Move (Vector2 amount, bool ignoreContacts=false)
 
override void UpdateBroken (float deltaTime, Camera cam)
 
override void UpdateEditing (float deltaTime)
 
override void UpdateHUDComponentSpecific (Character character, float deltaTime, Camera cam)
 
Vector2 GetRecoilOffset ()
 
void Draw (SpriteBatch spriteBatch, bool editing=false, float itemDepth=-1, Color? overrideColor=null)
 
Vector2 GetDrawPos ()
 
override void DrawHUD (SpriteBatch spriteBatch, Character character)
 
void ClientEventRead (IReadMessage msg, float sendingTime)
 
- Public Member Functions inherited from Barotrauma.Items.Components.Powered
 Powered (Item item, ContentXElement element)
 
virtual PowerRange MinMaxPowerOut (Connection conn, float load=0)
 Minimum and maximum power the connection can provide More...
 
virtual float GetConnectionPowerOut (Connection conn, float power, PowerRange minMaxPower, float load)
 Finalize how much power the device will be outputting to the connection More...
 
virtual void GridResolved (Connection conn)
 Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates More...
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
readonly record struct ItemUseInfo (Item Item, Character User)
 
 ItemComponent (Item item, ContentXElement element)
 
void SetRequiredItems (ContentXElement element, bool allowEmpty=false)
 
virtual bool Pick (Character picker)
 a Character has picked the item More...
 
virtual bool Select (Character character)
 
virtual void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item More...
 
virtual bool SecondaryUse (float deltaTime, Character character=null)
 
virtual void Equip (Character character)
 
virtual void Unequip (Character character)
 
virtual bool Combine (Item item, Character user)
 
void Remove ()
 
void ShallowRemove ()
 Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item More...
 
bool HasRequiredSkills (Character character)
 
bool HasRequiredSkills (Character character, out Skill insufficientSkill)
 
virtual float GetSkillMultiplier ()
 
float DegreeOfSuccess (Character character)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
 
float DegreeOfSuccess (Character character, List< Skill > requiredSkills)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
 
bool IsEmpty (Character user)
 Shorthand for !HasRequiredContainedItems() More...
 
bool HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null)
 
virtual bool HasAccess (Character character)
 Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems. More...
 
virtual bool HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed. More...
 
virtual XElement Save (XElement parentElement)
 
virtual void Reset ()
 
virtual void ParseMsg ()
 
virtual bool ValidateEventData (NetEntityEvent.IData data)
 
ItemComponent GetReplacementOrThis ()
 
bool NeedsSoundUpdate ()
 
void UpdateSounds ()
 
void PlaySound (ActionType type, Character user=null)
 
void StopLoopingSound ()
 
void StopSounds (ActionType type)
 
virtual bool ShouldDrawHUD (Character character)
 
ItemComponent GetLinkUIToComponent ()
 
virtual void AddToGUIUpdateList (int order=0)
 
void UpdateHUD (Character character, float deltaTime, Camera cam)
 
virtual void CreateEditingHUD (SerializableEntityEditor editor)
 
virtual void OnPlayerSkillsChanged ()
 
virtual void AddTooltipInfo (ref LocalizedString name, ref LocalizedString description)
 

Public Attributes

Character ActiveUser
 
bool flipFiringOffset
 
Sprite WeaponIndicatorSprite
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > requiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
List< SkillrequiredSkills
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 
float IsActiveTimer
 
ItemComponent ReplacedBy
 

Protected Member Functions

override void RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.Powered
void UpdateOnActiveEffects (float deltaTime)
 
float GetAvailableInstantaneousBatteryPower ()
 Returns the amount of power that can be supplied by batteries directly connected to the item More...
 
IEnumerable< PowerContainerGetDirectlyConnectedBatteries ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
ExtractEventData< T > (NetEntityEvent.IData data)
 
bool TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData)
 
AIObjectiveContainItem AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)
 
void ReleaseGuiFrame ()
 
void ReloadGuiFrame ()
 
void TryCreateDragHandle ()
 
virtual void CreateGUI ()
 Overload this method and implement. The method is automatically called when the resolution changes. More...
 
void StartDelayedCorrection (IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false)
 
void OnGUIParentChanged (RectTransform newParent)
 Launches when the parent of the GuiFrame is changed. More...
 
virtual void OnResolutionChanged ()
 

Properties

IEnumerable< ItemActiveProjectiles [get]
 
float Rotation [get]
 
Vector2 BarrelPos [get, set]
 
Vector2 FiringOffset [get, set]
 
bool AlternatingFiringOffset [get, set]
 
Vector2 TransformedBarrelPos [get]
 
float LaunchImpulse [get, set]
 
float Reload [get, set]
 
int ShotsPerBurst [get, set]
 
float DelayBetweenBursts [get, set]
 
float RetractionDurationMultiplier [get, set]
 
float RecoilTime [get, set]
 
float RetractionDelay [get, set]
 
float DamageMultiplier [get, set]
 
int ProjectileCount [get, set]
 
bool LaunchWithoutProjectile [get, set]
 
Vector2 RotationLimits [get, set]
 
float Spread [get, set]
 
float SpringStiffnessLowSkill [get]
 
float SpringStiffnessHighSkill [get]
 
float SpringDampingLowSkill [get]
 
float SpringDampingHighSkill [get]
 
float RotationSpeedLowSkill [get]
 
float RotationSpeedHighSkill [get]
 
float FiringRotationSpeedModifier [get]
 
bool SingleChargedShot [get]
 
float BaseRotation [get, set]
 
float AIRange [get, set]
 
float MaxAngleOffset [get, set]
 
float AICurrentTargetPriorityMultiplier [get]
 
int MaxActiveProjectiles [get, set]
 
float MaxChargeTime [get]
 
bool AutoOperate [get, set]
 
float RandomAimAmount [get, set]
 
float RandomAimMinTime [get, set]
 
float RandomAimMaxTime [get, set]
 
bool RandomMovement [get, set]
 
bool AimDelay [get, set]
 
bool TargetCharacters [get, set]
 
bool TargetMonsters [get, set]
 
bool TargetHumans [get, set]
 
bool TargetSubmarines [get, set]
 
bool TargetItems [get, set]
 
Identifier FriendlyTag [get]
 
Color HudTint [get]
 
int UIElementHeight [get]
 
bool ShowChargeIndicator [get]
 
bool ShowProjectileIndicator [get]
 
float RecoilDistance [get]
 
float SpinningBarrelDistance [get]
 
Vector2 DrawSize [get]
 
Sprite BarrelSprite [get]
 
bool HideBarrelWhenBroken [get]
 
- Properties inherited from Barotrauma.Items.Components.Powered
static IEnumerable< PoweredPoweredList [get]
 
virtual PowerPriority Priority [get]
 
float? MinVoltage [get, set]
 
float PowerConsumption [get, set]
 
override bool IsActive [get, set]
 
float CurrPowerConsumption [get, set]
 
float??? Voltage [get, set]
 
float RelativeVoltage [get]
 Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. Can be used by status effects or sounds to check if the item has enough power to run More...
 
bool PoweredByTinkering [get, set]
 
bool VulnerableToEMP [get, set]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
ItemComponent Parent [get, set]
 
bool InheritParentIsActive [get, set]
 
virtual bool DontTransferInventoryBetweenSubs [get]
 If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems. More...
 
virtual bool DisallowSellingItemsFromContainer [get]
 If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs. More...
 
float PickingTime [get, set]
 
string PickingMsg [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
virtual bool? IsActive [get, set]
 
PropertyConditional.LogicalOperatorType IsActiveConditionalComparison [get, set]
 
bool Drawable [get, set]
 
bool CanBePicked [get, set]
 
bool DrawHudWhenEquipped [get, protected set]
 
bool LockGuiFramePosition [get, set]
 
Point GuiFrameOffset [get, set]
 
bool CanBeSelected [get, set]
 
bool CanBeCombined [get, set]
 
bool RemoveOnCombined [get, set]
 
bool CharacterUsable [get, set]
 
bool AllowInGameEditing [get, set]
 
InputType PickKey [get, protected set]
 
InputType SelectKey [get, protected set]
 
bool DeleteOnUse [get, set]
 
Item Item [get]
 
string Name [get]
 
string Msg [get, set]
 
LocalizedString DisplayMsg [get, set]
 
float CombatPriority [get]
 
int ManuallySelectedSound [get]
 Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component. More...
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item More...
 
virtual bool UpdateWhenInactive [get]
 
bool HasSounds [get]
 
bool[] HasSoundsOfType [get]
 
virtual bool RecreateGUIOnResolutionChange [get]
 
GUILayoutSettings DefaultLayout [get, protected set]
 
GUILayoutSettings AlternativeLayout [get, protected set]
 
GUIFrame GuiFrame [get, set]
 
bool AllowUIOverlap [get, set]
 
string LinkUIToComponent [get, set]
 
int HudPriority [get]
 
int HudLayer [get]
 
bool?? UseAlternativeLayout [get, set]
 
- Properties inherited from Barotrauma.ISerializableEntity
string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 
- Properties inherited from Barotrauma.Items.Components.IDrawableComponent
Vector2 DrawSize [get]
 The extents of the sprites or other graphics this component needs to draw. Used to determine which items are visible on the screen. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.Powered
static void UpdateGrids (bool useCache=true)
 Allocate electrical devices into their grids based on connections More...
 
static void UpdatePower (float deltaTime)
 Update the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated More...
 
static bool ValidPowerConnection (Connection conn1, Connection conn2)
 
- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- Static Public Attributes inherited from Barotrauma.Items.Components.Powered
static readonly HashSet< ConnectionChangedConnections = new HashSet<Connection>()
 
static readonly Dictionary< int, GridInfoGrids = new Dictionary<int, GridInfo>()
 
- Protected Attributes inherited from Barotrauma.Items.Components.Powered
float currPowerConsumption
 The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items More...
 
float powerConsumption
 The maximum amount of power the item can draw from connected items More...
 
Connection powerIn
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 
float correctionTimer
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.Powered
const float UpdateInterval = (float)Timing.Step
 
const float MaxOverVoltageFactor = 2.0f
 Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted More...
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Detailed Description

Constructor & Destructor Documentation

◆ Turret()

Barotrauma.Items.Components.Turret.Turret ( Item  item,
ContentXElement  element 
)

Member Function Documentation

◆ ClientEventRead()

void Barotrauma.Items.Components.Turret.ClientEventRead ( IReadMessage  msg,
float  sendingTime 
)

◆ CrewAIOperate()

override bool Barotrauma.Items.Components.Turret.CrewAIOperate ( float  deltaTime,
Character  character,
AIObjectiveOperateItem  objective 
)
virtual

Returns
true if the operation was completed

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 1213 of file BarotraumaShared/SharedSource/Items/Components/Turret.cs.

◆ Draw()

void Barotrauma.Items.Components.Turret.Draw ( SpriteBatch  spriteBatch,
bool  editing = false,
float  itemDepth = -1,
Color?  overrideColor = null 
)

◆ DrawHUD()

override void Barotrauma.Items.Components.Turret.DrawHUD ( SpriteBatch  spriteBatch,
Character  character 
)
virtual

◆ FlipX()

override void Barotrauma.Items.Components.Turret.FlipX ( bool  relativeToSub)
virtual

◆ FlipY()

override void Barotrauma.Items.Components.Turret.FlipY ( bool  relativeToSub)
virtual

◆ GetCurrentPowerConsumption()

override float Barotrauma.Items.Components.Turret.GetCurrentPowerConsumption ( Connection  conn = null)
virtual

Turret doesn't consume grid power, directly takes from the batteries on its grid instead.

Reimplemented from Barotrauma.Items.Components.Powered.

Definition at line 1705 of file BarotraumaShared/SharedSource/Items/Components/Turret.cs.

◆ GetDrawPos()

Vector2 Barotrauma.Items.Components.Turret.GetDrawPos ( )

◆ GetPowerRequiredToShoot()

float Barotrauma.Items.Components.Turret.GetPowerRequiredToShoot ( )

◆ GetRecoilOffset()

Vector2 Barotrauma.Items.Components.Turret.GetRecoilOffset ( )

◆ HasPowerToShoot()

bool Barotrauma.Items.Components.Turret.HasPowerToShoot ( )

◆ IsWithinAimingRadius()

bool Barotrauma.Items.Components.Turret.IsWithinAimingRadius ( Vector2  target)

◆ Load()

override void Barotrauma.Items.Components.Turret.Load ( ContentXElement  componentElement,
bool  usePrefabValues,
IdRemap  idRemap 
)
virtual

◆ Move()

override void Barotrauma.Items.Components.Turret.Move ( Vector2  amount,
bool  ignoreContacts = false 
)
virtual

◆ OnItemLoaded()

override void Barotrauma.Items.Components.Turret.OnItemLoaded ( )
virtual

Called when all the components of the item have been loaded. Use to initialize connections between components and such.

Reimplemented from Barotrauma.Items.Components.Powered.

Definition at line 2034 of file BarotraumaShared/SharedSource/Items/Components/Turret.cs.

◆ OnMapLoaded()

override void Barotrauma.Items.Components.Turret.OnMapLoaded ( )
virtual

Called when all items have been loaded. Use to initialize connections between items.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 440 of file BarotraumaShared/SharedSource/Items/Components/Turret.cs.

◆ ReceiveSignal()

override void Barotrauma.Items.Components.Turret.ReceiveSignal ( Signal  signal,
Connection  connection 
)
virtual

◆ RemoveComponentSpecific()

override void Barotrauma.Items.Components.Turret.RemoveComponentSpecific ( )
protectedvirtual

◆ ServerEventWrite()

void Barotrauma.Items.Components.Turret.ServerEventWrite ( IWriteMessage  msg,
Client  c,
NetEntityEvent.IData  extraData = null 
)

◆ Update()

override void Barotrauma.Items.Components.Turret.Update ( float  deltaTime,
Camera  cam 
)
virtual

◆ UpdateAutoOperate()

void Barotrauma.Items.Components.Turret.UpdateAutoOperate ( float  deltaTime,
bool  ignorePower,
Identifier  friendlyTag = default 
)

◆ UpdateBroken()

override void Barotrauma.Items.Components.Turret.UpdateBroken ( float  deltaTime,
Camera  cam 
)
virtual

◆ UpdateEditing()

override void Barotrauma.Items.Components.Turret.UpdateEditing ( float  deltaTime)
virtual

◆ UpdateHUDComponentSpecific()

override void Barotrauma.Items.Components.Turret.UpdateHUDComponentSpecific ( Character  character,
float  deltaTime,
Camera  cam 
)
virtual

◆ UpdateLightComponents()

void Barotrauma.Items.Components.Turret.UpdateLightComponents ( )

◆ Use()

override bool Barotrauma.Items.Components.Turret.Use ( float  deltaTime,
Character  character = null 
)
virtual

Member Data Documentation

◆ ActiveUser

Character Barotrauma.Items.Components.Turret.ActiveUser

◆ flipFiringOffset

bool Barotrauma.Items.Components.Turret.flipFiringOffset

◆ WeaponIndicatorSprite

Sprite Barotrauma.Items.Components.Turret.WeaponIndicatorSprite

Property Documentation

◆ ActiveProjectiles

IEnumerable<Item> Barotrauma.Items.Components.Turret.ActiveProjectiles
get

◆ AICurrentTargetPriorityMultiplier

float Barotrauma.Items.Components.Turret.AICurrentTargetPriorityMultiplier
get

◆ AimDelay

bool Barotrauma.Items.Components.Turret.AimDelay
getset

◆ AIRange

float Barotrauma.Items.Components.Turret.AIRange
getset

◆ AlternatingFiringOffset

bool Barotrauma.Items.Components.Turret.AlternatingFiringOffset
getset

◆ AutoOperate

bool Barotrauma.Items.Components.Turret.AutoOperate
getset

◆ BarrelPos

Vector2 Barotrauma.Items.Components.Turret.BarrelPos
getset

◆ BarrelSprite

Sprite Barotrauma.Items.Components.Turret.BarrelSprite
get

◆ BaseRotation

float Barotrauma.Items.Components.Turret.BaseRotation
getset

◆ DamageMultiplier

float Barotrauma.Items.Components.Turret.DamageMultiplier
getset

◆ DelayBetweenBursts

float Barotrauma.Items.Components.Turret.DelayBetweenBursts
getset

◆ DrawSize

Vector2 Barotrauma.Items.Components.Turret.DrawSize
get

◆ FiringOffset

Vector2 Barotrauma.Items.Components.Turret.FiringOffset
getset

◆ FiringRotationSpeedModifier

float Barotrauma.Items.Components.Turret.FiringRotationSpeedModifier
get

◆ FriendlyTag

Identifier Barotrauma.Items.Components.Turret.FriendlyTag
get

◆ HideBarrelWhenBroken

bool Barotrauma.Items.Components.Turret.HideBarrelWhenBroken
get

◆ HudTint

Color Barotrauma.Items.Components.Turret.HudTint
get

◆ LaunchImpulse

float Barotrauma.Items.Components.Turret.LaunchImpulse
getset

◆ LaunchWithoutProjectile

bool Barotrauma.Items.Components.Turret.LaunchWithoutProjectile
getset

◆ MaxActiveProjectiles

int Barotrauma.Items.Components.Turret.MaxActiveProjectiles
getset

◆ MaxAngleOffset

float Barotrauma.Items.Components.Turret.MaxAngleOffset
getset

◆ MaxChargeTime

float Barotrauma.Items.Components.Turret.MaxChargeTime
get

◆ ProjectileCount

int Barotrauma.Items.Components.Turret.ProjectileCount
getset

◆ RandomAimAmount

float Barotrauma.Items.Components.Turret.RandomAimAmount
getset

◆ RandomAimMaxTime

float Barotrauma.Items.Components.Turret.RandomAimMaxTime
getset

◆ RandomAimMinTime

float Barotrauma.Items.Components.Turret.RandomAimMinTime
getset

◆ RandomMovement

bool Barotrauma.Items.Components.Turret.RandomMovement
getset

◆ RecoilDistance

float Barotrauma.Items.Components.Turret.RecoilDistance
get

◆ RecoilTime

float Barotrauma.Items.Components.Turret.RecoilTime
getset

◆ Reload

float Barotrauma.Items.Components.Turret.Reload
getset

◆ RetractionDelay

float Barotrauma.Items.Components.Turret.RetractionDelay
getset

◆ RetractionDurationMultiplier

float Barotrauma.Items.Components.Turret.RetractionDurationMultiplier
getset

◆ Rotation

float Barotrauma.Items.Components.Turret.Rotation
get

◆ RotationLimits

Vector2 Barotrauma.Items.Components.Turret.RotationLimits
getset

◆ RotationSpeedHighSkill

float Barotrauma.Items.Components.Turret.RotationSpeedHighSkill
get

◆ RotationSpeedLowSkill

float Barotrauma.Items.Components.Turret.RotationSpeedLowSkill
get

◆ ShotsPerBurst

int Barotrauma.Items.Components.Turret.ShotsPerBurst
getset

◆ ShowChargeIndicator

bool Barotrauma.Items.Components.Turret.ShowChargeIndicator
get

◆ ShowProjectileIndicator

bool Barotrauma.Items.Components.Turret.ShowProjectileIndicator
get

◆ SingleChargedShot

bool Barotrauma.Items.Components.Turret.SingleChargedShot
get

◆ SpinningBarrelDistance

float Barotrauma.Items.Components.Turret.SpinningBarrelDistance
get

◆ Spread

float Barotrauma.Items.Components.Turret.Spread
getset

◆ SpringDampingHighSkill

float Barotrauma.Items.Components.Turret.SpringDampingHighSkill
get

◆ SpringDampingLowSkill

float Barotrauma.Items.Components.Turret.SpringDampingLowSkill
get

◆ SpringStiffnessHighSkill

float Barotrauma.Items.Components.Turret.SpringStiffnessHighSkill
get

◆ SpringStiffnessLowSkill

float Barotrauma.Items.Components.Turret.SpringStiffnessLowSkill
get

◆ TargetCharacters

bool Barotrauma.Items.Components.Turret.TargetCharacters
getset

◆ TargetHumans

bool Barotrauma.Items.Components.Turret.TargetHumans
getset

◆ TargetItems

bool Barotrauma.Items.Components.Turret.TargetItems
getset

◆ TargetMonsters

bool Barotrauma.Items.Components.Turret.TargetMonsters
getset

◆ TargetSubmarines

bool Barotrauma.Items.Components.Turret.TargetSubmarines
getset

◆ TransformedBarrelPos

Vector2 Barotrauma.Items.Components.Turret.TransformedBarrelPos
get

◆ UIElementHeight

int Barotrauma.Items.Components.Turret.UIElementHeight
get